Difference between revisions of "Help File:What is the difference in bytetype"

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'''Originally posted by ''emperor'' '''
 
 
 
 
 
2 Byte means: 00 00 to FF FF this allows only up to 65535, obviously.
 
 
 
4 byte means: 00 00 00 00 to FF FF FF FF (allows up to 4294967295).
 
 
 
Now for example you can miss 2 byte values with 4 byte scans:
 
 
 
example: value in game is 300 stored in game's memory as 012C
 
 
 
If you search for 12C as 2 Byte it will be in your results.
 
 
 
If you search for 12C as 4 byte the 2 Bytes before the 012C matter as well.
 
 
 
For example the 012C would be after an FF FF.
 
 
 
Meaning: FF FF 01 2C is in the memory 01 2C being what you are searching for.
 
However seen as 4 Byte this is not 01 2C (300) but it's FF FF 01 2 C (4294902060).
 
 
 
To my mind for exact value scans you should use the smallest appopirate byte type (for ex if it doesn't rise over 65000
 
use 2 byte). However since most games multiply it with a certain factor exact value scans are hardly any useful...when
 
doing an unknown value scan it's up to you to chose the correct bytesize...most commonly used is 4 byte after all.
 
It's nothing new to me seeing games showing a stat up to like 2000-3000 as 4 Byte in a huge number over serveral
 
hundret thousands..however how much a certain game multiplies,adds or substracts, or tries to hide it depends on the game,
 
is therefore sort of unknown therefore i think in many cases the bytesize is also sort of unknown although 4 Byte is
 
always likely.
 
 
 
Note doing increase/decrease value scans wouldn't fail even if there were some other bytes before it:
 
 
 
for example
 
 
 
FF FF 01 2C is increased by one...
 
 
 
---> FF FF 01 2D increased would still be okay as unknown initial.
 
 
 
But if the FF FF also changes
 
 
 
to like FE FE then it would screw up the scan.
 
 
 
== Links ==
 
* [[Cheat Engine:Help File|Help File]]
 
 
 
* [[Help_File:Basic_assembler|Back]]
 
 
 
* [[Help_File:ASM_Basics_1|Next]]
 

Revision as of 16:19, 16 March 2019

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