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QuarryTen Newbie cheater Reputation: 0
Joined: 25 Aug 2019 Posts: 19
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Posted: Wed Apr 12, 2023 2:01 pm Post subject: Is it Possible to... |
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To assign multiple addresses from a particular register to a single symbol? I'm not entirely sure how to phrase the questions so I'll give a scenario below:
The game I'm playing at the moment is Wild Hearts. I've located an instructions that reads the HP value of every entity in the instance (movss xmm0,[rax+48]). So let's say 12 different HP values accesses that instruction. Is it possible to create a script that has a symbol that assigns each value that accesses that instruction to every section of 8 bytes available? Like a growing list of values, of sorts.
So let's say I allocate a symbol with a size of 128 bytes. Upon activation of that script, it will assign each entity's HP to every 8 bytes allocated for that symbol.
Ultimately, I'm trying to get every HP value that the instruction reads to appear in my table.
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++METHOS I post too much Reputation: 92
Joined: 29 Oct 2010 Posts: 4197
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Posted: Wed Apr 12, 2023 3:33 pm Post subject: |
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Yes. Set up a filter to separate each one of the health addresses, then store them using symbols with the appropriate allocation. In your cheat table, activate the script and then add addresses manually for each health address that you need. Set each address type to pointer and use the appropriate symbol name as the base address for each one. Change the data type as needed.
That being said, if you are trying to access health for all entities in the game, then this may not be a good way to go about it since new addresses will likely be added to the pool as new entities spawn in the game.
However, if the instruction is accessing a limited number of addresses (e.g. all of the items that you could possibly carry), then this approach would work well.
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QuarryTen Newbie cheater Reputation: 0
Joined: 25 Aug 2019 Posts: 19
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Posted: Wed Apr 12, 2023 4:40 pm Post subject: |
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Thanks, I figured that this might be the easiest yet manual approach.
My follow-up question (which might also require another thread in and of itself): would you happen know how to isolate two different entities, if every value in the register containing their HP is identical? I guess my overall question is how can you tell apart two different mobs with the exact same elements, all the way down to characters in a string. For reference, I believe this is a UE4 game.
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++METHOS I post too much Reputation: 92
Joined: 29 Oct 2010 Posts: 4197
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Posted: Wed Apr 12, 2023 6:43 pm Post subject: |
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See here.
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