sjdswanlund posted on Feb 11, 2025 6:18:57 PM - Report post
Been playing a game where the amount of health the player isn't visualized on the hud in a clear way. Instead, for each damage you take, red scars and tendrils start appearing over the screen, obscuring the player's vision. When scanning such health values, is there a particular value that is more common than the other? I would like to know a good starting point to try, as the scans tend to take a long time. When I tried it last the scans got to around 95% and didn't increase for an hour so I gave up. Perhaps I'm missing something. Any help would be appreciated.
STAFF
0x90 posted on Feb 11, 2025 7:55:08 PM - Report post
Common health values are stored as float or Int32 (4 bytes). And common values are between 100 (full health) to 0. Or 1 to 0 (only float).
Scan for value between. Take damage. Scan for decreased. Take damage, scan for decreased. Repeat.
HIGH FIST
sjdswanlund posted on Feb 11, 2025 9:21:51 PM - Report post
Thank you. I'll give that a try and go from there. I did figure out ammunition, which I feel is the easiest to do for any game. I might make a script file in the future. This is kind of a good way at figuring out how games themselves work.
HIGH FIST
sjdswanlund posted on Feb 16, 2025 11:13:20 AM - Report post
Made some progress but hit a confusing roadblock. I found what seems to be the appropiate value for health using the Float value. Every time I would get hit I'd see the number go down, but my ingame health (which is portrayed by flashing red taking more and more screen visibility) would still be affected, leading to my death.
Just wondering if there are some values that can sort of mimic health, making it easy to confuse with another.