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  1. #1966
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    Originally Posted by Sychotix View Post
    Offsets technically always change for every binary. ..
    well, in this patch, even seems the ui elements remained in place.
    I saw "Version Tracking" button in the Ghidra
    and I suspect that with the help of this utility we can compare an already reversed code and new one,
    and it is easy to see where changes have occurred.
    Do you use this utility and is it worth it to study how it works?

    GameHelper: A light version of PoeHUD/Exile-Api
  2. #1967
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by wlastas View Post
    well, in this patch, even seems the ui elements remained in place.
    I saw "Version Tracking" button in the Ghidra
    and I suspect that with the help of this utility we can compare an already reversed code and new one,
    and it is easy to see where changes have occurred.
    Do you use this utility and is it worth it to study how it works?
    I think I used that button or something similar few years ago. The only thing I remember now is that it takes 5 days of computing power to complete. 😂
    If I did not reply to you, it mean the question you are asking is stupid.

  3. Thanks Sychotix (1 members gave Thanks to GameHelper for this useful post)
  4. #1968
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    Originally Posted by wlastas View Post
    well, in this patch, even seems the ui elements remained in place

    The location of the GameState map definitely changed... but the code that accessed the map did not . The pattern found the code's new location, then pulled the offset to the GameState map pointer. We then read the pointer stored at the address. The offsets in a structure/class don't always change as I explained in the previous post.

    See the code in Queuete's fork here for the base offset pattern scanning. ExileApi/Offsets.cs at 8fa0fb2e54987b60aceb898e74bc604f2e8574be . Queuete/ExileApi . GitHub

    Just correcting what you said =P Offsets did change, but GameHelper handled it with similar pattern matching. When we get to 3.18, the offsets of the UI elements will almost certainly break again for the same reason I explained above with the armorHelmetTopper. They are adding multiple new UI windows to support the league mechanic. If any of those happen to be higher up in the structure's memory... everything below its offset will be incorrect.

    Originally Posted by wlastas View Post
    saw "Version Tracking" button in the Ghidra
    and I suspect that with the help of this utility we can compare an already reversed code and new one,
    and it is easy to see where changes have occurred.
    Do you use this utility and is it worth it to study how it works?
    I haven't gone into specifically reversing chunks of code to track changes using that tool. I used to use it when updating my simple PoEHUD fork... but it got a bit cumbersome. Now I just analyze each with Ghidra and do pattern scanning from one version to the next. If a method has changed significantly enough, I usually look for calling function patterns and follow the call back down. A couple of the older ExileAPI guys and I wrote some pattern scanners and patterns for various offsets... but it is a VERY time consuming process and many patterns break after major updates due to code changes. There was one league I got access to the alpha binary and spent about 2 weeks or so updating and writing new patterns just so that we had a day 0 simple hud. There is a reason I don't do it anymore.

    GameHelper rewrote all of HUD to be super simple for that kind of reason... and thus we have this great program. I know he puts in (way too much) work into pattern stuff still just so we have it at league launch day(ish) haha

  5. #1969
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    Originally Posted by Sychotix View Post
    Just correcting what you said =P Offsets did change, but GameHelper handled it with similar pattern matching.
    I understand what you are talking about - I already mastered (in the first approximation) 2 months ago
    the process of finding calling functions and creating patterns for their search from c#
    thanks to @GameHelper detailed instructions in the StaticOffsetsPatterns file

    by nothing has changed, I mean just the absence of changes in the structures and the code of the functions that we are looking for with the help of patterns, which obviously allowed our programs to work immediately after the last update

    Originally Posted by Sychotix View Post
    ...and spent about 2 weeks or so updating and writing new patterns..
    if it's not a secret, on what and for what program do you write them?

    I have already made several c# functions that allow me to quite easily find offsets
    ( taking into account the fact that the basic structures themselves have not changed )
    on the camera, hero, map, entity list, UI root, etc.
    But finding them requires manual debugging from the studio .
    However, I'm currently working on reading processor register values from # - and this will completely automate the process of finding.
    That is, I want to make a analogue of the cheat engine with its lua support, but on C#

  6. #1970
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    Originally Posted by wlastas View Post
    if it's not a secret, on what and for what program do you write them?

    I have already made several c# functions that allow me to quite easily find offsets
    ( taking into account the fact that the basic structures themselves have not changed )
    on the camera, hero, map, entity list, UI root, etc.
    But finding them requires manual debugging from the studio .
    However, I'm currently working on reading processor register values from # - and this will completely automate the process of finding.
    That is, I want to make a analogue of the cheat engine with its lua support, but on C#
    Just the same method as whats written in ExileAPI's pattern scanner but a bit more complex/better design. Written in C#, I think all of us use Ghidra for making patterns. I copy the chunk I'm interested in and use Ghidra's pattern search function to cut out all the operands that could change.

  7. #1971
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    gamehelper source code is now public.
    URL at the end of the first post.
    If I did not reply to you, it mean the question you are asking is stupid.

  8. Thanks arturino009, GameAssist, Sychotix, snowhawk, KinetsuBR (5 members gave Thanks to GameHelper for this useful post)
  9. #1972
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    hahha but my branch still private^^
    I will keep it for history
    thanks for doing such a hell of a job.

    with simply terrible architecture and extremely strange solutions - as for me, but meticulously documented so that the code cannot be read and we have to use the decompiled version))

    it's just a joke - don't be offended

  10. #1973
    yytn's Avatar Member
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    Thank You for this wonderful tools!!!
    My quesitons is how to find already placed totems numbers?

  11. #1974
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by wydower View Post
    i know its a long shot but could we get radar working while in controller input mode?

    id actually pay money for this lol, gna be stuck at work all launch week but can play remotely from my phone with a controller
    So I just got my controller, dude the game is unplayable with controllers.
    Have you even used controller with POE before typing this msg?
    I hope once controllers are out of Beta mode, things are better.

    anyway, working on a fix now so that GH works with controller.
    Last edited by GameHelper; 05-07-2022 at 05:53 PM.
    If I did not reply to you, it mean the question you are asking is stupid.

  12. #1975
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    Originally Posted by yytn View Post
    Thank You for this wonderful tools!!!
    My quesitons is how to find already placed totems numbers?




    just read the text value in the frame like in the picture.
    The current address of the entire panel with buffs
    Code:
    namespace GameOffsets {
        [StructLayout(LayoutKind.Explicit, Pack = 1)]
        public struct IngameUElementsOffsets {
    ...
    [FieldOffset(0x48)] public long MyBuffPanel;
    Attached Thumbnails Attached Thumbnails GameHelper: A light version of PoeHUD/Exile-Api-totems-jpg  
    Last edited by GameAssist; 05-07-2022 at 10:02 PM.

  13. #1976
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    Originally Posted by Sychotix View Post
    I think all of us use Ghidra for making patterns. I copy the chunk I'm interested in and use Ghidra's pattern search function to cut out all the operands that could change.
    @alcor75 — 05/06/2022
    "in still a old IDA pro fan ,.... "

    I hope he doesn't mind that I quoted him from his public discord channel

  14. #1977
    snowhawk's Avatar Contributor
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    Originally Posted by yytn View Post
    Thank You for this wonderful tools!!!
    My quesitons is how to find already placed totems numbers?
    You'll need to write code to extend that functionality yourself as deployed object tracking isn't supported. The actor component contains a vector of deployed objects, each is an 8-byte struct. Your basically looking for a type id of 4 (Totem).

    Code:
        struct ActorComponentOffsets
        {
            // ...
            [FieldOffset(0x6D8)] StdVector<DeployedObject> DeployedObjects;
            // ...
        }
    
        struct DeployedObjectOffsets
        {
            DeployedObjectType TypeId;
            ushort SkillId; // Look up in ActorComponent.ActorSkills
            ushort InstanceId; // Look up in EntityList
            ushort Padding;
        }
    
        enum DeployedObjectType : ushort
        {
            Spectre = 0,
            Totem = 4,
            Trap,
            Zombie,
            Skeleton,
            Mine = 10,
            Skitterbots = 14, // Share same id as mirrors/clones
            Clone = 14,
            AnimatedGuardian = 16,
            AnimatedWeapon = 17,
            RagingSpirit = 18,
            Golem = 22,
            AgonyCrawler = 36,
            HolyRelic = 38,
            AbsolutionSentinel = 47,
            Reaper = 48
        }

  15. Thanks GameAssist (1 members gave Thanks to snowhawk for this useful post)
  16. #1978
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    Originally Posted by GameHelper View Post
    So I just got my controller, dude the game is unplayable with controllers.
    Makes sense given how bad build diversity is on consoles. No aim assist pretty much limits you to one-click builds.

  17. Thanks GameHelper (1 members gave Thanks to snowhawk for this useful post)
  18. #1979
    bvsuperstar's Avatar Member
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    Thanks for sharing your work GameHelper and sorry for my stupidity, but whenever I build gamehelper or loader I don't have any plugins in the plugin folder. I'm probably missing an important step. Would be nice if someone can help me with that.

  19. #1980
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by bvsuperstar View Post
    Thanks for sharing your work GameHelper and sorry for my stupidity, but whenever I build gamehelper or loader I don't have any plugins in the plugin folder. I'm probably missing an important step. Would be nice if someone can help me with that.
    Why not use the pipeline in GitHub (a.k.a github actions) to build it rather than figuring it out yourself.
    Last edited by GameHelper; 05-08-2022 at 08:08 AM.
    If I did not reply to you, it mean the question you are asking is stupid.

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