• Amused
  • Angry
  • Annoyed
  • Awesome
  • Bemused
  • Cocky
  • Cool
  • Crazy
  • Crying
  • Down
  • Drunk
  • Embarrased
  • Enraged
  • Friendly
  • Geeky
  • Godly
  • Happy
  • Hateful
  • Hungry
  • Innocent
  • Meh
  • Piratey
  • Poorly
  • Sad
  • Secret
  • Shy
  • Sneaky
  • Tired
  • Wtf
  • At Work
  • CodenzHub
  • Coding
  • Deejaying
  • Donating
  • Drinking
  • Eating
  • Editing
  • Hacking
  • Hate Mailing
  • Jamin'
  • Lagging
  • Live Streaming
  • Lurking
  • No Status
  • Pawning
  • PC Gaming
  • PS Gaming
  • Raging
  • Reversing
  • Sleeping
  • Steam Gaming
  • Trolling
  • TwitchStreamer
  • Vodka!
  • Watching TV/Movie
  • Xbox Gaming
  • Youtuber
  • Zombies
  • Results 1 to 6 of 6
    1. #1
      Kim Kong Trasher
      I don't have status.
       
      Raging
       
      c5's Avatar
      Join Date
      Jul 2012
      Location
      Mankei Iland
      Posts
      1,221
      Thanks (-->)
      97
      Thanks (<--)
      491

      Bohemia Interactive's memory allocation library documentation

      John Kittz
      tbb4malloc_bi.dll hand reversed documentation.

      Since a numerous of people have started to spawn items on arma 2 oa by writing structures to the memory, here is the most efficient way to do so with the help of the memory allocation library the game itself uses.

      It's a small documentatation I compiled during reversing bohemia interactives memory allocation library. They use that for most of the memory management they do in their games.
      I dont know if there are other versions of this around, but this is what I had with my arma 2 oa installation. This is incomplete, if you find any type faults, feel free to reply.

      Here are the exports the dll hands out to you

      Bohemia Interactive's memory allocation library documentation

      And here is a closer look on some of them:

      void* __stdcall MemAlloc(unsigned int sizeToAllocate)

      takes the size of memory to allocate in bytes as an argument
      returns the pointer to the allocated memory region


      void __stdcall MemFree(void* regionToFree)

      takes the pointer to the allocated memory region as an argument
      deallocates the memory


      int __stdcall MemSize(void* region)

      takes the pointer to the allocated memory region as an argument
      returns the size of the allocated memory region


      unsigned int __stdcall MemTotalComitted()

      returns the amount of bytes the allocator has reserved


      unsigned int __stdcall MemTotalReserved()

      returns the amount of bytes the allocator has reserved


      int __stdcall MemFlushCacheAll()

      flushes the caches used by the allocator


      The rest of the exported functions seem quite irrelevant because you can probably do all you need with the ones mentione above.
      Arma 2 oa doesnt seem to be using the other ones anyways.l
      Bohemia Interactive's memory allocation library documentation

    2. Thanks NTvalk, N/A, tez20005, Fleep, squeenie thanked for this post
    3. #2
      Hacker
      ^.^
       
      Eating
       
      NTvalk's Avatar
      Join Date
      Jul 2013
      Location
      Your RAM
      Posts
      512
      Thanks (-->)
      176
      Thanks (<--)
      145
      So how does this work exactly? you allocate a structure to the memory but i dont see how it makes stuff spawn..

    4. Thanks c5 thanked for this post
    5. #3
      Learning to hack games!
       
      Feeling Normal
       
      's Avatar
      Join Date
      Jan 1970
      Posts
      0
      Thanks (-->)
      294
      Thanks (<--)
      328
      Thank you for sharing, c5!

    6. Thanks c5 thanked for this post
    7. #4
      Kim Kong Trasher
      I don't have status.
       
      Raging
       
      c5's Avatar
      Join Date
      Jul 2012
      Location
      Mankei Iland
      Posts
      1,221
      Thanks (-->)
      97
      Thanks (<--)
      491
      Quote Originally Posted by NTvalk View Post
      So how does this work exactly? you allocate a structure to the memory but i dont see how it makes stuff spawn..
      You use that to allocate a block of memory so it won't get wiped by the allocator. People where going wrong when they allocated memory with regular allocators from windows api but the game's allocator wiped those blocks since there were no references to the games allocator from them.

      Spawning the stuff itself is not the scope of this topic.
      Bohemia Interactive's memory allocation library documentation

    8. #5
      Hacker
      ^.^
       
      Eating
       
      NTvalk's Avatar
      Join Date
      Jul 2013
      Location
      Your RAM
      Posts
      512
      Thanks (-->)
      176
      Thanks (<--)
      145
      Quote Originally Posted by c5 View Post
      You use that to allocate a block of memory so it won't get wiped by the allocator. People where going wrong when they allocated memory with regular allocators from windows api but the game's allocator wiped those blocks since there were no references to the games allocator from them.

      Spawning the stuff itself is not the scope of this topic.
      Ahh i see, thanks and GZ on 1k posts

    9. #6
      Newbie
      Learning to hack games!
       
      Feeling Normal
       
      tez20005's Avatar
      Join Date
      Nov 2013
      Posts
      1
      Thanks (-->)
      1
      Thanks (<--)
      0
      Cheats'n'Trainers
      Thank you for sharing, c5!

    Similar Game Hacker Threads

    1. [Source Code] DirectX Color Library
      By Amonomen in forum Direct-X, OpenGL
      Replies: 0
      Last Post: 05-16-2016, 10:29 AM
    2. [Help] Static library location
      By markfrancis in forum Hacking Help
      Replies: 0
      Last Post: 05-01-2016, 11:07 PM
    3. Xnumem : Memory Library for os x
      By NTvalk in forum Tutorials and Snippets
      Replies: 3
      Last Post: 07-29-2014, 11:44 AM
    4. Fivehax library
      By c5 in forum Tutorials and Snippets
      Replies: 4
      Last Post: 02-21-2013, 11:49 AM

    Tags for this Thread