Memory nodes (Pro)
Attach to a running game and read / write values directly from memory.
Memory Attach
Attach the runtime to a process by name (or check whether it's already attached).
In: Process Name:String
Out: Attached:Bool, Pid:Int
Pro. Must run before other Memory nodes.
Memory Attach(game.exe) → Memory Read(...).
Memory Read
Read a value from an address. Pick the value type (int, float, bytes, text).
In: Address:String, Type:String, Size:Int
Out: Value:Any, Ok:Bool
Pro.
Memory Read(hp_addr, int) → Compare < 30.
Memory Resolve Chain
Follow a pointer chain (module + offsets) to the final address.
In: Module:String, Base Offset:String, Offsets:String
Out: Address:String, Ok:Bool
Pro. Stable across game restarts.
Resolve Chain(game.exe, 0x1234, [0x18, 0x20]) → Memory Read.
Memory Write
Write a value into an address.
In: Address:String, Type:String, Value:Any
Out: Ok:Bool
Pro. Use with care.
Memory Write(speed_addr, float, 2.0).
Memory AOB Scan
Search for a byte pattern in the process and return the address that matched.
In: Pattern:String, Mask:String, Region:String
Out: Address:String, Found:Bool
Pro. Useful when addresses shift after game updates.
AOB Scan("48 8B 05 ?? ?? ?? ??") → Memory Read.
Memory Object List
Read an array of objects out of memory into a list you can loop over.
In: Base Address:String, Count:Int, Stride:Int
Out: List:Any, Count:Int
Pro. Feed the List into For Each Memory Object.
Object List(entities, 64, 0x100) → For Each Memory Object.
Memory Object Field
Read one field out of a memory object.
In: Object:Any, Offset:Int, Type:String
Out: Value:Any
Pro.
Memory Object Field(entity, 0x40, float) → HP.