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deama1234 Master Cheater
Reputation: 3
Joined: 20 Dec 2014 Posts: 328
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Posted: Wed Mar 18, 2015 12:34 pm Post subject: GTA SA Movement speed... |
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Well, I can't seem to hack the movement speed of CJ (I guess CJ really can't run faster than a train...)
I tried to first do unknown initial searches and I managed to find the accelerator value, though it didn't help me, so I decided to dissect it and see if there was a movement speed value that connected to it, NOPE!
I then tried to dissect the health to hopefully find the movement speed value, but I couldn't find anything either.
So I then decided to search for the co-ords but I'm not entirely sure how to use them in order to increase CJ's speed. I did make it so that it made him move, but it made him move when he was standing as well; also, this made him go through walls too.
So, any of you guys know how I would try and hack the movement speed? It'd be easy if only there was something that slowed down his movement speed... but I can't find anything.
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justa_dude Grandmaster Cheater
Reputation: 23
Joined: 29 Jun 2010 Posts: 893
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Posted: Wed Mar 18, 2015 2:51 pm Post subject: |
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I don't have experience with this game, but it sounds like you were on the right track. Trying to dissect the player structure was wise. Trying to examine the player coordinates was also wise.
If you have a good set of player coordinates... I don't see how the game could move the player without taking speed into account. Just have whatever changes your position change it by double the amount or something.
_________________
A nagy kapu mellett, mindig van egy kis kapu.
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deama1234 Master Cheater
Reputation: 3
Joined: 20 Dec 2014 Posts: 328
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Posted: Wed Mar 18, 2015 8:29 pm Post subject: |
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| justa_dude wrote: | I don't have experience with this game, but it sounds like you were on the right track. Trying to dissect the player structure was wise. Trying to examine the player coordinates was also wise.
If you have a good set of player coordinates... I don't see how the game could move the player without taking speed into account. Just have whatever changes your position change it by double the amount or something. |
Yeah, well, it's not that easy...
| Code: | gta_sa.exe+142FAF - fadd dword ptr [eax+30]
gta_sa.exe+142FB2 - add esp,18
gta_sa.exe+142FB5 - fstp dword ptr [eax+30] |
"[eax+30]" is the X or Y coords.
The worst part about this is that they're in a loop, so even if I add something like:
| Code: | mov [mine],(float)1.00
fadd [mine] |
it's gonna keep adding even if I'm stationary.
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Zanzer I post too much
Reputation: 126
Joined: 09 Jun 2013 Posts: 3278
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Posted: Wed Mar 18, 2015 8:55 pm Post subject: |
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Setup a multiplier to double whatever was about to be added? If it's zero, who cares.
| Code: | alloc(multiplier,4)
multiplier:
dd (float)2.0
code:
fmul [multiplier]
fadd dword ptr [eax+30]
add esp,18
fstp dword ptr [eax+30] |
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deama1234 Master Cheater
Reputation: 3
Joined: 20 Dec 2014 Posts: 328
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Posted: Wed Mar 18, 2015 10:47 pm Post subject: |
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| Zanzer wrote: | Setup a multiplier to double whatever was about to be added? If it's zero, who cares.
| Code: | alloc(multiplier,4)
multiplier:
dd (float)2.0
code:
fmul [multiplier]
fadd dword ptr [eax+30]
add esp,18
fstp dword ptr [eax+30] |
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There's a problem with this...
If I do it before the "fadd dword ptr [eax+30]" instruction then it just multiplies by 0, always (so, nothing happens, game runs normaly), I'm guessing it's because the [eax+30] is a zero before the "fadd"; I even tried to "nop" the "fadd" and what happened was that the coords became 0 and didn't change afterwards, so I ended up being launched to some place and not being able to move properly.
If I do it after the "fadd dword ptr [eax+30]" instruction then it doubles the coords, and since it runs on a loop it just launches my character through time and space to god knows where in the game.
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Zanzer I post too much
Reputation: 126
Joined: 09 Jun 2013 Posts: 3278
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Posted: Wed Mar 18, 2015 10:57 pm Post subject: |
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If the value already on the stack is zero, even when you're moving, then you found the wrong code block.
You sure you're just not noticing the x2 change? Try bumping that multiplier up to 10.
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deama1234 Master Cheater
Reputation: 3
Joined: 20 Dec 2014 Posts: 328
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Posted: Thu Mar 19, 2015 8:57 am Post subject: |
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| Zanzer wrote: | If the value already on the stack is zero, even when you're moving, then you found the wrong code block.
You sure you're just not noticing the x2 change? Try bumping that multiplier up to 10. |
I bumped it up to 20 and still no change.
I'll try searching the function, maybe I can find something.
Hey hey! Turns out that was the wrong code block after all...
well, it works now, thanks!
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