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Codcat Advanced Cheater
Reputation: 0
Joined: 21 Aug 2007 Posts: 62
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Posted: Fri Jun 27, 2008 10:33 am Post subject: |
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Sorry Recifense, the said game was EQ2 and i've moved away from it for a while, even tho my account has a couple days left on it before expiration they have patched it a couple times since i last played. The game is demanding i update my exe meaning id have to disassemble the exe again and update my offsets.
When/if i got back to the game i'll be digging this all up again(as i always do). I'll check it out then, you're right about the tsearch thing, CE can write to those addresses only after tsearch has first, it is TsearchB. |
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Recifense I post too much
Reputation: 166
Joined: 17 Mar 2008 Posts: 3688 Location: Pernambuco - Brazil
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Posted: Fri Jun 27, 2008 11:25 am Post subject: |
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Hi Jazcat,
I understand.
Talking about TSearchB... Are you aware that you can use label in its scripts?
Your script is good, but it could be written this way:
| Code: |
offset 400400
@MyCode1:
mov [@MyVar1],eax
fld dword ptr [esp+38]
fmul dword ptr [esp+38]
jmp @Back1
//===============================
// You can write this code right after the previous one (no need of OFFSET)
@MyCode2:
mov [@MyVar1],ecx
lea edx, dword ptr [ecx+0000009C]
jmp @Back2
//===============================
// Hacking points
offset 427E50
jmp @MyCode1
nop
nop
nop
@Back1:
offset 9A5DBB
jmp MyCode2
nop
@Back2:
//===============================
// Variables
offset 400500
@MyVar1:
hex 00000000
@MyVar2:
hex 00000000
// The HEXs are just to initialize the variables
//===============================
//disable part starts here
offset 427E50
fld dword ptr [esp+38]
fmul dword ptr [esp+38]
offset 9A5DBB
lea edx, dword ptr [ecx+0000009C]
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As far as I see, this code just saves two memory addresses of information that you will manipulate by other means, doesn´t it?
Cheers. |
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Codcat Advanced Cheater
Reputation: 0
Joined: 21 Aug 2007 Posts: 62
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Posted: Sat Jun 28, 2008 11:41 pm Post subject: |
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| Recifense wrote: | Hi Jazcat,
I understand.
Talking about TSearchB... Are you aware that you can use label in its scripts?
Your script is good, but it could be written this way:
| Code: |
offset 400400
@MyCode1:
mov [@MyVar1],eax
fld dword ptr [esp+38]
fmul dword ptr [esp+38]
jmp @Back1
//===============================
// You can write this code right after the previous one (no need of OFFSET)
@MyCode2:
mov [@MyVar1],ecx
lea edx, dword ptr [ecx+0000009C]
jmp @Back2
//===============================
// Hacking points
offset 427E50
jmp @MyCode1
nop
nop
nop
@Back1:
offset 9A5DBB
jmp MyCode2
nop
@Back2:
//===============================
// Variables
offset 400500
@MyVar1:
hex 00000000
@MyVar2:
hex 00000000
// The HEXs are just to initialize the variables
//===============================
//disable part starts here
offset 427E50
fld dword ptr [esp+38]
fmul dword ptr [esp+38]
offset 9A5DBB
lea edx, dword ptr [ecx+0000009C]
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As far as I see, this code just saves two memory addresses of information that you will manipulate by other means, doesn´t it?
Cheers. |
Yes you're exactly right EQ2's pointers are about 7 levels deep from an over engineered game, so I made my own that never move
Yes labels are good! I used them a couple years ago but for some reason i didnt think to this time round. I've already updated my scripts using them, they lessen the work on updating my scripts at forced patch days. |
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