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AoB Script Bug

 
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Krampus
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Joined: 22 Nov 2014
Posts: 41

PostPosted: Sun Dec 28, 2014 3:16 am    Post subject: AoB Script Bug Reply with quote

I've recently tried working with Auto Assembler scripts in my cheat tables, and I'm running into an odd issue. I can activate them through the cheat table (Takes a while for them to start working), and everything goes fine. Once I try to turn them off is when things begin to mess up. The first one I click turns off without any problems. The second doesn't turn off at all, and it seems to re-activate the first (I still need to do some testing).

I'm not so sure how to fix this since I'm somewhat new to using the Auto Assembler.

Here's one of the scripts (For Terraria):

Infinite Reach Left/Right
Code:
[ENABLE]
aobscan(reach,14 c7 05 ?? ?? ?? ?? ?? ?? ?? ??) // should be unique
label(_reach)
registersymbol(_reach)

reach+7:
_reach:
db 64

[DISABLE]
//code from here till the end of the code will be used to disable the cheat
_reach:
  db 05

unregistersymbol(_reach)


The rest of them follow the same kind of structure since I used the templates.

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mgr.inz.Player
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PostPosted: Sun Dec 28, 2014 8:55 am    Post subject: Reply with quote

aobscan(reach,14 c7 05 ?? ?? ?? ?? ?? ?? ?? ??)

it exactly the same as:
aobscan(reach,14 c7 05)


So, probably it's not unique.



Do a test. New scan, type: array of byte, hex: checked
memory scan options: writable: unchecked or grayed
Value: 14 c7 05

click "first scan"

how many addresses CE found?

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Krampus
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PostPosted: Sun Dec 28, 2014 12:40 pm    Post subject: Reply with quote

Well that was certainly a silly mistake on my part. It returned several addresses, thank you for pointing that out! Ends up quite a few of them weren't so unique, and I'm in the process of fixing that right now.

EDIT:

I'm still having issues with the scripts. I've checked the rest, and now the player doesn't move, and only two of them will turn off. I'm going to try a different section of bytes for each and see if that helps.

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