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Devil may cry 4 infinite jump hack
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vergilganesh
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Joined: 01 Jul 2013
Posts: 134
Location: India

PostPosted: Thu Jul 25, 2013 1:01 am    Post subject: Reply with quote

yep you found the instruction controls speed when aiming and jumping. I will also ttry to find walking speed. i have another doubt herehttp://forum.cheatengine.org/viewtopic.php?t=566645
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mgr.inz.Player
I post too much
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Joined: 07 Nov 2008
Posts: 4438
Location: W kraju nad Wisla. UTC+01:00

PostPosted: Fri Jul 26, 2013 6:49 am    Post subject: Reply with quote

Previously I used pair1. Just before I tried pair2:



Code:
DevilMayCry4_DX9.exe+5FB5D6 - jne DevilMayCry4_DX9.exe+5FB632
DevilMayCry4_DX9.exe+5FB5D8 - mulss xmm1,[edi+50]
DevilMayCry4_DX9.exe+5FB5DD - movss xmm2,[edi+54]
DevilMayCry4_DX9.exe+5FB5E2 - addss xmm1,[edi+30]                  // <- second pair, reading
DevilMayCry4_DX9.exe+5FB5E7 - mulss xmm2,xmm7
DevilMayCry4_DX9.exe+5FB5EB - movss xmm7,[edi+34]
DevilMayCry4_DX9.exe+5FB5F0 - movss [esp+000002F4],xmm2
DevilMayCry4_DX9.exe+5FB5F9 - movss xmm2,[edi+58]
DevilMayCry4_DX9.exe+5FB5FE - mulss xmm2,[esp+00000098]
DevilMayCry4_DX9.exe+5FB607 - addss xmm7,[esp+000002F4]
DevilMayCry4_DX9.exe+5FB610 - movss [esp+000002E0],xmm1
DevilMayCry4_DX9.exe+5FB619 - movss xmm1,[edi+38]
DevilMayCry4_DX9.exe+5FB61E - addss xmm1,xmm2
DevilMayCry4_DX9.exe+5FB622 - movss xmm2,[esp+000002E0]
DevilMayCry4_DX9.exe+5FB62B - movss [edi+30],xmm2                  // <- second pair, writing
DevilMayCry4_DX9.exe+5FB630 - jmp DevilMayCry4_DX9.exe+5FB640
DevilMayCry4_DX9.exe+5FB632 - movss [edi+30],xmm1
DevilMayCry4_DX9.exe+5FB637 - movss xmm1,[esp+00000098]
DevilMayCry4_DX9.exe+5FB640 - movss [edi+38],xmm1
DevilMayCry4_DX9.exe+5FB645 - movss [edi+34],xmm7


We are interested in changing [edi+30](X) and [edi+38](Y), fall and jump speed should be the same


Lets analyze what this code writes, X axis, we go from the bottom to top:
- movss [edi+30],xmm2 - we go up until we find something with xmm2 on the left side,
- movss xmm2,[esp+000002E0] - xmm2 is overwritten with [esp+000002E0], we are serching for esp+2e0
- movss [esp+000002E0],xmm1 - now we look for xmm1
- addss xmm1,[edi+30] - and then above
- mulss xmm1,[edi+50]
- movss xmm1,[esp+00000090]


so, finally we have this:
movss xmm1,[esp+00000090]
mulss xmm1,[edi+50]
addss xmm1,[edi+30]
movss [esp+000002E0],xmm1
movss xmm2,[esp+000002E0]
movss [edi+30],xmm2

we can simplify it to:
movss xmm1,[esp+00000090]
mulss xmm1,[edi+50]
addss xmm1,[edi+30]
movss [edi+30],xmm1

translates to:
newX := Xd * XdMultiplier + oldX







Now the Y axis, we go from the bottom to top:
- movss [edi+38],xmm1 - above there is jump to this instruction, so, we ignore DevilMayCry4_DX9.exe+5FB632 and DevilMayCry4_DX9.exe+5FB637
- addss xmm1,xmm2 - we have to find out what is inside xmm1 and xmm2
- movss xmm1,[edi+38] - we have xmm1
- mulss xmm2,[esp+00000098]
- movss xmm2,[edi+58]

so, finally we have this:
movss xmm2,[edi+58]
mulss xmm2,[esp+00000098]
movss xmm1,[edi+38]
addss xmm1,xmm2
movss [edi+38],xmm1

we can simplify it to:
movss xmm2,[esp+00000098] // multiplication is commutative
mulss xmm2,[edi+58]
movss xmm1,[edi+38]
addss xmm1,xmm2
movss [edi+38],xmm1

simplify it more:
movss xmm2,[esp+00000098] // multiplication is commutative
mulss xmm2,[edi+58]
addss xmm2,[edi+38]
movss [edi+38],xmm2

translates to:
newY := Yd * YdMultiplier + oldY





To achieve super speed, we have to multiply value again before addss instruction.

Hackpoints:
DevilMayCry4_DX9.exe+5FB5D8 - mulss xmm1,[edi+50], X axis, we can multiply xmm1 again with our value
DevilMayCry4_DX9.exe+5FB5FE - mulss xmm2,[esp+00000098], Y axis, we can multiply xmm2 again with our value


super speed cheat:
Code:
[ENABLE]
alloc(superspeed,2048)
label(superspeed_X)
label(superspeed_Y)
label(returnhere1)
label(returnhere2)

alloc(customMultiplier,4)
customMultiplier:
dd (float)2.50


superspeed:
superspeed_X:
mulss xmm1,[edi+50]
mulss xmm1,[customMultiplier]
jmp returnhere1

superspeed_Y:
mulss xmm2,[esp+00000098]
mulss xmm2,[customMultiplier]
jmp returnhere2

"DevilMayCry4_DX9.exe"+5FB5D8:
jmp superspeed_X
returnhere1:

"DevilMayCry4_DX9.exe"+5FB5FE:
jmp superspeed_Y
nop
nop
nop
nop
returnhere2:
 
 
[DISABLE]
dealloc(superspeed)
"DevilMayCry4_DX9.exe"+5FB5D8:
mulss xmm1,[edi+50]
//Alt: db F3 0F 59 4F 50

"DevilMayCry4_DX9.exe"+5FB5FE:
mulss xmm2,[esp+00000098]
//Alt: db F3 0F 59 94 24 98 00 00 00


With above code we change this:

newX := Xd * XdMultiplier + oldX
newY := Yd * YdMultiplier + oldY

to this:

newX := Xd * XdMultiplier*2.50 + oldX
newY := Yd * YdMultiplier*2.50 + oldY

_________________


Last edited by mgr.inz.Player on Sat Jul 27, 2013 3:22 am; edited 1 time in total
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vergilganesh
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Joined: 01 Jul 2013
Posts: 134
Location: India

PostPosted: Sat Jul 27, 2013 12:21 am    Post subject: Reply with quote

yep i understand.., Itz amazing :0 . So finding the base value and mutiplying it. Got it. I will try in DMC4 as well as in other games.
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vergilganesh
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Joined: 01 Jul 2013
Posts: 134
Location: India

PostPosted: Sat Jul 27, 2013 12:20 pm    Post subject: Reply with quote

Is there anyway to make player invinsible?
I mean there is no change of co-ordinates when an attack is received. I tried using jmp intruction but game is crashing. Now i have no idea, my mind is blank. Any idea????
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