Auto-value generate ?

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Auto-value generate ?

Postby MrChris » Sun Nov 23, 2008 8:12 am

Greetings,

I have been using MHS for some time now, generally for fun.

I've been playing FFXI (Final Fantasy XI) for some time and find that using it to hack my position (xyz) can make the game more fun. (I don't do it to gain any "advantage" over other players).

After finally refreshing my memory hacking skills, I located a pointer "base" address which I can use as a means of finding the allocated memory addresses for XYZ, rather than having to manually search for each one separately every time I change zones or log out.

The pointer points to a base address which changes every zone, but the address can always be used to find the addresses of XYZ

it works as like this..

[pointer] points to [base value] which changes upon zoning.

[base value] + 52 (34 in HEX) = [x address] the address for the X value
[base value] + 56 (38 in HEX) = [z address] the address for the Z value
[base value] + 60 (3c in HEX) = [y address] the address for the Y value


What I am asking is if there is anyway for MHS to automatically calculate what X, Y and Z's address values will be and add these addresses into the list of addresses (the right pane).

If this feature is inbuilt, or can be done via a script of some kind I would be very grateful for any help.



Because at the moment I am having to keep MS calculator Plus open all the time. and every time I zone have to add the mentioned figures to the current [base value] to calculate my x y and z memory locations. then manually insert these addresses into the list, and clear the old ones off (the old addresses used in the last zone).

As mentioned this can be time consuming to do, whilst quicker than manually searching the values for each one all the time, calculating HEX numbers and inserting them into the list each time I zone can be time consuming. And I'm not that good at calculating HEX numbers, hence using calculator plus (and setting it to scientific mode, and into HEX mode).


Thank You
hmm
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Postby L. Spiro » Sun Nov 23, 2008 8:36 am

Refer to Complex Addresses in the help file.

You would need either:
[[pointer]]+34h
or:
[pointer]+34h


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Postby MrChris » Sun Nov 23, 2008 10:26 am

thanks for the fast reply.

I had previously looked into the complex addresses.

However, I found that when using this, it seemed to not work how I wanted to, and screw up my pointer.

Perhaps I was doing it wrong ?

Might I ask would I require it to have the pointer in the pane 3 times, and set each one to have a different complex address ?
hmm
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Postby MrChris » Sun Nov 23, 2008 11:34 am

sorry for the double post but i thought posting a screenshot might help me explain my problem, and intentions.

Image

obviously the address field would not read as mentioned in the above, but the address field would be a number that is the result of the calculation mentioned
hmm
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Postby WhiteHat » Sun Nov 23, 2008 2:28 pm

Please forgive if i misunderstand your problem and/or misjudge your ability:

I think you should dig your [base value] deeper since, who knows, those XZY
addresses are using multi-layered pointers..
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Postby L. Spiro » Sun Nov 23, 2008 2:47 pm

You need one entry per value, which means one for X, one for Y, and one for Z.

X, Y, and Z are floating-point values, so the Type should be set accordingly.

As for what the actual Complex Address should be, it appears you are missing [] somewhere, but if you do not explain how you get the address we can not explain how to make the equivalent Complex Address.
You do it by calculator by hand every time. Complex Addresses are a way of doing the same operations automatically.
But if you do not explain the steps you take to get the address I can not explain the equivalent operations in the Complex Address.


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Postby MrChris » Mon Nov 24, 2008 12:36 am

The address for pos_point is as this:

[pol.exe+236ae720]

this is the address. The value this address points to changes upon reloading the game, changing areas, and other times.

it is the value that it points to, which I use as a base address (which changes every time i zone etc)

For example

at this moment it is

address: 23AAE720 (result of [pol.exe+236ae720])

current value: 23A1D2F0


If I add a new address and set it as:-
[23A1D2F0+34h] then it gives me a value in the value field, this value is my current X coordinate.

If i create 2 more addresses the same, but changing 34h to 38h and 3ch these addresses will point to a value that is my Z and Y co ordinates.

this is how it looks at the moment

Image

as mentioned, the value changes upon zoning, and what i need is to find a way for the address for X, Y AND Z to auto update to the current value of pos_point +(34h, 38h, and 3Ch depending upon which coord it is)

I hope you under stand what i mean.

Like

the complex address to be something as:-

X: [value_of_pos_point+34h] but I dont know if there is any syntax which represents the value that an address points to.

please tell me that makes sense ?[/b]
hmm
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Postby WhiteHat » Mon Nov 24, 2008 6:50 am

Allow me to try to help..

If i understand the problem correctly, you were very close to obtain the desired complex addresses:
- Address of Position X: [pol.exe+0x236AE720]+0x34
- Address of Position Y: [pol.exe+0x236AE720]+0x38
- Address of Position Z: [pol.exe+0x236AE720]+0x3C

which also mean:
- Value of Position X: f[[pol.exe+0x236AE720]+0x34]
- Value of Position Y: f[[pol.exe+0x236AE720]+0x38]
- Value of Position Z: f[[pol.exe+0x236AE720]+0x3C]

Now you can either put them all in Expression Evaluator or add the first three into MHS table... Still
need others opinion about this, since i’m not pretty sure of the outcome..

By the way, i’ve never seen such huge offset such as 0x236AE720. But it’s should be fine as long as
it gives valid addresses..
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Postby L. Spiro » Mon Nov 24, 2008 8:08 am

[pol.exe+236ae720] is incorrect and impossible.
You had better do some more research to figure out the correct way to represent that value.


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Postby MrChris » Mon Nov 24, 2008 7:46 pm

I have resolved my problem.

I was overlooking some very basic syntax, or rather the way it functions. My bad I suppose.

After figuratively banging my head up a wall it occurred to me that I had the solution all along I was just thinking too complex rather than simple

my solutions were:-

[pol.exe+0x236ae720]+34h (as complex address for x)
[pol.exe+0x236ae720]+38h (as complex address for z)
[pol.exe+0x236ae720]+3Ch (as complex address for y)


Thanks for the help.

And great product by the way, reminds me of the old-school days of game hacking.
hmm
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