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Trainer only works when CE is running, help

 
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wizboy11
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PostPosted: Thu Oct 20, 2005 8:53 pm    Post subject: Trainer only works when CE is running, help Reply with quote

For some strange reason, my quake 4 trainer that I just made and want to release to the "masses" dosn't seem to work without cheat engine running in the backround.

I'm not sure if this has to do with the fact that the game hides itself from the applications list in the Windows Task Manager. But it shows its self in the process tab of the Windows Task Manager, so should't the trainer be able to attach itself to that w/o CE running in the backround

Now when I say "running", I mean click on the desktop shortcut then minimize it w/o loading or doing anything, then my trainer works fine. W/o CE there, the trainer does not work at all!

Cheat Engine Running in backround is v5.1.1 with kernal debugger on and the trainer was made with version 4.4 to avoid the Range Check Error Problem.

dragonx

P.S. I made that trainer, just for the record.



quake4inCE.JPG
 Description:
Quake 4 trainer in CE 4.4, anything look weird here?
 Filesize:  83.65 KB
 Viewed:  8112 Time(s)

quake4inCE.JPG



quake4trainer.JPG
 Description:
Just a picture of my trainer to look at in awe. lol :-)
 Filesize:  14.19 KB
 Viewed:  8105 Time(s)

quake4trainer.JPG



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Dark Byte
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PostPosted: Fri Oct 21, 2005 3:21 am    Post subject: Reply with quote

Quake 4 loads gamex86 in a dll at a random spot each time.
Ce 5.1.1 has a small bug where it doesn't save the module name of the routinme it is in, so only works as long as you don't close CE. (you can restart the game as often as you want, just don't close ce else it'll forget the module name)

And about the trainer, that doesn't save it either because ce forgot to save the modulename.

(4.4 certainly doesn't do it)

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wizboy11
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PostPosted: Fri Oct 21, 2005 4:05 am    Post subject: Reply with quote

Is there away around it? Like using a hex editor or something?
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Dark Byte
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PostPosted: Fri Oct 21, 2005 4:25 am    Post subject: Reply with quote

No sorry, not in this case.


well, you could add it as a pointer to a array of byte, and see if you can find a memory address that always points to gamex86.dll each time quake runs, and then modify the offset to point to your code and write the nops there.

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Dark Byte
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PostPosted: Fri Oct 21, 2005 4:58 am    Post subject: Reply with quote

I'm not sure if this is the right address because I can't seem to get the dll to load at a different address the 3 times I tried (but I know it changes often)

Anyhow, I hope address 103FE204 contains the pointer to the dll



Quake4.CT
 Description:
address to code that decreases health (change the 2 bytes to 90 90 for invul, except in vehicles)

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 Filename:  Quake4.CT
 Filesize:  96 Bytes
 Downloaded:  743 Time(s)


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wizboy11
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PostPosted: Fri Oct 21, 2005 12:24 pm    Post subject: Reply with quote

So how would I go about finding that pointer that points to the dll. Just a little more detailed instructions please Very Happy , I know all about adressing code, I never really use pointers since I find adressing code to a nope is faster and easyer than, for example, going through 6 levels to find a pointer in KOTOR.

Thx, dragonx Cool

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Dark Byte
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PostPosted: Fri Oct 21, 2005 12:34 pm    Post subject: Reply with quote

a combination of memory view->view->Enumerate DLL's and memory view->view-> memory regions

use the dll list to see in which dll it is, and the memory regions to be sure it's in the region of the dll (combined write copy's allocation protect)

when you know the dll just scan for the base address of the dll

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wizboy11
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PostPosted: Fri Oct 21, 2005 4:25 pm    Post subject: Reply with quote

Alright... I'll try to do that. Also it is ok if I IM you, I find it's a lot better than posting, waiting, posting again, waiting again, if you catch my drift.

dragonx Cool

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Dark Byte
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PostPosted: Fri Oct 21, 2005 4:31 pm    Post subject: Reply with quote

No prob, you can IM me. (although I do live in europe so may be offline or away when you're on)
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