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atom0s
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Joined: 25 Jan 2006
Posts: 8587
Location: 127.0.0.1

PostPosted: Fri Feb 15, 2013 9:33 pm    Post subject: Reply with quote

How are you writing them in your trainer? If you are writing one byte at a time, it'll have the potential of crashing. If you write the entire change at once you'll have a lesser chance of crashing.

If you still want to pause the game, obtain the main thread handle of the application and suspend it with SuspendThread. Afterward, do your edit and resume with ResumeThread.

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justa_dude
Grandmaster Cheater
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Joined: 29 Jun 2010
Posts: 893

PostPosted: Mon Feb 18, 2013 8:52 am    Post subject: Reply with quote

Tarek701 wrote:
Well, when I press the Hotkey F, it shall write the byte: "144" to all opcodes. With G you can toggle it back. (It writes the correct bytes to the opcodes) This worked 3-4 times. It varies. However, when I pressed F again, it didn't write the opcodes fastly enough. The client reacted faster than the trainer and the client crashed.

Also, good idea with the suspendthread. I might try that.


I'm thinking that CE wraps those memory writes inside critical sections, so something like:
RobloxPlayer.exe+57F31A:
db 90 90 90 90 90
nop

would work.


Show us what you're doing. Are you only nopping out the first line in the excerpt you're posting?
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