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 Post subject: SC2 1.4.?? Game Speed Hack in memory
PostPosted: Sun Feb 19, 2012 3:25 pm 
 
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hi all

i have located in 1.4.2 3 different address that are related to the game speed, they are changing from 0 to 4 (slower-fastest)
normally from with in the game,

but when i try to inject them with my own values from 4 to 1 for example the ignore it ang game speed is running as the previous setting!
even though i see my change in the game option menu, the actual game speed is not affected!

the method i use is the CE editor, and custom c# code, and is absolutly sure that is correct because with the same aproach i can hack the minerals and gas values with no problems!

anyone has a clue why the gamespeed doesnt change?
my final goal is to achieve in Skirmish game the speeds of the replays(x2, x4) to to test some AI fucntions and i cant wait to watch long battles.

thanks for your time

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 Post subject: Re: SC2 1.4.?? Game Speed Hack in memory
PostPosted: Tue Feb 21, 2012 2:31 pm 
 
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Joined: Mon May 23, 2011 8:09 am
anyone alive here :roll:

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 Post subject: Re: SC2 1.4.?? Game Speed Hack in memory
PostPosted: Wed Feb 22, 2012 2:51 pm 
 
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Joined: Wed Feb 22, 2012 2:49 pm
Seems like you have to accept this valuechange.

Without it's not valid, even when it is cosidered as valid.

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 Post subject: Re: SC2 1.4.?? Game Speed Hack in memory
PostPosted: Thu Feb 23, 2012 2:25 pm 
 
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can you be more specific plz!?
i mean what else am i missing that i should to for the sc2.exe to "accept the values changed"?

and why the minerals for example doesnt need to? because they are access every second?

thanks

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 Post subject: Re: SC2 1.4.?? Game Speed Hack in memory
PostPosted: Sun Feb 26, 2012 12:29 am 
 
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Joined: Fri Dec 10, 2010 1:31 am
it will disconnect you in multiplyer games.

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 Post subject: Re: SC2 1.4.?? Game Speed Hack in memory
PostPosted: Wed Feb 29, 2012 8:19 am 
 
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Joined: Wed Feb 22, 2012 2:49 pm
When you change the gamespeed via the normal way, e.g. Under options and gameplay, you have to accept to make the changes happen.

When you simply change the value in memory, it is not accepted so the value is false.

So you have to find out how ro send or simulate the 'accept'- button which is in my oPinion not worth.

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 Post subject: Re: SC2 1.4.?? Game Speed Hack in memory
PostPosted: Tue Mar 06, 2012 12:13 am 
 
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no is not for online its for custom offline maps ONLY so need to worry for desc

as about the "accept value" i imagined that, but i hoped someone here allready knew it!

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 Post subject: Re: SC2 1.4.?? Game Speed Hack in memory
PostPosted: Wed May 02, 2012 7:48 pm 
 
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You could surely get crazy and throw a "what writes to this" break point on that location in memory you found and then have fun from there : )

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 Post subject: Re: SC2 1.4.?? Game Speed Hack in memory
PostPosted: Wed May 02, 2012 8:43 pm 
 
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Joined: Wed Apr 04, 2012 6:07 am
I was working with this cause I was bored one day. There is a boolean that you gotta change to JNZ to allow you to do it. Though, the address I had was from the replay. Dunno if it's the same.

You could do what UserNamex32 said or...

Parse through the unit struct and change every unit speed :).

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 Post subject: Re: SC2 1.4.?? Game Speed Hack in memory
PostPosted: Wed Jun 20, 2012 3:26 pm 
 
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I was working with this cause I was bored one day. There is a boolean that you gotta change to JNZ to allow you to do it. Though, the address I had was from the replay. Dunno if it's the same.

You could do what UserNamex32 said or...

Parse through the unit struct and change every unit speed :).



hi

can you plz share teh address you said it worked for you, even in replays, so that i can have somewhere to start?

tnx

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 Post subject: Re: SC2 1.4.?? Game Speed Hack in memory
PostPosted: Wed Jun 20, 2012 5:08 pm 
 
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Joined: Wed Apr 04, 2012 6:07 am
I didn't save it nor remember how I obtained it. Sorry :(. If you're trying to change all unit's speed, parse through the struct, and change each one. You can make a hotkey like F5 to do it. I'm not on the computer with the unit struct base, but I posted it around in the SC2 forums. Look for it there.

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 Post subject: Re: SC2 1.4.?? Game Speed Hack in memory
PostPosted: Thu Jun 21, 2012 11:11 am 
 
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I didn't save it nor remember how I obtained it. Sorry :(. If you're trying to change all unit's speed, parse through the struct, and change each one. You can make a hotkey like F5 to do it. I'm not on the computer with the unit struct base, but I posted it around in the SC2 forums. Look for it there.



no no i dont want to chnage the units one by one, just the actuall GAME Speed....i have found all the places where the speed is located, but there is a boolean somewhere that changes and thats the actual "apply" command for those altered speed values to work!

otherwise as i said, it may look in the slide bar speed : faster, and the game speed is still normal!
if i click the OK button on the settings then somewhere a boolean must be changed and the Faster actually IS applied!

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 Post subject: Re: SC2 1.4.?? Game Speed Hack in memory
PostPosted: Mon Jun 25, 2012 10:57 am 
 
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Joined: Wed Feb 22, 2012 2:49 pm
Okay, I was browsing through the Galaxy API yesterday, found a solution thats working.

In this article they use the API to change gamespeed.
In C++ it would be something like:
typedef void ( __fastcall* SC2_GameSetSpeedValue_t) ( DWORD dwGameSetSpeedValue );
static SC2_GameSetSpeedValue_t SC2_GameSetSpeedValue = (SC2_GameSetSpeedValue_t)ADDRESS;


I recommend you to read Beavings article about a maphack with the Galaxy API, it's really good to read and you learn some basics within the Galaxy API.

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 Post subject: Re: SC2 1.4.?? Game Speed Hack in memory
PostPosted: Tue Jul 03, 2012 8:16 am 
 
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Joined: Mon May 23, 2011 8:09 am
Okay, I was browsing through the Galaxy API yesterday, found a solution thats working.

In this article they use the API to change gamespeed.
In C++ it would be something like:
typedef void ( __fastcall* SC2_GameSetSpeedValue_t) ( DWORD dwGameSetSpeedValue );
static SC2_GameSetSpeedValue_t SC2_GameSetSpeedValue = (SC2_GameSetSpeedValue_t)ADDRESS;


I recommend you to read Beavings article about a maphack with the Galaxy API, it's really good to read and you learn some basics within the Galaxy API.



i know about Galaxy scripting, i have been manipulating them for almost 2 years now, since beta, and they have limits!

the speed can get up to a certain point 1 to 5, and can only be changed before game launch, what i am trying to achieve is during game times, (local skirmish) to go further than 5 go x2 x4 x6 speeds like in a replay! so that i can test some AI builds and not have to wait for the entire battle to finish in Real time!

this was possible much easier back in the beta, after that i haven't spent time looking at it, besides now, that i ended up on a dead end. :(

i am missing this Boolean (probably) that tell the game APPLY the settings and go on, and it will probably accept my new speed values that are above 5+

:roll:

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http://www.sc2allin1.net

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 Post subject: Re: SC2 1.4.?? Game Speed Hack in memory
PostPosted: Tue Jul 03, 2012 3:01 pm 
 
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Joined: Mon May 23, 2011 8:09 am
forget it, i found it!

it was an other mem address nothing to do with the values from 0-4, at least now i managed to successfully hack the 1.5.0 beta to run at crazy speeds in normal skirmish games.

if anyone is interested to know tell me to post the details

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