Red alert counterstrike and the aftermath (RA95)

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darksahde
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Red alert counterstrike and the aftermath (RA95)

Post by darksahde » Tue Feb 06, 2018 5:46 pm

this is for RA95 on origin with the latest update (3.03 I think)

I thought hack a game made more than 20 years ago would be easy as search->change->search->lock->enjoy right?

but no, I have tried everything I know(double, float, search unknow initial etc...) and I was unable to find any working value for even the money stat.

nor I'm able to find any working table or trainer.

can someone point me a way?

Thanks

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TheyCallMeTim13
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Re: Red alert counterstrike and the aftermath (RA95)

Post by TheyCallMeTim13 » Wed Feb 07, 2018 12:24 am

Well it's hard to say, but have you tried 4 byte integer.

But if it ran on some thing with limited memory and/or processor size then it might be in memory with every thing as small as it can. So say health might be a 2 byte integer at "game.exe+123ABC00", with say maximum health also as a 2 byte integer at "game.exe+123ABC02". So I just tend to edit the "all" scan settings on the CE settings form, but if you already tried float, double, and 4 byte then see if any thing comes up with 2 byte. If not and if you think it could really be optimized and say health is with in a byte (unsigned min: 0 max: 255, signed min: -128 max: 127) then you may want to give that a try. But then you are scanning every byte and this can take some time, but if the game was made to be smaller then this shouldn't be an issue.
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darksahde
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Re: Red alert counterstrike and the aftermath (RA95)

Post by darksahde » Wed Feb 07, 2018 12:59 am

Yes, I have tried to use all the possible integer.

the main thing I want to lock it is the resource in the game.

when I search the value it only comes up with a display value, which does not affect the actual resource I have when changed, and I don't know how to get the true value for the resource. That is what I meant by the value I've found are "not working"

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TheyCallMeTim13
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Re: Red alert counterstrike and the aftermath (RA95)

Post by TheyCallMeTim13 » Wed Feb 07, 2018 1:41 am

Well if they went more OOP then it would be a container of objects, and the value you see in game would just be calculated based on the number or objects. So I would try to see how the display value is calculated and set.
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darksahde
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Re: Red alert counterstrike and the aftermath (RA95)

Post by darksahde » Wed Feb 07, 2018 1:48 am

how do I do that?

I just did a pointer scan on that display value but it comes up empty.

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TheyCallMeTim13
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Re: Red alert counterstrike and the aftermath (RA95)

Post by TheyCallMeTim13 » Wed Feb 07, 2018 2:37 am

You will need to learn a bit about ASM, and code injection. But first have you tried unknown then just changed scans. It could just be stored in some other format.

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