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Base address?
Discussion on Base address? within the CO2 Programming forum part of the Conquer Online 2 category.
06/12/2009, 19:23
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#1
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Base address?
havent really been doing much with conquer recently so im just wondering
would this be a correct way to find the base address?
1. fire up conquer and cheat engine.
2. search for my x or y coord.
3. move my char input new coord and click next scan double click top address.
4. once its down in the table right click and select find out what writes to this address(helped by moving my char).
5. select the result and click more info and i will see some highlighted text.
6. should see something like mov [esi+00000298],eax remember the "298" and make note of the ESI=01561E90
7. go back to the search tick Hex and search for the value out of ESI "01561E90"
8. that should be all there is to it i should now have my Base address (0064FF48) ?
9. Just to check i click add address manually tick pointer add the 0064FF48 then the offset i found earlier 298
10. done.?
does this sound right to you guys?
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06/13/2009, 02:00
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#2
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Nope, that isn't correct. 0064FF48 is the address that stores your base address. So you read the value of address 0064FF48 (in your case 01561E90), and that's the base address.
Then you add 0x298 to that base address (01561E90 + 0x298 = 1562128)  .
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06/13/2009, 03:54
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#3
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This is the way you do it when you don't understand assembly...
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06/13/2009, 08:12
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#4
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I'll just add quickly, there is a V-Table containing all the functions w/ getters/setters for all values having to relate to player/mobs. (thats how i fixed attack function anyway). The V-Table is like pointed to by the first pointer contained the structure, and contains a list of function pointers to all methods of the class type of the structure. Its true that with asm, u don't need to worry about base pointers.
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06/13/2009, 09:41
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#5
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Quote:
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Then you add 0x298 to that base address (01561E90 + 0x298 = 1562128)
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meh i get it thanks hawt and clinton.
oh and high i will never understand asm as im a oldie low IQer but you cant blame a guy for trying.
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06/13/2009, 10:28
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#6
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Quote:
Originally Posted by trash
meh i get it thanks hawt and clinton.
oh and high i will never understand asm as im a oldie low IQer but you cant blame a guy for trying.
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it's not all that hard really... it's kinda straight foward, but in a very complicated way lol
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06/13/2009, 10:38
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#7
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Quote:
Originally Posted by ookamocka
it's not all that hard really... it's kinda straight foward, but in a very complicated way lol
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I took a look at masm and also fasm awhile ago scared the heck outta me and gave me brain ache lol.
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06/21/2009, 04:45
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#8
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Quote:
Originally Posted by clintonselke
I'll just add quickly, there is a V-Table containing all the functions w/ getters/setters for all values having to relate to player/mobs. (thats how i fixed attack function anyway). The V-Table is like pointed to by the first pointer contained the structure, and contains a list of function pointers to all methods of the class type of the structure. Its true that with asm, u don't need to worry about base pointers.
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Only true for interfaces (purely virtual/abstract).
ASM is pretty easy. It's like advanced batch.
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