i am not sure what people are discussing regarding the protected buffers, etc. we did not use rick's method and i do not even know what his project or his methods are.
without getting too complicated, for the health and for the money i did this the old fashioned way.... i did search, bought something, did search, bought something, etc., etc. until i narrowed it down to 20 or 30 addresses then i froze them and tested each one then breakpointed them and then followed the stack back to the code from within the xlive .dll and then reversed the code to create the trainer option.
NOW, for ammo, i have shot a round off, searched, repeat to no avail. i cannot narrow it down to any addresses that i can breakpoint and follow like i did the health. i will say that i spent more than 2 hours on each of those options though so i just probably need more time, LOL.
i DO have code locations that display the ammo, but when those are modified they are overwritten by the real value so those aren't the true values. also note that the data isn't stored in it's REAL place like '100', it's stored in LONG or FLOAT format which has been XOR'ed in a unique way, such that the data is broken into 4 separate bytes which are XOR'ed by 4 other bytes and sprinkled into 4 interrupted positions (not in a row). these encrypted byte values are different each time the game is run and different for each value location.
at any rate, if anyone wants to PM me something useful for the ammo or even car damage that will help me speed this along then that's fine. but understand we are already getting accused of not creating our own trainers, etc., and any work we do on this will definitely be for members only! otherwise, it's just me repeating the searches until i get it and then me reversing back until i can isolate and make the option. i takes alot of time to do this and NOT affect xlive or change it.
best,
Cal