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Running it in debug mode (dolphin.exe -d or /d) seemed like an option but again, the memory view is not as robust as Cheat Engine and some games just don't seem to run in it at all.114. I'm aware that Dolphin has its own built in cheat search tool, but it is clunky and oftentimes doesn't really work that well if at all (the AR codes tab is also kind of awkward to use in that you can't change the values once you add them unless you re-enter the code.unless I'm missing something). Even then, those threads were also fairly old posts so I'm not sure how much things have changed. The threads I have read seemed inconclusive at best, some saying it wouldn't work in the 64 bit version, some said it required you to use a Little Endian search method which CE does not support. I've been wondering if there was any way to search/edit the memory of games with Cheat Engine. (See demo) The.Been using Dolphin for a few days now, games run great on it and I've had no real problems with it so far.

I wonder if "Cheat Engine" is more functional? I haven't tried it yet, it seems to be open source.Hopefully all the info I posted helps. However, MHS has a quite functional "Hex Editor" tool and the ability to use scripts which I made (and can be called using hotkeys). (MHS should be able to store the "static offset" combination right away when you add the pointer to the results' list - then you can save a ".lssave" file containing the found static pointer.)Anyway, the downside of MHS is that it apparently isn't able to read 16bit/32bit data in "big endian" byte order instead of "little endian" this makes "greater/lower than" data searches inefficient (unless you do it with single bytes), and requires byte-swapping all 16bit/32bit data to be read or written (for "equal/not equal to" data searches). Finally, the combination (wherein ? is the found address minus the location of Dolphin.exe in memory) is the static pointer for this build - personally, I note that down in MHS scripts. Thus, if I poke data from one pointer using MHS's Hex Editor, these changes should also be visible on the other memory map (other pointer).(be careful when it comes to hacking Wii games, as there's another (bigger) MEM2 allocation that's 0x04000000 bytes long! The data to poke/hack may sometimes be inside in this allocation, like in Harry Potter HBP)From here, if I want to find a static pointer (valid for a specific build only), I perform a Pointer Search which targets the found address/pointer, then I pick the first result that appears in green in MHS (which I assume is static in Dolphin.exe).
Am I supposed to be able to right click it and open it in the hex editor window? That's just causing the MHS program to lock up. I follow you up to finding the address of the pointer through an ASCII string search of the game ID, I get 4~5 addresses and only one ending in 0000, which I add to the address list/main window. I'm a bit of a newbie when it comes to pointers, so forgive me for being a bit clueless. Finally, the combination is the static pointer for this build - personally, I note that down in MHS scripts.Anyway, the downside of MHS is that it apparently isn't able to read 16bit/32bit data in "big endian" byte order instead of "little endian" this makes "greater/lower than" data searches inefficient, and requires byte-swapping all 16bit/32bit data to be read or written (for "equal/not equal to" data searches)Second.I think these parts are where you lose me.or rather, I lose you.
How do I use that to launch ? I assume it's moreso that I do something to make MHS apply that pointer when it attaches to the program, but then what?Basically it's just that I really don't "get" pointers, like what they mean/are or what to do with them after finding their address in the memory. That gave me two pointer address results with the value equal to the address of the game ID's string address, and I added the first one in green to the address list. It seems easy enough to find by just doing a Pointer Search->Exact Value->the address that I found with the game ID. I'm editing Wii games if it makes any difference.As for the static pointer I assume that's just a quality of life thing so I wouldn't have to search for the game ID to get the pointer each time I wanted to edit the game's memory (so long as I use the same SVN of Dolphin)? Again, kind of a newbie here so sorry if my question is a bit obvious, I just want to make sure I've got the right idea.
Thanks again for your help so far, hopefully I'll be able to learn a thing or two from you.E: On second notice, Cheat Engine does have the option to search the MEM_MAPPED region. Are there any sort of tutorials you would recommend to get some experience working with pointers and finding values from that? I'm not looking to do anything particularly difficult, just a simple money value edit that I didn't have any luck editing with the in-app cheat search tool. If you don't know the pointer then any time you re-open the program and want to edit a value in a game or some such you will have to rescan the memory and find the new address), so I think I'm missing how that translates to allowing the editing of the memory of games in Dolphin.
You mentioned byte-swapping the number to get a proper value to search. Changing them all at once to a different number caused them to change to something else entirely ingame, and for some reason they were stored as a byte but if I remember correctly that typically can only go up to 256 which seems a bit odd considering money can well exceed that value. I was able to find 10 values that all consistently changed with the amount of money shown on screen, so there's definitely progress made from.scanning the right region of the memory. However narrowing values down is a bit odd.
Changing it to 600 gives 88 because mod(600,256) = 88). Problem is, changing the value to 2 or 4 byte makes it act erratically (changing the value type to something else like 2 byte or 4 byte still ends up capping at 255 i.e. Through that method I'm able to flawlessly find any value as long as it's below 255. I was able to edit a low number, but it looks like I can only search for values stored as bytes this way. If he had 2700 he had to search for mod(2700,256) = 140).E2: Success.almost.
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Like you said I had to do some byte swapping to figure out how to get it to work with numbers larger than 255. So I kinda figured it out again.
