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AOB table but cannot reverse assemble

 
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shakib187
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PostPosted: Sat Sep 13, 2014 6:03 am    Post subject: AOB table but cannot reverse assemble Reply with quote

what I'm trying to do:

Increase powerup by double the amount of gained in game.

I have gotten a static address using an aob table, I have definied and registered my address of power up.

the address is under _derp

Now this works but when I use an auto asembly code to call the address my cheat does not activate, I'm sure im being an idiot somehow so here is my code

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
cmp [_derp],(float)100
ja _derp
add [_derp],(float)50

[DISABLE]
//code from here till the end of the code will be used to disable the cheat
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Dark Byte
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PostPosted: Sat Sep 13, 2014 7:04 am    Post subject: Reply with quote

You're not telling it where to write the code in the memory of the target process
And when will the target execute that code?

Also, cmp doesn't work with float, use the floating point or sse instruction set instead

And you're sure your intention is to increase the value with 50 when it's above 100? Because after 100 it'd mean an increase of 50 every single time.

I think a lua script might be easier to use here

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shakib187
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Joined: 24 May 2007
Posts: 215

PostPosted: Sat Sep 13, 2014 7:29 am    Post subject: Reply with quote

well I was trying to execute the code at where the location the aob scan pointed to but that doesnt work since cheat engine wont keep scanning the address even if a compare is enabled. My intention was the opposite of that only increasing it below 100 and I guess Ill learn LUA since it keeps coming up for what I am trying to do in my games =/

basically condition when magic increases, just add another +10 to the increased value

If only my game didnt use multple addresses on an instruction I could have used AA.


Usually what I do is just add the instruction twice on an increase to get that effect like: add xmm0,xmm1
add xmm0,xmm1 or whatever the value for the condition of the address
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Dark Byte
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Location: The netherlands

PostPosted: Sat Sep 13, 2014 7:40 am    Post subject: Reply with quote

You can use aa even if the same code is used for other things.
You just need a way to filter what you need (e.g check stack variables)

Anyhow in lua it'd be:
Code:

if readFloat('_derp') < 100 then
  writeFloat('_derp', readFloat('_derp')+50)

And then put it in a timer so it constantly gets executed by ce

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shakib187
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Joined: 24 May 2007
Posts: 215

PostPosted: Sat Sep 13, 2014 9:15 am    Post subject: Reply with quote

Thanks DB both methods work

instead of always increasing it when under 100 how can I only increase it when derp is being added to using LUA?
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