You can always use the wayback machine to see the webpage again
Thanks azuki! I found the addresses (There are 3 addresses that changes from 0.75 to 1 to 1.5 when changing to half time and no mod and double time. I'm able to change the values, but only the song gets kinda slowed down(sound wise), but still it's at the same speed as the mod that was selected.
You said something about changing some boolean value in the memory, and I'm sure how to do that cuz I'm not very experienced with cheat engine and stuff
Changing the float is a piece of cake, the boolean is tricky. Any hints?
Also, as far as the replay copying goes, several addresses need to be found out;
1. the time offset
2. cursor X
3. cursor Y
4. keys?
I've tried mimicking the replay without doing any hooking, alas it's quite slow (just using win32 API mouse movement) relative to the osu! window.
Parsing the replay is also quite easy, it's the "time_since_last_action" what confuses me. If I sum these timestamps in miliseconds I get at which milisecond the movement happened.
So, do you just spam write to memory each milisecond with X/Y offsets and key hits? I've got no other idea how'd I do it.
Or perhaps you just locate the time tick (so you can sync the replay) and then use native Windows functions to emulate mouse/key movement?
Anyway, no-hooking replay copying works, but the problem is in the timing it successfully, since some songs have a few miliseconds cut off before they actually start playing and such. Not only this, if you skip the song intro the whole timing is wrong.
It'd be great if anyone could shine some light upon looking for correct addresses (or, well, AoBs) since I'm out of luck really.
EDIT: There are some nifty improvements if I manage to get a useful hack working in C++ such as dropping into ring0. Oh yeah btw if the anticheat just grabs the process list at the score submit, then I see no reason not to kill the process (self) at the last milisecond of the beatmap :^)
Wouldn't that make it virtually undetectable? Seems to good to be true; since I'm sure there are some mechanisms implemented in order to detect you from writing to memory. Unless you don't inject a DLL, which you needn't to (AFAIK), then you should be safe to go. Then again, the game could just scan each X seconds to see if there is a byte at an offset in memory and see if it matches the expected byte (which I doubt is done anyway). I digress too much;
Last edited by kyotooo; 05-15-2016 at 06:15 AM.