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rengood How do I cheat?
Reputation: 0
Joined: 10 Oct 2006 Posts: 8
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Posted: Tue Oct 31, 2006 1:42 am Post subject: |
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Quote: |
Godmode is registered as a symbol; it can be added manually as an address. Add Godmode as an address manually. That address now has the instructions of your script in it. Then take the address of Godmode, which you just added, and put it into the EIP of 614a0c, the godmode address. This re-directs your godmode address to your Godmode script, activating the script.
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SO:
Code: |
[ENABLE]
registersymbol(Godmode)
alloc(Godmode, 1024)
//////***********I changed the code here*************
mov Godmode,00300111
Godmode:
mov edi, [755a4c]
cmp [edi+18], 00
je 614ff7
jmp 6558ad
mov eax, [-99999]
[DISABLE]
unregistersymbol(Godmode)
dealloc(Godmode)
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Is that right? Give GodMode an address. I am just wonder what or which address is valid or proper for my use to give GodMode an address manually.
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mr pink Advanced Cheater
Reputation: 0
Joined: 13 Sep 2006 Posts: 77
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Posted: Tue Oct 31, 2006 3:07 pm Post subject: |
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qq1qq1 wrote: | Quote: |
Godmode is registered as a symbol; it can be added manually as an address. Add Godmode as an address manually. That address now has the instructions of your script in it. Then take the address of Godmode, which you just added, and put it into the EIP of 614a0c, the godmode address. This re-directs your godmode address to your Godmode script, activating the script.
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SO:
Code: |
[ENABLE]
registersymbol(Godmode)
alloc(Godmode, 1024)
//////***********I changed the code here*************
mov Godmode,00300111
Godmode:
mov edi, [755a4c]
cmp [edi+18], 00
je 614ff7
jmp 6558ad
mov eax, [-99999]
[DISABLE]
unregistersymbol(Godmode)
dealloc(Godmode)
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Is that right? Give GodMode an address. I am just wonder what or which address is valid or proper for my use to give GodMode an address manually. |
what are you trying to do? and why is the line "mov Godmode,00300111" there?
what you are supposed to do is add a new address manuelly on the cheat table. when it asks for an address you input "Godmode"
but you will need to edit the script and change the address' if you wish to try this for which ever version of maple you play.
Uzeil wrote: | well right here
Code:
mov ebx,ListOffset
mov ecx,ESIList
mov edx,EDIValue
what exactly is happening right there. i know its moving listoffset into ebx, esilist into ecx, and edivalue into edx
but it then compares eax (which has become 0) to the value of ebx, which is listoffset
well how is it that it knows the value of listoffset? im guessing its something abtou the definition of listoffset that is the reason i dont know it. |
for question on the dupex script you should go here
http://forum.cheatengine.org/viewtopic.php?t=24388&postdays=0&postorder=asc&start=0
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TheSorc3r3r I post too much
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Joined: 06 Sep 2006 Posts: 2404
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Posted: Tue Oct 31, 2006 3:16 pm Post subject: |
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For DupeX, you need to have deeper understanding of code... try easier scripts first
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Don't laugh, I'm still learning photoshop! |
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Uzeil Moderator
Reputation: 6
Joined: 21 Oct 2006 Posts: 2411
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Posted: Tue Oct 31, 2006 5:13 pm Post subject: |
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thanks for the site :thumbsup:
and i have read through your tut but there are just things that seem uncoverred
for instance: alloc(Godmode, 1024)
how is it that yo uget the number 1024. iunderstand that thats the amount of memory to assign to it, but how is it that you know the number?
and for me, i dont feel like i need to know the basics before i can learn those type of things the way i learn isnt a building method like that
its just when i see how somethings works, i usually well... understand how it works so here im just asking for the knowledge of how it works so i can understand.. how it works 0.0
off to look at that site, be back in a bit 0.0
edit:
ok the site didnt really help me much. What it did was just tell me mroe and more about how i need to know the actual programming of maplestory (or maybe just the use of ESI and such, with a less broad explanation like the one in this tut) so that i can understand how each one gets the EAX
and here's a question:
(this is all with GMS .30 addys/pointers/offsets)
Code: |
Restart:
mov edi,[75B4D8] ;mouse
jmp 0065C655 ;<-cseax Y addy
mov eax,[edi+98] ;mouse with Y offset
jmp 0065C5F0 ;<-cseax X addy
mov eax,[edi+94] ;mouse with X offset
jmp Restart ;to loop it
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why wouldnt that work as a simple client sided mousevac? i mean, it would suck you in too (haha), but what would make that not work? (other than the absence of alloc and label (if needed) and even a codecave if thats needed as well o_O
and when i tell it to move the value of the mouse X or Y, is that value not in hex? (considerring we have to put the CSEAX values into the EAX as hex....
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rengood How do I cheat?
Reputation: 0
Joined: 10 Oct 2006 Posts: 8
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Posted: Wed Nov 01, 2006 9:04 am Post subject: |
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mr pink wrote: |
what are you trying to do? and why is the line "mov Godmode,00300111" there?
what you are supposed to do is add a new address manuelly on the cheat table. when it asks for an address you input "Godmode"
but you will need to edit the script and change the address' if you wish to try this for which ever version of maple you play.
Uzeil wrote: | well right here
Code:
mov ebx,ListOffset
mov ecx,ESIList
mov edx,EDIValue
what exactly is happening right there. i know its moving listoffset into ebx, esilist into ecx, and edivalue into edx
but it then compares eax (which has become 0) to the value of ebx, which is listoffset
well how is it that it knows the value of listoffset? im guessing its something abtou the definition of listoffset that is the reason i dont know it. |
for question on the dupex script you should go here
http://forum.cheatengine.org/viewtopic.php?t=24388&postdays=0&postorder=asc&start=0 |
Thanks for your answer. I have realized the meaning of "add the address manul". I still have some questions about assembly language.
Here is a link about codecave tutrorial:
http://forum.cheatengine.org/viewtopic.php?t=33199&highlight=codecave
Anyone can tell me what these codes mean:
Code: |
alloc(CodeCave, 11)
alloc(FJump, 8) //<-- No Space Take It Out
CodeCave:
fmul qword ptr [FJump]
jmp 00659D07
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Code: |
CodeCave:
fmul qword ptr [FJump]
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Thanks.
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mr pink Advanced Cheater
Reputation: 0
Joined: 13 Sep 2006 Posts: 77
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Posted: Sun Nov 05, 2006 9:10 pm Post subject: |
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TheSorc3r3r wrote: | For DupeX, you need to have deeper understanding of code... try easier scripts first  |
where would one find these so called "easier scripts"?
Uzeil wrote: | how is it that yo uget the number 1024. iunderstand that thats the amount of memory to assign to it, but how is it that you know the number? |
ive been wondering that to
qq1qq1 wrote: | Anyone can tell me what these codes mean:
Code: | CodeCave:
fmul qword ptr [FJump] |
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from that part of the code all i know is that qword is the 64-bit representation, dword 32-bit representation, word 16-bit representation, and Byte 8-bit representation.
(looked at the scientific calculator help screen )
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TheSorc3r3r I post too much
Reputation: 0
Joined: 06 Sep 2006 Posts: 2404
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Posted: Tue Nov 07, 2006 10:21 pm Post subject: |
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There's actually a formula to calculate how much you should allocate. Rajinn posted it once, and I forgot it .
The default is 1024.. just guess. If it requires a medium amount of memory, 128. If it requires a larger amount, 1024. If it requires a small, 4. Or, if Rajinn wants to post the formula here..
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Don't laugh, I'm still learning photoshop! |
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euroboi33 Newbie cheater
Reputation: 0
Joined: 19 Oct 2006 Posts: 16
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Posted: Thu Nov 09, 2006 4:36 pm Post subject: |
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Hi,
Ok, first of all, I would like to appoligize for all the leeching that I. Motivated by Exidis, I have decided to learn Assembling myself. After reading your tut, I got an idea of what this is about. I just have one question, I would like to make a script for CSEAX. First of all, would my char value have to be converted into HEX first? Secondly, do you know if theres any pointer for channel, I want to make it so that when person scanner != 0;, it autamaticly CC's for me and turns CSEAX on again.
Please help me, if not, I wont spam , I just need some beginners help .
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Drkgodz Flash moderator
Reputation: 2
Joined: 17 Jul 2006 Posts: 2997 Location: Houston
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Posted: Thu Nov 09, 2006 6:49 pm Post subject: |
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euroboi33 wrote: | Hi,
Ok, first of all, I would like to appoligize for all the leeching that I. Motivated by Exidis, I have decided to learn Assembling myself. After reading your tut, I got an idea of what this is about. I just have one question, I would like to make a script for CSEAX. First of all, would my char value have to be converted into HEX first? Secondly, do you know if theres any pointer for channel, I want to make it so that when person scanner != 0;, it autamaticly CC's for me and turns CSEAX on again.
Please help me, if not, I wont spam , I just need some beginners help . |
The only address pointer out won't change channels for you if value changed....
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Uzeil Moderator
Reputation: 6
Joined: 21 Oct 2006 Posts: 2411
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Posted: Thu Nov 09, 2006 7:24 pm Post subject: |
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ok i notice that my crappy muosevac idea wouldnt work whatsoever haha
and now i figure out the only way i could make it work (to my knowledge) would be if i found a way to make it work like a dupe vac that followed the movement of my mouse. but i dont know how i would be able to make the mouse be picked up as the last thing that has moved so everything would move along with it... o_O (i know its not included currently so..)
however... i have another question
a lot more reasonable, truust me (and thanks for the info on allocation)
Code: | [ENABLE]
RegisterSymbol(Godmode)
Alloc(Godmode, 1024)
Godmode:
jmp 65EF48
mov eax, 00
jmp 65EFAD
mov eax, 25
jmp 62c668
[DISABLE]
unregistersymbol(godmode)
Dealloc(Godmode) |
why cant i get that to work?
Code: | jmp 65EF48
mov eax, 00 |
me trying to make it change cseax x to 0 (i also tried changing mov eax, 00 to mov eax, [00] ...didnt work either, but that time it crashed when i had the [ ].
Code: | jmp 65EFAD
mov eax, 25 |
same with sseax y, but changing it to 25
having it jump to the address specified as 'jne' in the godmode address, to do the same thing as ticking ZF (but i mustve messed up, because even that part of the code wouldnt work)
so i assigned to cheat table, had to freeze it to add 'Godmode' as a manual address, changed the EIP of the godmode address (62BEDD) to the address of this manual address, and voila. didn't work
without the [00] and [25], it didnt crash, but the cseax didnt change, and godmode didnt even work.
with the [ ] around them, then it just straight up crashed. with error 5(access denied) as the pop up from maplestory.exe
so whats wrong with this script? :-/
-=EDIT=-
found uot why it doesnt work. thanks
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Macka Cheater
Reputation: 0
Joined: 08 Oct 2006 Posts: 26
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Posted: Sat Nov 11, 2006 11:46 pm Post subject: ASM and Code Injection |
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Hi,
Im trying to write a script that will enable me to use 1 Debug register for Both Tubi and Godmode, for now ill just call it "Goubi".
i want to be able to inject my script, like with DupeX and have two variables which i can change to turn Godmode and Tubi on and off.
so i have
Goubi (EIP ???) : Address (UNKNOWN) : Type (4 bytes) : Value (??)
Tubi Value 0 (off) Value 1 (on) : Address (Tubi) : Type (4 bytes) : Value (0)
Godmode Value 0 (off) Value1 (on) : Address (Godmode) : Type (4 bytes) : Value (0)
So, I inject the code and activate it like you do with DupeX by changing the Goubi EIP register. You then set the Tubi and Godmode values to 1 for on or 0 for off (just like when you set the Vac value (part of DupeX) to 0). The Goubi script detects the values and acts accordingly.
This is the script I have come up with. it is my first attempt at ASM and think it should be a simple enough script to start with.. here is what I have so far...
Code: |
[ENABLE]
registersymbol(Goubi)
registersymbol(Tubi)
registersymbol(Godmode)
alloc(Goubi, 1024)
alloc(Tubi, 1)
alloc(Godmode, 1)
Goubi:
cmp [Tubi],00
je 00488210
jne 00488247
cmp [Godmode],00
je 0062BEE3
jne 0062C668
[DISABLE]
dealloc(Goubi)
dealloc(Tubi)
dealloc(Godmode)
unregistersymbol(Godmode)
unregistersymbol(Tubi)
unregistersymbol(Goubi)
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Am I going about this the right way? Do you have any suggestions?
Thankyou in advance,
Macka
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Vrunk Grandmaster Cheater
Reputation: 0
Joined: 28 May 2006 Posts: 514
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Posted: Tue Nov 14, 2006 11:29 pm Post subject: |
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Bump for great justice. Great tutorial, explains a lot.
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iamhacks Cheater
Reputation: 0
Joined: 02 Nov 2006 Posts: 48 Location: Home Sweet Home
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Posted: Wed Nov 15, 2006 9:19 am Post subject: |
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I tried something simple to do..Below is the script.
[ENABLE]
registersymbol(simple)
Alloc(simple, 1024)
simple:
mov eax, [735eb4] <--I put 735eb4 which is the wall pointer Msea for 0.35 into eax
cmp [eax+4], -279 <--I compare eax+4 (4 which is the offset for the left wall) with -279(-279 which is the value of the left wall of the map I am at)
jne 006014cf <--If not equal it jumps to the address beside Godmode and tick ZF
[DISABLE]
unregistersymbol(simple)
Dealloc(simple)
Is the whole script valid?
If I wanted to make it jump to something even if it is equal, what should I make it jump to? Is there any thing that will do nothing if it jumps there?
Say for example:
[ENABLE]
registersymbol(simple)
Alloc(simple, 1024)
simple:
mov eax, [735eb4]
cmp [eax+4], -279
jne 006014cf
je DoNothing<--Something like that?Is there a address named DoNothing? I guess not.So what should I replace it with?
[DISABLE]
unregistersymbol(simple)
Dealloc(simple)
I tried using label and not registersymbol but it didn't work.It said that not all instructions could be carried out.(or something like that)
Below was the script:
Alloc(simple, 1024)
Label(simple)
simple:
mov eax,735eb4
cmp [eax+4],00
jne 006014cf
Dealloc(simple)
Where did it go wrong?
If i were to add push and pop,will the script for the registersymbol look like this?
[ENABLE]
registersymbol(simple)
Alloc(simple, 1024)
simple:
push eax
mov eax, [735eb4]
pop eax
cmp [eax+4], -279
jne 006014cf
[DISABLE]
unregistersymbol(simple)
Dealloc(simple)
Thx for reading my questions,best if you could answer it too.
I apologize for the clarity of my post.
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Vrunk Grandmaster Cheater
Reputation: 0
Joined: 28 May 2006 Posts: 514
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Posted: Wed Nov 15, 2006 11:50 am Post subject: |
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iamhacks wrote: | I tried something simple to do..Below is the script.
[ENABLE]
registersymbol(simple) // switch these two lines, you need to allocate memory first.
Alloc(simple, 1024) // switch these two lines, you need to allocate memory first.
simple:
mov eax, [735eb4] <--good
cmp [eax+4], -279 <--bad. first of all, I don't think you can compare something to a negative number. second of all, you need to convert it to hex. 279 in HEX is 117. third of all, you didn't move [eax+4] into eax before this line. cmp [eax+4], -279 is wrong in many ways.
jne 006014cf <--good I guess? but it doesn't tick ZF, it just skips over the godmode line (I think)?
???????????????????? <---what happens if left wall is equal to -279? Your script crashes maple because it doesn't tell it what to do next. Try a jmp.[color=red]<--good I guess? but it doesn't tick ZF, it just skips over the godmode line (I think)?
[DISABLE]
unregistersymbol(simple)
Dealloc(simple) |
Try something like this:
Code: |
[ENABLE]
Alloc(simple, 64) // 64 is plenty for such a small script
registersymbol(simple)
simple:
mov eax, [735eb4] //moves the value of left wall address into eax
mov eax, [eax+4] //moves the value of eax plus the offset into eax
cmp eax, 117
jne ?????????
jmp ?????????
[DISABLE]
unregistersymbol(simple)
Dealloc(simple) |
I'm not sure how to accomodate for negative numbers =\
Last edited by Vrunk on Wed Nov 15, 2006 5:36 pm; edited 1 time in total |
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The Dami3n Master Cheater
Reputation: 1
Joined: 15 Nov 2006 Posts: 441 Location: Mulkerolandia
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Posted: Wed Nov 15, 2006 1:07 pm Post subject: |
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What should i do when i want my code to d/c, crash ems When someone is close me (people scanner rises by 1 or more)
There is something which i wrote, hmm well there is answer
Code: |
registersymbol(people)
alloc(people, 1024)
alloc(kill, 4)
people:
mov edi, [6DD958]
cmp [edi+18], 00
je 5D06EB
jg kill
kill:
mov [5D0432],0//just some random address to make your maple crash |
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Last edited by The Dami3n on Wed Mar 07, 2007 10:52 am; edited 1 time in total |
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