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Implement CE addresses/scripts?

 
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Kalookakoo
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PostPosted: Sat Apr 05, 2008 5:38 pm    Post subject: Implement CE addresses/scripts? Reply with quote

Hey. I'm currently coding my program in Delphi, and would like to know how I would go about putting a code like:


(MapleStory Noblink V52)

[ENABLE]
006E1D66:
mov esi,0

[DISABLE]
006E1D66:
mov esi,eax
sub esi,1e



into my current trainer which already has fully functional botting functions. I know you can't just paste the code in obviously, but I don't how to go about so I can use it. I've tried searching through google and on the site itself, and only found 1 topic addressing my problem, but it looks like it died before it actually revealed any light on the question.


Last edited by Kalookakoo on Sat Apr 05, 2008 5:46 pm; edited 1 time in total
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Labyrnth
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PostPosted: Sat Apr 05, 2008 5:42 pm    Post subject: Reply with quote

Well you can go to the address from the script in game and look at the bytes.
Use them to poke the bytes to basically do exactly what this script does.
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Kalookakoo
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PostPosted: Sat Apr 05, 2008 6:19 pm    Post subject: Reply with quote

I have a question. While searching I found out that if I need to poke

620DF8 68 01 1B 00 00 68 08 04 00 00 FF

then I can just write:

WriteByteString($620DF8, '01 1B 00 68 08 04 00 00 FF')

Is that correct? And how exactly do I aim this at Maplestory? (I'm going to keep searching for my answers, but thought I might as well ask first in case my searching fails to save time)
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Dark Byte
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PostPosted: Sat Apr 05, 2008 6:20 pm    Post subject: Reply with quote

autoassembler.pas in ce's sourcecode may be of use. It can be compiled into a dll your trainer can use(with some minor changes)
Or if you're no beginner, you can even use the sourcefiles inside your own trainer

edit: Seeing the reply you made at the same time as me, and using stuff like "WriteByteString" I doubt this is a option.

In this case look at the code that is assembled and copy all that, and keep a list of static addresses. When putting it back in juust put it in using writebytestring, and then use the list of static addresses to replace all addresses with the correct offsets

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Kalookakoo
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PostPosted: Sat Apr 05, 2008 6:53 pm    Post subject: Reply with quote

Dark Byte wrote:

In this case look at the code that is assembled and copy all that, and keep a list of static addresses. When putting it back in juust put it in using writebytestring, and then use the list of static addresses to replace all addresses with the correct offsets


So far a lot of stuff is making sense to me atm. So I can use the procedure I exampled to poke for what I need? In that case, I aim this at MapleStory's addresses and not a random app? Sorry if I sound a bit newbish right now, it just seems a bit confusing applying this to my application.
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