Comments (2)
#include, Offsets.ahk
GD := new _ClassMemory( cliname, "", hProcessCopy )
; RETRIEVING BASE ADDRESS BY USING AN ARRAY OF BYTES
GetBasePointer( )
{
Global GD, mBase, Cliname, basePtrAoBArrayDec, basePtrAoBOffset, bptr, bPtrAoB, bPtrAdd1, BasePointer
Static CGSN, CGSO
If WinExist( cliname )
{
CGSO := GetGameState( )
If( ( CGSO != CGSN && CGSO != 12 ) || CGSO == "" ) {
bPtrAoB := GD.processPatternScan( , , basePtrAoBArrayDec* )
bptr := FHex( GD.read( GD.read( bPtrAoB + basePtrAoBOffset ) ) )
bPtrAdd1 := FHex( GD.read( bPtrAoB + basePtrAoBOffset ) - mBase )
If( bPtrAdd1 != BasePointer ) {
IniWrite, % FHex( bPtrAdd1 ), config.ini, Config, BasePointer
BasePointer := bPtrAdd1
CornerNotIfy( 2, 1, "[SIGNATURE SCAN]", "Successfully found a new Base Pointer (" . FHex( BasePointer ) . " )...", "vn hn" )
}
CGSN := GetGameState( )
}
Return bptr
}
}
GetCameraAngle(xy)
{
Global GD, _oCA_Horizontal, _oCA_Vertical
If( xy == "x" )
Return round( GD.read( GetGameEngineBase( ) + _oCA_Horizontal, "Float" ), 4 )
Else If( xy == "y" )
Return round( GD.read( GetGameEngineBase( ) + _oCA_Vertical, "Float" ), 4 )
}
ChangeCameraAngle(updown = "up", Value = 0.1)
{
Global GD, _oCA_Horizontal
If( updown == "up" )
Return GD.write( GetGameEngineBase( ) + _oCA_Horizontal, GetCameraAngle( "x" ) + Value, "Float" )
Else If( updown == "down" )
Return GD.write( GetGameEngineBase( ) + _oCA_Horizontal, GetCameraAngle( "x" ) - Value, "Float" )
Else If( updown == "set" )
Return GD.write( GetGameEngineBase( ) + _oCA_Horizontal, Value, "Float" )
}
full file:
memread.zip
from classmemory.
Trivial example to use with Cave Story: first open the game, start a new game, go underwater in the very first map, now run the script for infinite air.
#Include classMemory.ahk
TargetProcess := new _ClassMemory("ahk_exe Doukutsu.exe", "", hProcessCopy)
loop
{
TargetProcess.write(TargetProcess.BaseAddress + 0x0009E6DC, 800, "UShort")
Sleep,500
}
return
from classmemory.
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from classmemory.