I have recently finished updating my Memory.ini file (except for movement speed, because I have no way to compare speeds at the moment), and have quite an experienced. It takes a couple of days to do, but is well worth your time. Do not I highly reccommend that you read this guide in a linear fashion rather than skipping ahead, unless you already know how to find things like pointers.
Auto Battle Bot
First download the latest version of the Auto Battle Bot.
[Only registered and activated users can see links. Click Here To Register...]
[Only registered and activated users can see links. Click Here To Register...]
Extract the .rar file and you will get a folder with a bunch of different files in it. The main file you will be concerned with is the Memory.ini file which holds the addresses that allow the Auto Battle Bot to function properly.
Cheat Engine
Now you want to download the latest version of Cheat Engine from it's homepage [Only registered and activated users can see links. Click Here To Register...]. Cheat Engine is a memory scanner and more that allows you to find the addresses to update the Memory.ini file.
If you are new to using Cheat Engine you may want to do the first few steps of the tutorial to familiarize yourself with it. (Located through Start Menu-->Programs-->Cheat Engine-->Cheat Engine Tutorial)
Finding the Addresses
My goal is to give a thorough example on how to find a piece of the Memory.ini file, that will allow you to find the rest on your own. However, I will give tips that will help you with specific pieces.
Locating the Initial Address
Use the Initial Address to Find Opcodes
Examining the Opcode
Using the Opcodes
Continuing the Search
Writing the Pointer
Adding the Pointer to the Memory.ini File
Additional Strategies
Conclusion
Overall, updating my Memory.ini file and writing this tutorial took quite some time. If I have made an mistakes or if you have any additional questions please don't hesitate to ask or show your appreciation. :awesome: And of course show your appreciation to the creator of [Only registered and activated users can see links. Click Here To Register...] [Only registered and activated users can see links. Click Here To Register...]
I hope this helps! :D
Auto Battle Bot
First download the latest version of the Auto Battle Bot.
[Only registered and activated users can see links. Click Here To Register...]
[Only registered and activated users can see links. Click Here To Register...]
Extract the .rar file and you will get a folder with a bunch of different files in it. The main file you will be concerned with is the Memory.ini file which holds the addresses that allow the Auto Battle Bot to function properly.
Cheat Engine
Now you want to download the latest version of Cheat Engine from it's homepage [Only registered and activated users can see links. Click Here To Register...]. Cheat Engine is a memory scanner and more that allows you to find the addresses to update the Memory.ini file.
If you are new to using Cheat Engine you may want to do the first few steps of the tutorial to familiarize yourself with it. (Located through Start Menu-->Programs-->Cheat Engine-->Cheat Engine Tutorial)
Finding the Addresses
My goal is to give a thorough example on how to find a piece of the Memory.ini file, that will allow you to find the rest on your own. However, I will give tips that will help you with specific pieces.
Locating the Initial Address
The first step is finding the initial address that gives you the value of you want. For example the address 015C2E88 could hold the value 0 or 1 to represent whether or not it is your turn in combat. The main problem is many of these initial addresses are dynamic which means they change every time you open Atlantica. This becomes a problem, because you don't want to have to update the Memory.ini file every time you open the game. Luckily there are static addresses which means addresses that don't change and are represented with green text in Cheat Engine. Your goal will always be to use the initial address to find the static or final address for each function you want.
1.
I will use the [YourTurn] address in my example of updating addresses. From the information given in the Memory.ini file the [YourTurn] address has a value of 1 when it's your turn (a green timebar) or 0 if it's the enemies turn (a red timebar). So what we want to do is find this initial address using this information.
2.
Open Atlantica in windowed mode and log into a character. Then open Cheat Engine and attach it to Atlantica using by clicking the process drop down menu and selecting Atlantica.exe. (It should be near the top of the list)
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3.
Now that Cheat Engine is attached enter a relatively easy battle to begin your scan. The battle starts on your turn so enter "1" into the "Value Box" in Cheat Engine and press "First Scan." This will bring up lots of addresses that we will need to narrow down.
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4.
When the battle switches to your enemies turn input "0" into the "Value Box" and press "Next Scan." This will make Cheat Engine show all the values that were previously "1" when it was your turn and are now "0", because it's the enemies turn.
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5.
Your goal is to keep searching for "1" or "0", (depending on whose turn it is) and pressing the "Next Scan" button until you get down to one address. If you press scan at the wrong time remember that there is an "Undo Scan" button in the upper right hand corner of Cheat Engine.
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6.
Once you have found the initial address for [YourTurn] double click the address in the address box to add it to the Cheat Engine Table. (Or you can select the address and press the red arrow button at the bottom right hand corner of the address window to do the same thing.)
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1.
I will use the [YourTurn] address in my example of updating addresses. From the information given in the Memory.ini file the [YourTurn] address has a value of 1 when it's your turn (a green timebar) or 0 if it's the enemies turn (a red timebar). So what we want to do is find this initial address using this information.
2.
Open Atlantica in windowed mode and log into a character. Then open Cheat Engine and attach it to Atlantica using by clicking the process drop down menu and selecting Atlantica.exe. (It should be near the top of the list)
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[Only registered and activated users can see links. Click Here To Register...][Only registered and activated users can see links. Click Here To Register...]
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[Only registered and activated users can see links. Click Here To Register...]
Now that Cheat Engine is attached enter a relatively easy battle to begin your scan. The battle starts on your turn so enter "1" into the "Value Box" in Cheat Engine and press "First Scan." This will bring up lots of addresses that we will need to narrow down.
Image 1
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[Only registered and activated users can see links. Click Here To Register...]
When the battle switches to your enemies turn input "0" into the "Value Box" and press "Next Scan." This will make Cheat Engine show all the values that were previously "1" when it was your turn and are now "0", because it's the enemies turn.
Image 1
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Your goal is to keep searching for "1" or "0", (depending on whose turn it is) and pressing the "Next Scan" button until you get down to one address. If you press scan at the wrong time remember that there is an "Undo Scan" button in the upper right hand corner of Cheat Engine.
Image 1
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Once you have found the initial address for [YourTurn] double click the address in the address box to add it to the Cheat Engine Table. (Or you can select the address and press the red arrow button at the bottom right hand corner of the address window to do the same thing.)
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Now that you have the initial address added to your Cheat Engine Table, or CT as it's commonly called, you can use it to find any pointers to this address. Pointers, as you might have guessed, point other addresses to your initial address so that they can find it. Your goal is to find a static pointer that will always point to the initial address you want so you don't have to rescan every time you open Atlantica.
1.
To find the pointer to your initial address right click the initial address in the CT and select "Find out what accesses this address." This makes sense, because pointers will access(point) to the initial address. A window will pop up asking you to confirm attaching the debugger to Atlantica. Click "Yes" and two new windows will appear.
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2.
The first window is a small box whose title says "Created processes." You should move this window out of the way and concentrate on the one you will be using often. The larger window is the one you want and has the title "The following opcodes accessed the selected address." I will be calling this window the opcode window from now on for brevity's sake.
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3.
Make sure to rearrange all the Atlantica, Cheat Engine, and opcode window so that you have easy to access to each before continuing. Your goal will be to have the game access the initial address and let Cheat Engine detect these accesses. The accesses you want to find is the ones made by pointers.
4.
So now that you have everything set up you may already have some opcodes in the opcodes window. If not you want to change the value of the initial address. In this case, and many others, you have to enter a battle to get opcodes to show up. In other cases you may want to do things like gain exp, for [EXP_Offset] or use the bank to find opcodes for [Money].
5.
Once opcodes have been detected and added in the opcode window you can continue. However, if nothing shows up a few things are possible. The address you found is static and nothing accesses it, you found the wrong address, or you simply did not trigger the opcodes to access your address. I will add more information on triggers below so let's continue.
6.
You may be lucky and have only one opcode show up, but in most cases you will have numerous ones. The key to choosing the right opcode to examine is to make sure none of the e** values are the same. For example if you had an eax and another eax in the same line you would not want to examine that opcode. Instead you want to find an opcode that has different e** values such as one that has eax a comma and then is followed by an edx. There may be lines with three or more e** values and examining these opcodes is fine as long as the e** values are different.
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1.
To find the pointer to your initial address right click the initial address in the CT and select "Find out what accesses this address." This makes sense, because pointers will access(point) to the initial address. A window will pop up asking you to confirm attaching the debugger to Atlantica. Click "Yes" and two new windows will appear.
Image 1
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The first window is a small box whose title says "Created processes." You should move this window out of the way and concentrate on the one you will be using often. The larger window is the one you want and has the title "The following opcodes accessed the selected address." I will be calling this window the opcode window from now on for brevity's sake.
Image 1
[Only registered and activated users can see links. Click Here To Register...]
[Only registered and activated users can see links. Click Here To Register...]
Make sure to rearrange all the Atlantica, Cheat Engine, and opcode window so that you have easy to access to each before continuing. Your goal will be to have the game access the initial address and let Cheat Engine detect these accesses. The accesses you want to find is the ones made by pointers.
4.
So now that you have everything set up you may already have some opcodes in the opcodes window. If not you want to change the value of the initial address. In this case, and many others, you have to enter a battle to get opcodes to show up. In other cases you may want to do things like gain exp, for [EXP_Offset] or use the bank to find opcodes for [Money].
5.
Once opcodes have been detected and added in the opcode window you can continue. However, if nothing shows up a few things are possible. The address you found is static and nothing accesses it, you found the wrong address, or you simply did not trigger the opcodes to access your address. I will add more information on triggers below so let's continue.
6.
You may be lucky and have only one opcode show up, but in most cases you will have numerous ones. The key to choosing the right opcode to examine is to make sure none of the e** values are the same. For example if you had an eax and another eax in the same line you would not want to examine that opcode. Instead you want to find an opcode that has different e** values such as one that has eax a comma and then is followed by an edx. There may be lines with three or more e** values and examining these opcodes is fine as long as the e** values are different.
Image 1
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Examining the Opcode
Once you have selected an opcode that follows the criteria listed in the previous section you can either double click it or select it and press the "More information" button to further examine it. You are closing in on your first pointer so hang tight.
1.
Once you have selected more information for an opcode it will bring up a new window (that I will call the Extra info) that you will want to organize with your other windows for easy access. At this point you should close the opcode window as you may need to use it again later for other addresses.
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2.
In the Extra info window a line will be highlighted in red, that Cheat Engine has found to be the offset for the address you are currently examining. It will have something like esi+000000bc. The offset for your current address would be "bc." You will want to ignore any zeroes in the beginning, but include any others. For example, if you had +000500 your offset would be "500."
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3.
Now there is one other common way that offsets are show for Atlantica. That is when there are three e** values in a line like below. For these offsets you will first want to multiply the e** value (in this case e**) by the number connected to it by the "*" symbol and then add that value to the number on the end. Make sure you do this calculation with a hex calculator.
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4.
The Windows calculator is a hex calculator if you select the "view" dropdown box and choose "scientific." Then make sure the Hex bubble is filled in. You can also use the calculator on [Only registered and activated users can see links. Click Here To Register...] website.
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5.
So in the case in step 3 your new offset would be....
70x4+4=1C4
1.
Once you have selected more information for an opcode it will bring up a new window (that I will call the Extra info) that you will want to organize with your other windows for easy access. At this point you should close the opcode window as you may need to use it again later for other addresses.
Image 1
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In the Extra info window a line will be highlighted in red, that Cheat Engine has found to be the offset for the address you are currently examining. It will have something like esi+000000bc. The offset for your current address would be "bc." You will want to ignore any zeroes in the beginning, but include any others. For example, if you had +000500 your offset would be "500."
Image 1
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Now there is one other common way that offsets are show for Atlantica. That is when there are three e** values in a line like below. For these offsets you will first want to multiply the e** value (in this case e**) by the number connected to it by the "*" symbol and then add that value to the number on the end. Make sure you do this calculation with a hex calculator.
Image 1
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The Windows calculator is a hex calculator if you select the "view" dropdown box and choose "scientific." Then make sure the Hex bubble is filled in. You can also use the calculator on [Only registered and activated users can see links. Click Here To Register...] website.
Image 1
[Only registered and activated users can see links. Click Here To Register...]
[Only registered and activated users can see links. Click Here To Register...]
So in the case in step 3 your new offset would be....
70x4+4=1C4
1.
Once you have found the opcode for the address you are searching for you will want to somehow write it down as the opcode for that specific address. What works well is to change the description of your address to the function you are looking for (in this case [YourTurn]) and the offset with a "+" sign preceding it.
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2.
To change the description of an address all you have to do is double click it's current description (it says "no description" by default) or right click, go to change record, and select description.
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Once you have found the opcode for the address you are searching for you will want to somehow write it down as the opcode for that specific address. What works well is to change the description of your address to the function you are looking for (in this case [YourTurn]) and the offset with a "+" sign preceding it.
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To change the description of an address all you have to do is double click it's current description (it says "no description" by default) or right click, go to change record, and select description.
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Now remember we are still searching for the static address which shows up as green in the address table. If the initial address we searched for was green we would've stopped right there. However, in most cases we have to continue searching to find the static address.
1.
So after you have recorded your offset you'll want to look at the section of the Extra info box that says "The value of the pointer needed to find this address is probably XXXXXXX." This is a hexadecimal value that we will make a new scan for.
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2.
So go to the value box in cheat engine and tick the hex box to make sure cheat engine scans for hexadecimal values. (Note if the hex box isn't there you probably need to move your cursor over that area or change the value type to "4 bytes."
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3.
Now type the hexadecimal value into the value box and click new scan. you will get several to many results. If you have less than 300 or so results you will want to quickly scan all the addresses to see if any are green. If so that's your static address and you won't have to continue much further. However, in many cases the first time you search a hexadecimal value, none of the addresses will be green. If this is the case you will need to choose another address to to find the opcode for and therefore continuing your search.
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4.
When choosing another address that is not your initial address there are a few guidelines you will want to follow. If you find see addresses that begin with "01" you will not want to add them to your CT. This is because those addresses will crash Atlantica when you try to use cheat engine to find out what accesses them. For the rest of time you can pretty much choose any other address (I recommend starting at the ones right below the ones that begin with "01") and follow the steps starting under the section "using the initial address to find opcodes," except you are now using the new address you choose. Another thing to note is that if you can't get anything to show up in the opcode box, try choosing another address.
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5.
Finally when you are naming your new addresses I suggest use the naming scheme shown below. You simply add the name of what you are looking for from the initial address (in this case [YourTurn]) and then put a P representing pointer and a number for which one it is. For example if this is the first pointer you found it would be named "YourTurn P1 +508."
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1.
So after you have recorded your offset you'll want to look at the section of the Extra info box that says "The value of the pointer needed to find this address is probably XXXXXXX." This is a hexadecimal value that we will make a new scan for.
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So go to the value box in cheat engine and tick the hex box to make sure cheat engine scans for hexadecimal values. (Note if the hex box isn't there you probably need to move your cursor over that area or change the value type to "4 bytes."
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Now type the hexadecimal value into the value box and click new scan. you will get several to many results. If you have less than 300 or so results you will want to quickly scan all the addresses to see if any are green. If so that's your static address and you won't have to continue much further. However, in many cases the first time you search a hexadecimal value, none of the addresses will be green. If this is the case you will need to choose another address to to find the opcode for and therefore continuing your search.
Image 1
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When choosing another address that is not your initial address there are a few guidelines you will want to follow. If you find see addresses that begin with "01" you will not want to add them to your CT. This is because those addresses will crash Atlantica when you try to use cheat engine to find out what accesses them. For the rest of time you can pretty much choose any other address (I recommend starting at the ones right below the ones that begin with "01") and follow the steps starting under the section "using the initial address to find opcodes," except you are now using the new address you choose. Another thing to note is that if you can't get anything to show up in the opcode box, try choosing another address.
Image 1
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Finally when you are naming your new addresses I suggest use the naming scheme shown below. You simply add the name of what you are looking for from the initial address (in this case [YourTurn]) and then put a P representing pointer and a number for which one it is. For example if this is the first pointer you found it would be named "YourTurn P1 +508."
Image 1
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You're getting real close to adding your first values to your Memory.ini file. At this point I'm assuming you have located a green address through the process above.
1.
Once you have found your green address you'll want to add it to your CT and name it in the fashion shown below. Notice the static value does not have an offset.
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2.
Now you have all the information you need to write your pointer, which will verify that you have done things correctly. What you want is for the pointer value to be the same value as your initial address. This means you could press the save button in cheat engine to save the CT as a file and the pointer value would always give you the value of the initial value, even if the address of the initial value changes. But as you'll see below it's now the value that verifies that you've done things correctly, but the address.
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3.
So to write your pointer first press the "add address manually" button in Cheat Engine and it will pop up a new window. First thing to do is write a description (in this case would be "YourTurn Pointer" and then tick the "Pointer" box which will add more space below.
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4.
Now there are two new text boxes. The one on the left is the static address. The one on the right is for the offset. What you want to do is the click the add pointer button until you have enough boxes for the offsets you found. (In this case I will press it three times for a total of four offset boxes.)
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5.
Now add the offsets (without the "+" symbol) from the bottom up, just the way they look on your CT. So I would put 125CC on the bottom, then 1C4, then 504, and lastly 98 at the top.
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6.
Now finally you can see if you've done things correctly. What you want is for the address on the top right of the "Add address" window to match the initial address on your CT. This will mean that the pointer will always point to that address and will locate its value for you. As you can see below I have added my pointer correctly.
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1.
Once you have found your green address you'll want to add it to your CT and name it in the fashion shown below. Notice the static value does not have an offset.
Image 1
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Now you have all the information you need to write your pointer, which will verify that you have done things correctly. What you want is for the pointer value to be the same value as your initial address. This means you could press the save button in cheat engine to save the CT as a file and the pointer value would always give you the value of the initial value, even if the address of the initial value changes. But as you'll see below it's now the value that verifies that you've done things correctly, but the address.
Image 1
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So to write your pointer first press the "add address manually" button in Cheat Engine and it will pop up a new window. First thing to do is write a description (in this case would be "YourTurn Pointer" and then tick the "Pointer" box which will add more space below.
Image 1
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Now there are two new text boxes. The one on the left is the static address. The one on the right is for the offset. What you want to do is the click the add pointer button until you have enough boxes for the offsets you found. (In this case I will press it three times for a total of four offset boxes.)
Image 1
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Now add the offsets (without the "+" symbol) from the bottom up, just the way they look on your CT. So I would put 125CC on the bottom, then 1C4, then 504, and lastly 98 at the top.
Image 1
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Now finally you can see if you've done things correctly. What you want is for the address on the top right of the "Add address" window to match the initial address on your CT. This will mean that the pointer will always point to that address and will locate its value for you. As you can see below I have added my pointer correctly.
Image 1
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So now you say "Can I finally update my memory.ini file?" Well the answer is yes! After you have made your pointer and verrified you have done things correctly you can now update a piece of your Memory.ini file. Do remember though, that this is a piece and you'll have to repeat the entire process above to add more pieces to fully update your Memory.ini file. This is why it takes so long to update. ;)
1.
So open up your Memory.ini file in any text editor (such as notepad) and go to the piece you want to update (in this case [YourTurn]).
2.
All you have to do is add the values starting with the static address and then moving on to the offsets. Do not you put each value after the "0x." The image below gives of a good demonstration of this.
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3.
So congratulations. If you have made it through all that above you should be well on your way to updating your Memory.ini file. After a couple times you should be able to do the full process without even looking. :cool: Below I will list some additional strategies for finding the various pieces of your Memory.ini file. (Do note the actual Memory.ini gives some advice, but may be a little difficult to understand at first.)
1.
So open up your Memory.ini file in any text editor (such as notepad) and go to the piece you want to update (in this case [YourTurn]).
2.
All you have to do is add the values starting with the static address and then moving on to the offsets. Do not you put each value after the "0x." The image below gives of a good demonstration of this.
Image 1
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So congratulations. If you have made it through all that above you should be well on your way to updating your Memory.ini file. After a couple times you should be able to do the full process without even looking. :cool: Below I will list some additional strategies for finding the various pieces of your Memory.ini file. (Do note the actual Memory.ini gives some advice, but may be a little difficult to understand at first.)
Additional Strategies
So this is where I'll give tips on finding individual pieces of the Memory.ini file.
[Character_Offset]
[Character_Mem]
[Life_Offset]
[Mana_Offset]
[EXP_Offset]
[Money]
[CombatInProcess]
[ActiveTurn]
[YourTurn]
[TurnNumber]
[Stun_1]
[AP_1]
[BattleSpeed]
[MovingSpeed]
[MovingValue]
[StandValue]
[Xcoord]
[Ycoord]
[Sit]
[CurrentlySelectedChar]
[MonsterComboBox]
[QuestComboList]
[LocationName]
[Will]
[Stamina]
[Cursor_Hand]
[Cursor_Sword]
[Cursor_PickUp]
[Cursor_Talk]
[Inventory_Pos1_Char1]
[Inventory_Pos2_Char1]
[Inventory_Pos1_Char2]
[Zoom_1]
[Zoom_Bound]
[Zoom_2]
[Zoom_3]
[Zoom_4]
[Camera_Default_1]
[Camera_Default_2]
[Camera_Default_3]
[Camera_Default_4]
[Camera_Default_5]
[Camera_Default_6]
[AutoBattle_Active]
[AutoBattle_Number]
[Character_Direction]
[LifeArray]
[ManaArray]
[EXPArray]
[Person_Name]
[Combat_Name]
[Character_Offset]
This was one of the ones that was hard for me to figure out. What you do is search for the item number in your F1 quickslot of your first character to find an address. (To do this you would put items with different amounts and search for that value until you got one address. Like 5 potions, 10 potions, etc.) Then do the same thing except in the F1 quickslot of your second character. Now use a hex calculator (some given above) and subtract the address of your first character from the address of your second character. This will give you your new offset which should be around 3 digits.
These values are the ones from finding the pointer for your life. The only difference is that for the 4th offset you leave the 0x00 there and put your final offset at [Life_Offset]
This is the offset located by finding out what accesses your life initial address. You can search the life of any character and change it by removing/equipping armor.
This is the offset located by finding out what accesses your mana initial address. I suggest searching for the mana of a spell caster character as you can equip/unequip their spirit orb which changes their mana.
This is the offset located by finding out what accesses your exp initial address. Just search for the exp of any character and find the offset of that specific address.
I suggest using the bank and storing/withdrawing money to help you find this initial address.
Really self explanatory. Search for 1 when inside a battle and 0 outside a battle.
This is a little tricky. You should set your battle speed to very slow in your system options. The time to search for one is when your team has an active turn. That is when any of your character are highlighted with a green circle meaning they can move. The time to search for 0 is when they are all greyed out and none of them can move. (Like right after you tell your final character to do something.) Don't try searching for this one while it's your enemies turn.
This was the piece I gave my lengthy example on. You search for 1 when you have a green time bar in battle and 0 when it's red.
This is the total number of turns in battle. When you begin the battle the first turn (yours) is regarded as #0, then the enemies would be #1, and your next would be #2, and so on. Note: Searching for 0 may take too long so try starting your search at #3 or #4.
The trick to this is knowing how a character is stunned and that you must search for 1 when your main character, not your mercenaries, is stunned. You get stunned by being attacked for 3 consecutive turns in a row. Meaning an enemy attacks your main character once, and then after you go, they attack you again, then you go again, and then if they attack your main character a third time in a row you will be stunned. Note this also works against your enemy. ;)
An easy one. You just search for the AP amount of any character in battle.
The Memory.ini gives the values for when the battle speed is Very Fast (120) and Very Slow (80). Simply change to one of these through your system menu in game and then search for that value in battle. Then switch to the other one and repeat until you have one addresses.
For this you could use a mount and all you have to do is search for the given speed of the mount (by the Memory.ini file) and then the speed at which you walk (also given by the Memory.ini file). Or as TheOnlyOne652089 mentioned you can use higher level boots that actually increase your speed. So just search for your walking speed without and with the boots. Without is given by the Memory.ini file and you could just search for an increase when you are searching for with boots.
Click far away to move your character and search for one. Then walk a little bit using your WASD keys and search for 0. Go back and forth until you find the value.
The Memory.ini explains this one well. Search for one while standing and then 0 when moving.
Your coordinates are given on the minimap in the upper right hand corner of the Atlantica GUI. Simply search, move, and search again.
Your coordinates are given on the minimap in the upper right hand corner of the Atlantica GUI. Simply search, move, and search again.
This one is 1 for sitting and 0 for standing. If you just sit and stand you will usually come up with 2 addresses. To find the right one all you have to do is add them to your CT and change one from either 0 to 1 to make your character sit or 1 to 0 to make your character stand. If it works that's the right address, if it doesn't then it's the other one.
Make sure your characters are numbered from 1-whatever in numerical order. Like 1,2,3,etc and then search for their number when you select them at the bottom of your screen. The trick is like the TurnNumber these values actually start at 0. So if you were searching for character 4 you would want to search 3 in Cheat Engine, etc.
This one isn't so apparent if you don't know what a combo box is. It's actually the menu for monsters in your gameinfo section. Like previous things the count starts at 0, so select your first monster (wait for it to load) and then search for 0. Then select your second and search for 1, and so on until you find the address.
This is basically the same thing as the monster combo box, except you are searching for quest #, not monster #.
For this you will want to change your value type in cheat engine to text and check the "unicode" box to the right. Then search for the exact name of the map you are on which is shown at the top of the minimap. To find the opcodes go through a portal to a different map.
For this you will want to change your value type in cheat engine to text and check the "unicode" box to the right. Then when your will is 100% search for "Will : 100%" no quotes and it should be the only address.
A rather simple one just search for this number and then fight or rest to change it.
For the cursors you will have to open up the bot and use its feature to find the initial addresses. It will guide you through the process in the bot and then just start your search with the initial address that it gives you.
For the cursors you will have to open up the bot and use its feature to find the initial addresses. It will guide you through the process in the bot and then just start your search with the initial address that it gives you.
For the cursors you will have to open up the bot and use its feature to find the initial addresses. It will guide you through the process in the bot and then just start your search with the initial address that it gives you.
For the cursors you will have to open up the bot and use its feature to find the initial addresses. It will guide you through the process in the bot and then just start your search with the initial address that it gives you.
These are like the character offset in the very beginning, except no subtraction. Switch different items in and out of the specified slot and search for the item amount until you have the address.
These are like the character offset in the very beginning, except no subtraction. Switch different items in and out of the specified slot and search for the item amount until you have the address.
These are like the character offset in the very beginning, except no subtraction. Switch different items in and out of the specified slot and search for the item amount until you have the address.
Now the zoom values are a little tricky and the location might matter. What I did was go right out of shanghai and stand still. Then I changed the value type in cheat engine to "float" and zoomed all the way in on atlantica. Then I changed the scan type to "Value between..." and searched from 0 to 4. Then I zoomed all the way out and searched for between 8 and 14. The first two may take a while, but then repeating the process is quite quick. You should get down to 4 different addresses with exactly the same values. Find the static address and offsets for each and use the final offset given in the Memory.ini file as your final one. Note that all the static addresses and offsets are the same except for the final ones which are already given. So all you really have to do is find the static address and first few offsets of a single zoom value and then you can find the others.
Now the zoom values are a little tricky and the location might matter. What I did was go right out of shanghai and stand still. Then I changed the value type in cheat engine to "float" and zoomed all the way in on atlantica. Then I changed the scan type to "Value between..." and searched from 0 to 4. Then I zoomed all the way out and searched for between 8 and 14. The first two may take a while, but then repeating the process is quite quick. You should get down to 4 different addresses with exactly the same values. Find the static address and offsets for each and use the final offset given in the Memory.ini file as your final one. Note that all the static addresses and offsets are the same except for the final ones which are already given. So all you really have to do is find the static address and first few offsets of a single zoom value and then you can find the others.
Now the zoom values are a little tricky and the location might matter. What I did was go right out of shanghai and stand still. Then I changed the value type in cheat engine to "float" and zoomed all the way in on atlantica. Then I changed the scan type to "Value between..." and searched from 0 to 4. Then I zoomed all the way out and searched for between 8 and 14. The first two may take a while, but then repeating the process is quite quick. You should get down to 4 different addresses with exactly the same values. Find the static address and offsets for each and use the final offset given in the Memory.ini file as your final one. Note that all the static addresses and offsets are the same except for the final ones which are already given. So all you really have to do is find the static address and first few offsets of a single zoom value and then you can find the others.
Now the zoom values are a little tricky and the location might matter. What I did was go right out of shanghai and stand still. Then I changed the value type in cheat engine to "float" and zoomed all the way in on atlantica. Then I changed the scan type to "Value between..." and searched from 0 to 4. Then I zoomed all the way out and searched for between 8 and 14. The first two may take a while, but then repeating the process is quite quick. You should get down to 4 different addresses with exactly the same values. Find the static address and offsets for each and use the final offset given in the Memory.ini file as your final one. Note that all the static addresses and offsets are the same except for the final ones which are already given. So all you really have to do is find the static address and first few offsets of a single zoom value and then you can find the others.
Now the zoom values are a little tricky and the location might matter. What I did was go right out of shanghai and stand still. Then I changed the value type in cheat engine to "float" and zoomed all the way in on atlantica. Then I changed the scan type to "Value between..." and searched from 0 to 4. Then I zoomed all the way out and searched for between 8 and 14. The first two may take a while, but then repeating the process is quite quick. You should get down to 4 different addresses with exactly the same values. Find the static address and offsets for each and use the final offset given in the Memory.ini file as your final one. Note that all the static addresses and offsets are the same except for the final ones which are already given. So all you really have to do is find the static address and first few offsets of a single zoom value and then you can find the others.
For these you search for the value given by the Memory.ini as a float value type when you first enter a battle without changing the camera. You should immediately get the 6 values, and like the zoom you just have to find the static address and offsets of one and then use the final offsets given by the Memory.ini file.
For these you search for the value given by the Memory.ini as a float value type when you first enter a battle without changing the camera. You should immediately get the 6 values, and like the zoom you just have to find the static address and offsets of one and then use the final offsets given by the Memory.ini file.
For these you search for the value given by the Memory.ini as a float value type when you first enter a battle without changing the camera. You should immediately get the 6 values, and like the zoom you just have to find the static address and offsets of one and then use the final offsets given by the Memory.ini file.
For these you search for the value given by the Memory.ini as a float value type when you first enter a battle without changing the camera. You should immediately get the 6 values, and like the zoom you just have to find the static address and offsets of one and then use the final offsets given by the Memory.ini file.
For these you search for the value given by the Memory.ini as a float value type when you first enter a battle without changing the camera. You should immediately get the 6 values, and like the zoom you just have to find the static address and offsets of one and then use the final offsets given by the Memory.ini file.
For these you search for the value given by the Memory.ini as a float value type when you first enter a battle without changing the camera. You should immediately get the 6 values, and like the zoom you just have to find the static address and offsets of one and then use the final offsets given by the Memory.ini file.
For autobattle you obviously must have the autobattle license. You can get 3 for free from a very early quest, but if you've already used though you'll have to buy 1 if you want these optional pieces. For this one just search for 1 if the AutoBattle button is enabled and 0 if it's disabled.
For this one just search for the number of battles left that's located on the AutoBattle toggle button.
For this follow the directions in the memory .ini file and you will eventually find the address. Be very careful as you do it.
For these arrays you have to copy and paste the static address and offsets from the [Character_Mem] piece. However, for the 4th offset you use the [Life_Offset], [Mana_Offset], and [EXP_Offset] that you found right after [Character_Mem].
For these arrays you have to copy and paste the static address and offsets from the [Character_Mem] piece. However, for the 4th offset you use the [Life_Offset], [Mana_Offset], and [EXP_Offset] that you found right after [Character_Mem].
For these arrays you have to copy and paste the static address and offsets from the [Character_Mem] piece. However, for the 4th offset you use the [Life_Offset], [Mana_Offset], and [EXP_Offset] that you found right after [Character_Mem].
For the names you will want to search with the value type of "text" and check the unicode box again. Search for your exact player name (including the rank number like [18] and you should get only one address.
This time search for your main character name inside of battle and it should include what level you are.
Conclusion
Overall, updating my Memory.ini file and writing this tutorial took quite some time. If I have made an mistakes or if you have any additional questions please don't hesitate to ask or show your appreciation. :awesome: And of course show your appreciation to the creator of [Only registered and activated users can see links. Click Here To Register...] [Only registered and activated users can see links. Click Here To Register...]
I hope this helps! :D