| 07-17-2003, 09:58 PM | #1 |
This is the memory scan of the trigger: Melee Initialization Events Time - Elapsed game time is 2.00 seconds Conditions Actions Set Password[(Player number of Player 1 (Red))] = FyreDaugDCM Set Password[(Player number of Player 2 (Blue))] = PasswordHERE Code:
0x0357F269: [s] [115] 0x0357F26A: [e] [101] 0x0357F26B: [t] [116] 0x0357F26C: [ ] [32] 0x0357F26D: [u] [117] 0x0357F26E: [d] [100] 0x0357F26F: [g] [103] 0x0357F270: [_] [95] 0x0357F271: [P] [80] 0x0357F272: [a] [97] 0x0357F273: [s] [115] 0x0357F274: [s] [115] 0x0357F275: [w] [119] 0x0357F276: [o] [111] 0x0357F277: [r] [114] 0x0357F278: [d] [100] 0x0357F279: [[] [91] 0x0357F27A: [G] [71] 0x0357F27B: [e] [101] 0x0357F27C: [t] [116] 0x0357F27D: [C] [67] 0x0357F27E: [o] [111] 0x0357F27F: [n] [110] 0x0357F280: [v] [118] 0x0357F281: [e] [101] 0x0357F282: [r] [114] 0x0357F283: [t] [116] 0x0357F284: [e] [101] 0x0357F285: [d] [100] 0x0357F286: [P] [80] 0x0357F287: [l] [108] 0x0357F288: [a] [97] 0x0357F289: [y] [121] 0x0357F28A: [e] [101] 0x0357F28B: [r] [114] 0x0357F28C: [i] [73] 0x0357F28D: [d] [100] 0x0357F28E: [(] [40] 0x0357F28F: [P] [80] 0x0357F290: [l] [108] 0x0357F291: [a] [97] 0x0357F292: [y] [121] 0x0357F293: [e] [101] 0x0357F294: [r] [114] 0x0357F295: [(] [40] 0x0357F296: [0] [48] 0x0357F297: [)] [41] 0x0357F298: [)] [41] 0x0357F299: []] [93] 0x0357F29A: [ ] [32] 0x0357F29B: [=] [61] 0x0357F29C: [ ] [32] 0x0357F29D: ["] [34] 0x0357F29E: [F] [70] 0x0357F29F: [y] [121] 0x0357F2A0: [r] [114] 0x0357F2A1: [e] [101] 0x0357F2A2: [D] [68] 0x0357F2A3: [a] [97] 0x0357F2A4: [u] [117] 0x0357F2A5: [g] [103] 0x0357F2A6: [D] [68] 0x0357F2A7: [C] [67] 0x0357F2A8: [M] [77] 0x0357F2A9: ["] [34] 0x0357F2AA: [ ] [13] 0x0357F2AB: [ ] [10] 0x0357F2AC: [e] [101] 0x0357F2AD: [n] [110] 0x0357F2AE: [d] [100] 0x0357F2AF: [f] [102] 0x0357F2B0: [u] [117] 0x0357F2B1: [n] [110] 0x0357F2B2: [c] [99] 0x0357F2B3: [t] [116] 0x0357F2B4: [i] [105] 0x0357F2B5: [o] [111] 0x0357F2B6: [n] [110] As you can tell the 2 passwords that were saved were called FyreDaugDarkCrescent and FyreDaugDCM. I can get these exact same results in the exact same location if the trigger isn't modified in anyway. I emailed my previous scans to MarSara, who is also working on a memory scan for Dark Crescent Mod. But now the problem is, if I change when the trigger is saved, IE when you type SAVE or go to the ESC menu and save, it won't be in the same location. This is worrying me because unless the DCM can find a way to make it save in the same location, we will have to run a memory scan EVERY TIME you save, which takes up to 4 minutes on my computer (which is very good quality). I also get 2 other locations of where the variables are saved to, but they are never the same //FOUND //TRIAL 4 - pASSWORDhere 0357F2BA - Word 4 0C222210 - Word 4 0C23F180 - Word 4 //FOUND //TRIAL 5 - FyreDaugDarkCrescent 0357F2BA - Word 5 0C15EFF0 - Word 5 0C17F180 - Word 5 //FOUND (RESTARTED COMPUTER) //TRIAL 6 - FyreDaugDarkCrescent 0357F2BA - Word 6 0C26EFF0 - Word 6 0C28F218 - Word 6 As you can see 0357F2BA memory location where it is saved to, no matter what the password is, however the trigger was exactly the same as the above one, on a different map, with 1 password variable. Does anyone have any ideas? |
| 07-17-2003, 10:04 PM | #2 |
You might want to try using a normal variable for each player instead of an array, since arrays are allocated dynamically. BTW, what scanner are you using? |
| 07-17-2003, 10:23 PM | #3 |
Memory Gutter XP. You say that normal variables aren't as dynamic as this? Would THEY be stored in the same place? EDIT: Going to rescan the trigger: Melee Initialization Events Time - Elapsed game time is 2.00 seconds Conditions Actions Set Password1 = FyreDaugDCM1 Set Password2 = FyreDaugDCM2 Set Password3 = FyreDaugDCM3 Set Password4 = FyreDaugDCM4 Set Password5 = FyreDaugDCM5 Set Password6 = FyreDaugDCM6 Set Password7 = FyreDaugDCM7 Set Password8 = FyreDaugDCM8 Set Password9 = FyreDaugDCM9 Set Password10 = FyreDaugDCMA Set Password11 = FyreDaugDCMB Set Password12 = FyreDaugDCMC And see what I come up with, it will be large so I will attach a TXT file after the test is complete. |
| 07-17-2003, 10:35 PM | #4 |
I know that memory for an array element is allocated once it's assigned to something. I think normal variables are assigned on creation. Dunno for sure though. |
| 07-17-2003, 10:50 PM | #5 |
Here's the attached txt file, didn't find a match in 2 trials. 12 Variables. |
| 07-17-2003, 11:30 PM | #6 |
What are u tryign to do? |
| 07-17-2003, 11:38 PM | #7 |
Well, what the Dark Crescent Mod does, is it creates an encrypted password and saves it into a variable, the variable is stored into memory, so we need to copy that variable out of memory using a program MarSara is creating, upload it to a webserver and have a LADDER sort of system, while also using cache, so you can play the mod with your hero anytime. Right now, it's limited to 1 hero per bnet account, but so far we don't even have the program working. |
| 07-18-2003, 09:00 PM | #8 |
Help? |
| 07-19-2003, 03:21 AM | #9 |
You need to search only once, at least for fps mod i only needed to lock onto the arrays location just once... Make sure you set the variable on map intilization with a unique search key. Then have marsara's app search for that key. It should be able to read and write to it after that without a problem, i dont see how the location can change during gameplay, it doesnt make sence. If you are saving to the same array the location will only change between maps. Also, if he writes an efficiant search it will NOT take 4 min. It takes about 5-30 seconds for fps mod at the present time. |
| 07-19-2003, 07:32 AM | #10 |
I see what your saying, so I set an array value at map init to some blank value or anything just so it's initialized? That makes sence. But if it will change from map to map, the application will need to find out which map it is, then read from that location. There are going to be a minimum of 10 maps upon release, so we will just have to narrow it down to the certain value for each one, and just put that into the program? Say map name: Test1.w3x stores the 255 character string at a location, and it's always the same location why do we need to search for it? If it is set to location 0x0357F2AC on Test1.w3x, and we know it's always 255 characters long, why search? Sorry for my lack of actual programming experience. :nono: EDIT: Problem is, MarSara doesn't really have time right now. And Stoned, since you have the source for FPS mod, would you be able to modify it some time before september for the DCM, just to read/write memory? I will also need it to upload to a webserver, but that isn't top priority right now. |
