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Moving Addresses

PostPosted: Thu Mar 01, 2012 3:15 pm
by LIVEAID
Hey Guys,
Ive been using MHS for a while now but have had a break from it for a year or two. Now im finding the addresses i want to change for the game im playing fine. Now the issue i have is everytime the game resets the addresses change. Im just trying to find if theres a way to predict the change in the address' and if so can i make a script or something so i dont have to keep manually adding these addresses everytime i close and reopen the game?

Re: Moving Addresses

PostPosted: Tue Mar 06, 2012 9:00 pm
by L. Spiro
Of course. That is the purpose of Complex Addresses. Everything is there to handle this situation. If it becomes so complex that Complex Addresses can’t handle it, which is extremely unlikely unless decryption is happening, you can use Scripted Addresses to take it to the next level. Nothing can thwart scripted addresses.


L. Spiro

Re: Moving Addresses

PostPosted: Sun Mar 11, 2012 7:26 am
by LIVEAID
Okay, ive read the MHS Help section within the software, but im finding it hard to grasp the concept on how to write them..

So ive got an address example - 05D12345
Once ive restarted the game it becomes - 05D13345

How do i make this complex so it finds it each time - if i find the answer through the forums ill close this

Re: Moving Addresses

PostPosted: Fri Mar 23, 2012 9:58 pm
by L. Spiro
The address you have found is not static. By definition, a Complex Address works from a static address and follows pointers until they reach an end point that you can use to track an address anywhere it moves.

You need to track that pointer down to a static address.
Static addresses are shown as green in the address list. If you have not found a green address then your trail of pointers has not ended.


L. Spiro