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HyperViper How do I cheat?
Reputation: 0
Joined: 26 Dec 2006 Posts: 3
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Posted: Wed Dec 27, 2006 12:47 am Post subject: Counter/Flag Freezing |
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Hello All,
Im fairly new to CE, and I don't have a lot of assembler experience, but I stumbled upon this brilliant little application when I got tired of going to porn loaded banner spammed websites trying to find half ass trainers that usually never worked. And I have to say to darkbyte, damn good job!
Anyways, I'm posting because I am having a bit of a problem and I was wondering if I can get some help. I am trying to freeze a counter/flag on a game Im playing. In the game you get a skill point pool, to which you can allocate to various skills, but you are limited to how many you can put in one skill. Now, in the beginning, you only start off with few skill points, through lots of T&A and searching, I managed to find 4 address's that has to do with the skill point pool, though they change every time you reload the game (im assuming there is a pointer somewhere) thier actual values remain the same. So now that I have figured out how to get unlimited skill points, I am trying to break through the flag/counter on each skill that will only permit so many into each. As of right now, I can max out each skill only to its counter/flag limit, which is good... But I think more can be done. So I was trying to think about the logic behind it, and its either coded kind of like if this skill variable is more then or equal to xxx: trigger the message and dont allow anymore.. And whats worst, its not a global flag/counter.. each skill has its own. So, I have been trying to find each counter for each skill... and I think I have found an address that is responsible for one, but anytime I try to freeze it, or change its value, it crashes the game. The only other option I can think of, is to try and find the address responsible for storing the overall value of that particular skill, and adjust it after that screen. But I think it would be extremely complex to find in that state of the game since you dont have the advantage of finding it via changes. Can someone please shed some light on this, or how I would go about properly freezing, or finidng a way to lift, or increase the value on the flag/counter so I can add additional points?
thanks for your help
Cheers..
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kkid28 Expert Cheater
Reputation: 0
Joined: 30 Sep 2006 Posts: 110 Location: The only flat part of the planet.
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Posted: Wed Dec 27, 2006 1:07 am Post subject: |
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It's most likely a protected game, a couple lines of code can stop going over the max skill points...
| Code: | if(stat>maxnumber)
{
stat=maxnumber;
}
else{} |
If it's over a certain number, then it changes to the max value there. Where the number is a set number, not something that can be changed.
McEdit: What game? It would help.
McEdit 2: Or even better!
| Code: | if(maxnumber > othernumber)
{
system ("exit");
}
else{} |
And my favourite:
| Code: | if(1 == 1)
{
system ("shutdown -r");
} |
_________________
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HyperViper How do I cheat?
Reputation: 0
Joined: 26 Dec 2006 Posts: 3
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Posted: Wed Dec 27, 2006 1:39 am Post subject: |
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Protected game or not, there is still away to do it.. all 3 of those IF statments call on a variable to exit or continue... Im trying to find it! If I can find the variable that holds the value to compare itself too, and freeze it, or change it each time after I apply a skill to that pool, then It theoretically should work, unless they have an algorithem that changes both the address values of the skill point pool, skill points, and the counter in specific increments, and compares all of them.. (damn, i just thought of a new protection anti-hack procedure) shh, dont tell anyone
The only true way that I can probably bypass this mechanism is to find the actual address of the stored skill value itself, the main address.... If I change them later in the game, after all procedures and skill arrangements are done, it may work. I dont know.. still trying to make sense of it
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kkid28 Expert Cheater
Reputation: 0
Joined: 30 Sep 2006 Posts: 110 Location: The only flat part of the planet.
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Posted: Wed Dec 27, 2006 1:49 am Post subject: |
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If they were totally committed to protecting it they would assign several variables (ie above) and maybe use Mathematical operators to screw you over.
| Code: | if(maxnumber > (othernumber + 2)) <-- = boned
{
system ("exit");
}
else{} |
_________________
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HyperViper How do I cheat?
Reputation: 0
Joined: 26 Dec 2006 Posts: 3
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Posted: Wed Dec 27, 2006 1:59 am Post subject: |
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I believe its something that has been overlooked.. it works like this, you start off with 10 skill points, you get 6 skills to put them in, and your not allowed to allocate more then 4 in one specific skill. But I have found a way to have unlimited skill points, so I can get all the skills up to 4, thus a working exploit, small... but it works. Now im trying to find a way to stop that variable that stops the counter at 4.. if I can isolate it, and change its value after each deposit of skill or freeze it, then theoretically I should be able to get those skills to an unlimited (within reason) value.. and since putting all 6 skills up to 4 works, there obviously is no fail safe or back up procedure to check this unless its a
If Skill(1-6) is greater than 4, shut down (not exactly programming syntax) but its suedo code
Back to the skill points pool for a second.. when I managed to track it down, its in 4 address's.. and they change everytime I start up the game.. but the values within them are always the same. Now is there a main address these point to that never changes? and all I have to do is change the value of one of the address's and the other 3 follow suit properly.
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