How to Get TekkenBotPrime_v0.9.0 to Have Correct Memory Addresses (as of 6/1/18) Tekken 7

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Published on ● Video Link: https://www.youtube.com/watch?v=H4uySjiuFXw



Tekken 7
Game:
Tekken 7 (2015)
Category:
Guide
Duration: 3:56
1,286 views
23


WARNING!!! The link mentioned in the video is invalid as of the anniversary update. You will need to use the new link provided below and drag it to the TekkenData folder inside your TekkenBotPrime_v0.9.0. Say yes to overwrite the file (or delete the old memory_addresses.ini text and replace with the new text provided below). Note: if you made a shortcut for the previous version of TekkenBotPrime then delete it! You can still create a new shortcut, but it will not work if you keep the old shortcut.exe. Thanks
Work was done by compsyguy.

LINK: https://github.com/WAZAAAAA0/TekkenBot/files/2061569/memory_address.zip

COPY AND PASTE THIS:

;2018-04-13 patch addresses (1.13 matchmaking update, timestamp 1523577612, date from https://steamdb.info/app/389730/history/)
;IGNORABLE means that all the addresses contained within the blocks are useless and can be left untouched because the bot would still work correctly after a patch regardless. The bot keeps working even if they are set to 0x0 (except movelist_size and expected_module_address). It won't work if they are removed though.

[MemoryAddressOffsets]
#player_data_pointer_offset = 0x033FCBC8
player_data_pointer_offset = 0x03404DA8
p2_data_offset = 0x6850
rollback_frame_offset = 0x1a600
;----IGNORABLE START----
player_data_second_pointer_offset = 0
p2_end_block_offset = 0xD0
movelist_size = 2000000
expected_module_address = 0x140000000 ;Might not have to be configurable
;----IGNORABLE END----




[GameDataAddress]
frame_count = 0x1A150
;----IGNORABLE START----
;frame_count = 0x6a0 ;resets sometimes on p1 backdash???
;frame_count = 0x70C ;caps at 0xFF
facing = 0xad4
timer_in_frames = 0x1A158
;----IGNORABLE END----




[EndBlockPlayerDataAddress]
;----IGNORABLE START----
round_wins = 0x1A16c
;p2_wins = 0x19BB4
display_combo_counter = 0x1A200
display_combo_damage = 0x1A1D8
display_juggle_damage = 0x1A1DC
total_attacks_made = 0x19B5C ;Outdated ;NotUsed
total_moves_blocked = 0x19B5C ;Outdated ;NotUsed
;p2_display_combo_counter = 0x19c18
;p2_display_combo_damage = 0x19c20
;p2_display_juggle_damage = 0x19c24
;----IGNORABLE END----




[PlayerDataAddress]
move_timer = 0x1f0
move_id = 0x31C
recovery = 0x360
hit_outcome = 0x39C
attack_type = 0x3D4
simple_move_state = 0x3D8
stun_type = 0x3DC
throw_tech = 0x3EC
complex_move_state = 0x400
power_crush = 0x4FA
jump_flags = 0x544
cancel_window = 0x568
damage_taken = 0x6EC
input_attack = 0x15BC
input_direction = 0x15C0
attack_startup = 0x6840
attack_startup_end = 0x6844
;----IGNORABLE START----
char_id = 0xd4
attack_damage = 0x2fc
throw_flag = 0x3f8
x = 0xc00
y = 0xc04
z = 0xc08
hitbox1 = 0xc0c
hitbox2 = 0xc10
hitbox3 = 0xc14
hitbox4 = 0xc18
hitbox5 = 0xc1c
activebox_x = 0x1060
activebox_y = 0x1064
activebox_z = 0x1068
health_percent = 0x11e8
movelist_to_use = 0x1208
input_counter = 0x15B8 ;goes up one every new input state, caps at 0x27
;raw_array_start = 0xABC ;this is the raw 'buttons' pressed before they are assigned to 1,2,3,4, 1+2, etc
rage_flag = 0x99C
;mystery_state = 0x534
mystery_state = 0x990 ;Possibly Max_Mode ;Uncertain Value
juggle_height = 0x11D8 ;Outdated ;NotUsed
;super meter p1 0x9F4
;----IGNORABLE END----




[NonPlayerDataAddresses]
#OPPONENT_NAME = 0x033E8200 0x0 0x8 0x114 ;NOT_LOGGED_IN default value
OPPONENT_NAME = 0x033F01F0 0x0 0x8 0x114 ;NOT_LOGGED_IN default value
#OPPONENT_SIDE = 0x033E8200 0x0 0x8 0x70 ;0 means they are player 1, 1 means they are player 2
OPPONENT_SIDE = 0x033F01F0 0x0 0x8 0x70 ;0 means they are player 1, 1 means they are player 2
P1_Movelist = 0x03405FB0 0x2E8 ;You can find this via the character name in square brackets: ex: [KAZUYA] or [HEIHACHI]
P2_Movelist = 0x027E8D00 0x2E8
#P1_Movelist = 0x033FDDD0 0x2E8 ;There's a pointer to this in player data block
#P2_Movelist = 0x0340C800 0x2E8
;----IGNORABLE START----
P1_CHAR_SELECT = 0x033B4E68 0x80 0x3CC ;Alisa 19, Claudio 20
P2_CHAR_SELECT = 0x033B4E68 0x80 0x584
STAGE_SELECT = 0x033B4E68 0x80 0x78
;Matchlist0_PlayerName = 0x03336410 0x2C0 0x138
;Matchlist0_PING = 0x03336410 0x2C0 0x114
;Matchlist0_CharId = 0x03336410 0x2C0 0x180
;Matchlist0_Rank = 0x03336410 0x2C0 0x184
;Matchlist0_Wins = 0x03336410 0x2C0 0x188
WARMUP_PLAYER_NAME1 = 0x033B4408 0x50 0x0 ;OutOfDate ;look for name + opponent's name 320 bytes apart in online match
WARMUP_PLAYER_WINS1 = 0x033B4408 0x50 -0x34
WARMUP_PLAYER_NAME2 = 0x033B4408 0x50 0x140
WARMUP_PLAYER_WINS2 = 0x033B4408 0x50 0x10C
;----IGNORABLE END----




































































































































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