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Thread: ETW Runtime Memory Stucture Documention

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  1. #1

    Default Re: ETW Runtime Memory Stucture Documention

    Where's the modeded LUA file that will allow us to find the base address of units? I didn't find it attached to the first post as indicated. Did I miss it or was it moved?

  2. #2
    Inevitability won
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    Default Re: ETW Runtime Memory Stucture Documention

    There was never any of our source code uploaded here.

    However we used SourceForge and an SVN for our work.

    Please note that if you want to use our LUA it is not as simple as simply swapping a file over and getting results, neither is the source code of the engine entirely complete.

    The relevant LUA are the two .lua files in the root directory of the repository.

    I am also curious what you want to use it for?

  3. #3

    Default Re: ETW Runtime Memory Stucture Documention

    Quote Originally Posted by .Mitch. View Post

    I am also curious what you want to use it for?
    Well, as I understood it, the LUA file would give the memory location of the last unit clicked on. I was going to use it to do some real-time editing of that unit's values. Mostly just playing around and seeing what I could learn.

  4. #4

    Default Re: ETW Runtime Memory Stucture Documention

    Quote Originally Posted by rogerbacon View Post
    Well, as I understood it, the LUA file would give the memory location of the last unit clicked on. I was going to use it to do some real-time editing of that unit's values. Mostly just playing around and seeing what I could learn.
    I found this code in the WALI download in the WALI.lua file you will see a function commented out called Test Code. That is function that spits out the base address of clicked on entities, and puts address in WALI Log file.

  5. #5
    Goutlard's Avatar Janissary
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    Default Re: ETW Runtime Memory Stucture Documention

    Sad news, so close yet so far...
    Wind from the East's Awards :

  6. #6

    Default Re: ETW Runtime Memory Stucture Documention

    Quote Originally Posted by .Mitch. View Post
    This thread will be a place for myself and T.C. to document our progress on our ETW/NTW memory hook and documentation on the memory locations and structure of the running processes memory, as well as discuss its theory and implementation. If you have anything to input, please do.The thread may look bleak, but progress is actually quite astounding, theoretical implementation of what we can already do/know could mean quite astounding things. We will no doubt update everyone at a later point.


    Byte locations relative to units base address
    76 - Unit Size
    80 - Full Unit Size
    ETW:100/NTW:108 - Move Points
    ETW:112 - Unit Experience
    NTW:264 - Length of units custom name


    ETW:232 - 235: Unit stats pointer. (Numbers at this pointer are little-endian)
    +172: Four byte integer, Unit Accuracy
    +176: Four byte integer, Unit Reloading
    +192: Four byte integer, Unit Charge Bonus
    +236: Boolean, Resistant to morale shocks
    +236: Four byte integer, Unit Ammunition


    BETA POINTER:


    Want to help?
    Spoiler Alert, click show to read: 


    How to find Unit stats pointer using these offsets? 232 - 235

    Can you show example of how to get Unit stats pointer from either Cheat Engine, WinHex or lua script?I can't figure it out with Cheat Engine because I don't know what pointer address to look for, I just know the location of the address. But with location I still can't pull up the value at location.In WinHex how do I do the byte offset correctly? When I cut and paste the code in new file as in instructions, and then enter byte offset it only counts the bytes on the 0-7 columns of the hex, not the 8-F side of columns. Should I convert the byte offset number to hex first?

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