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WhoKnowsWho

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WhoKnowsWho last won the day on May 23

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  1. yeah, the longer process is dumping metadata file and look for strings through a text editor like notepad++ the pointers will automatically guide you to class name. You only won't have the offset of the values. But most likely there is a way around that. Just not sure what. Perhaps requires dumping the required file through disassembler as ghidra. And calculate the offset of the values, but not sure on how that works as it is for now just a theory. Have not investigated it but seems interesting to give a try. But usually it isn't to hard to see if the value is a double or a float or int. The issues i believe is figuring out bool type and where the function ends.
  2. Yeah, from O to Ca, then A. Unless Ca is 0.0MB otherwise pointer will be there. Works well with floats, bool and double. Just annoying when calculated offset is a pointer as well.
  3. I see, Yeah i just checked and the speed value seems to be 1.0F;0.33333334327F;0.02999999933F::9 and then you can edit one to five or any desired value. But speedhack isn't really the issue, it's just not working on live. Perhaps this value won't work on live either. I can't understand the game really so i have no idea where it has to be used.
  4. I believe it's also not a bad idea to search for your own speedhack value. How to find your own speedhack value for almost any game (#1i73r7ka)
  5. For what i have seen there is lil information about how the logic of attacks of speed work in RPG games. RPG games very different logic but when once figured out i am quite convinced it would be a general method as pretty much all developers have to kind of follow a logic. Actually late reply but just happened to found this convo. Something to try would be slowing speed of the game and see what happens between the tapping of the attack button and after all the functions are finished. We do not know at what moment in time it decreases or increases resulting in missing out on the desired value. One thing i learned by now is that it is never only increase or decrease. You have to be cautious about what happens.
  6. WhoKnowsWho

    utf-8 search

    I have no idea about it being possible through scripting. Perhaps. But in the search bar you can't have both. UTF-8 is only UTF-8. That's why i suggest you to search in byte instead of string. Because then you can do a group search mixing byte, word, dword, float, double and qword...but with string search you can only search for strings. So what you can try to do is search the string. Then gameguardian will show you the results. if you see the string twice copy the first 11 results and then you have your bytes. And then search for nearby values that do not change and copy them as a group search. But i believe your main question answered. You can't do group search in UTF-8 or any other kind of string encoding using the gameguardian search bar.
  7. WhoKnowsWho

    utf-8 search

    But my comment is only towards your first question, further then that i dunno what you want to do. You mentioned that the offset does not always work. Why?
  8. WhoKnowsWho

    utf-8 search

    Yeah but string is correct term. Even spaces are characters.
  9. WhoKnowsWho

    utf-8 search

    Save the results of the string search in to the save list. go to the address of that string and look for static values. save one or two static values to the save list. then select all the values in the save list and copy them as ordered. Best is to select a static value above and below the desired string.
  10. WhoKnowsWho

    utf-8 search

    I meant for do the ordered group search. If i have to much results searching by string i do convert the string to byte and then copy a nearby dword or qword so that i have a cleaner order group. But its not clear what your trying to do. is this for a pointer search?
  11. WhoKnowsWho

    utf-8 search

    Have you tried using bytes?
  12. Thanks for the link. I'm think i understand. Ok 3 stage pipeline. (fetch, decode, execute) So for each clock the PC gets incremented by 4. Two clocks(fetch, decode) already happened before the execution. So it should look like this? : 0x00000032 LDR R0, [PC,#68] -- execute +0 ; PC current instruction 0x00000036 LDR R0, [PC,R0] --decode +4 0x0000003A LDR R0, [R0] -- fetch +8 ; The fetch instruction which the PC is on So PC is two instructions a head of its original value.
  13. Hello, Why is the Program counter 8 bytes ahead of its current instruction? Is this ARM in particular ? Isn't it supposed to be current instruction + 4 ? Would like to understand why it is current instruction + 8 Would be really appreciated!
  14. He is basically saying: Copy the xyz coordinates of each candle, and set the player coordinates to each of those candle coordinates. There are 300+ candles...all on different coordinates...That's a lot of work to retrieve each coordinate. The process is easy...but a lot of copy pasting.
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