Whitehat wrote:If the game is ‘pause-able’, try to pause it and Sub-Search for “Same as
Before” values. It often helps reducing great amount of found addresses...
Anyway, if searching process getting more difficult, it is common for me to
change the data-type to 1 byte.
minorutono wrote:1-byte, says Whitehat.
I stand corrected.
What game is this, anyways?
Also.. You could MHS Speed Hack the game to slow/speed the timer.. That could help depending on how fast/slow the timer is currently.
More info, please ^ ^.. Then we can make informed interjections accordingly.
Thanks. I tried all types of searches possible, but still no results. I also tried to pause the game and search for a "same as before" value, again with no success in the end. Game is "Enemy Territory" by Activision.
L. Spiro wrote:The timer could also be stored in microseconds, in which case they would use __int64 to store it.
Some timers are stored as the difference between the start and end.
So, for example, if the current time is 28 (in your example), you would search for 2. In other words, they display 30 - TimerValue.
When I implement timers in my games, I use derived timers.
That means I store the start time of the timer and the length of the timer period. Each frame, if CurTime >= StartTime+TotalTime, the timer has expired and something should happen. To display the elapsed time, CurTime - StartTime is enough.
This form of timer is exceptionally hard to find because its values do not change while it is active.
It is also more accurate than Windows® timers, which can wait a few milliseconds before triggering if the CPU load is high.
L. Spiro
Thank you. I tend to believe it's the same method used in my case... If so, what are the steps I should follow in order to find all necessary addresses that are used to create the timer?