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Map marker z coordinate is missing

 
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alihlko
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Joined: 14 Apr 2023
Posts: 10
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PostPosted: Sat Apr 15, 2023 3:54 pm    Post subject: Map marker z coordinate is missing Reply with quote

well in my game Assassins creed 1 the map marker coordinates are only X and Y while there is no Z for it (tried 20000 times it just doesn't exist).
i've made a hack to teleport to the marker coordinates but the only problem is that i fall from sky afte ri teleport as there is no Z coordinate for the marker so we mov it to our player's Z coordinate..
well in a situation or a game like that what should we do?
just forget about it?
I KNOW that its not really necessary since the games has a small map but i just want to learn and find a solution for situations like that!
any help is appericiated.
thank you
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++METHOS
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PostPosted: Sat Apr 15, 2023 4:24 pm    Post subject: Reply with quote

There are a few ways to go about it. The easiest way is to just simply set the character coordinates to something high enough that will cover all scenarios, so that no matter where you teleport, you will not fall through the map.

Doing so usually requires that you disable fall damage or at least make your player invincible for a short time.

I think, with AC1, I disabled fall damage, but it's been so long, I cannot remember.

For some games where Z does not exist when setting a map maker, you can find a value that will determine if your character is on a solid/walking surface (just as an example). You can teleport your character under the map and have them float up until that value registers, but this is more complicated and does not always work so well.
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Frouk
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PostPosted: Sun Apr 16, 2023 12:45 pm    Post subject: Reply with quote

++METHOS wrote:
There are a few ways to go about it. The easiest way is to just simply set the character coordinates to something high enough that will cover all scenarios, so that no matter where you teleport, you will not fall through the map.

Doing so usually requires that you disable fall damage or at least make your player invincible for a short time.

I think, with AC1, I disabled fall damage, but it's been so long, I cannot remember.

For some games where Z does not exist when setting a map maker, you can find a value that will determine if your character is on a solid/walking surface (just as an example). You can teleport your character under the map and have them float up until that value registers, but this is more complicated and does not always work so well.


Some games use waypoint and set 0.0 height to marker everytime, and to get height, they use something like trace line, to get the height of the traced collision or entity that was in there, and if so, it returns the exact height, but in this instance, the game is AC1, i don't think that its safe to call the function without knowing the parameters of that function

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alihlko
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Joined: 14 Apr 2023
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PostPosted: Sun Apr 16, 2023 6:37 pm    Post subject: Reply with quote

++METHOS wrote:
There are a few ways to go about it. The easiest way is to just simply set the character coordinates to something high enough that will cover all scenarios, so that no matter where you teleport, you will not fall through the map.

Doing so usually requires that you disable fall damage or at least make your player invincible for a short time.

I think, with AC1, I disabled fall damage, but it's been so long, I cannot remember.

For some games where Z does not exist when setting a map maker, you can find a value that will determine if your character is on a solid/walking surface (just as an example). You can teleport your character under the map and have them float up until that value registers, but this is more complicated and does not always work so well.


i already tried to find a way to disable the desynchronization in the game when i die (tried what is accessing the health value when i die)
but failed even did the trace thing but unfortunately..
however gonna give it another try. and thank you for your comment really appreciate it i'm following all your posts btw a big fan Smile
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++METHOS
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PostPosted: Mon Apr 17, 2023 12:13 am    Post subject: Reply with quote

I was never able to find a 3rd coordinate for map marker on this game. I just set the height to (float)200.0 when teleporting to map marker.

My old scripts were not very useful, so I rebuilt this one. Hopefully, it will give you enough information to work with. I have not fully-tested this. You may have to rebuild the infinite_sync script if the jump crashes your game.

When looking for no-fall damage, you will want to target the instructions that are accessing your Z coordinate in lieu of your health/sync when falling from a very high place (for this game).

Infinite Sync + No Fall Damage:

Code:
//Target:  AssassinsCreed_Dx10.exe
//Author:  ++METHOS

[ENABLE]

{====================  infinite_sync  ====================}

{
// ORIGINAL CODE - INJECTION POINT: AssassinsCreed_Dx10.exe+925EBF

AssassinsCreed_Dx10.exe+925E89: EB 06                 - jmp AssassinsCreed_Dx10.exe+925E91
AssassinsCreed_Dx10.exe+925E8B: 8D 46 54              - lea eax,[esi+54]
AssassinsCreed_Dx10.exe+925E8E: 89 47 08              - mov [edi+08],eax
AssassinsCreed_Dx10.exe+925E91: E8 3A FC BA FF        - call AssassinsCreed_Dx10.exe+4D5AD0
AssassinsCreed_Dx10.exe+925E96: 83 C0 34              - add eax,34
AssassinsCreed_Dx10.exe+925E99: 50                    - push eax
AssassinsCreed_Dx10.exe+925E9A: 8B CF                 - mov ecx,edi
AssassinsCreed_Dx10.exe+925E9C: E8 9F 0A 76 FF        - call AssassinsCreed_Dx10.exe+86940
AssassinsCreed_Dx10.exe+925EA1: 8B 7C 24 18           - mov edi,[esp+18]
AssassinsCreed_Dx10.exe+925EA5: 8D 04 2F              - lea eax,[edi+ebp]
AssassinsCreed_Dx10.exe+925EA8: 83 F8 FF              - cmp eax,-01
AssassinsCreed_Dx10.exe+925EAB: 5D                    - pop ebp
AssassinsCreed_Dx10.exe+925EAC: 7D 05                 - jnl AssassinsCreed_Dx10.exe+925EB3
AssassinsCreed_Dx10.exe+925EAE: 83 C8 FF              - or eax,-01
AssassinsCreed_Dx10.exe+925EB1: EB 0A                 - jmp AssassinsCreed_Dx10.exe+925EBD
AssassinsCreed_Dx10.exe+925EB3: 8B 4C 24 0C           - mov ecx,[esp+0C]
AssassinsCreed_Dx10.exe+925EB7: 3B C1                 - cmp eax,ecx
AssassinsCreed_Dx10.exe+925EB9: 7C 02                 - jl AssassinsCreed_Dx10.exe+925EBD
AssassinsCreed_Dx10.exe+925EBB: 8B C1                 - mov eax,ecx
AssassinsCreed_Dx10.exe+925EBD: 85 C0                 - test eax,eax
// ---------- INJECTING HERE ----------
AssassinsCreed_Dx10.exe+925EBF: 89 46 14              - mov [esi+14],eax
// ---------- DONE INJECTING  ----------
AssassinsCreed_Dx10.exe+925EC2: 7D 33                 - jnl AssassinsCreed_Dx10.exe+925EF7
AssassinsCreed_Dx10.exe+925EC4: E8 A7 27 73 FF        - call AssassinsCreed_Dx10.exe+58670
AssassinsCreed_Dx10.exe+925EC9: 85 C0                 - test eax,eax
AssassinsCreed_Dx10.exe+925ECB: 74 2A                 - je AssassinsCreed_Dx10.exe+925EF7
AssassinsCreed_Dx10.exe+925ECD: 8B 88 94 00 00 00     - mov ecx,[eax+00000094]
AssassinsCreed_Dx10.exe+925ED3: 8B 09                 - mov ecx,[ecx]
AssassinsCreed_Dx10.exe+925ED5: E8 36 8B 73 FF        - call AssassinsCreed_Dx10.exe+5EA10
AssassinsCreed_Dx10.exe+925EDA: 85 C0                 - test eax,eax
AssassinsCreed_Dx10.exe+925EDC: 74 19                 - je AssassinsCreed_Dx10.exe+925EF7
AssassinsCreed_Dx10.exe+925EDE: 8B C8                 - mov ecx,eax
AssassinsCreed_Dx10.exe+925EE0: E8 0B C4 75 FF        - call AssassinsCreed_Dx10.exe+822F0
AssassinsCreed_Dx10.exe+925EE5: 8B C8                 - mov ecx,eax
AssassinsCreed_Dx10.exe+925EE7: E8 94 A8 83 FF        - call AssassinsCreed_Dx10.exe+160780
AssassinsCreed_Dx10.exe+925EEC: 84 C0                 - test al,al
AssassinsCreed_Dx10.exe+925EEE: 74 07                 - je AssassinsCreed_Dx10.exe+925EF7
AssassinsCreed_Dx10.exe+925EF0: C7 46 14 00 00 00 00  - mov [esi+14],00000000
AssassinsCreed_Dx10.exe+925EF7: 8B 46 14              - mov eax,[esi+14]
AssassinsCreed_Dx10.exe+925EFA: 85 C0                 - test eax,eax
AssassinsCreed_Dx10.exe+925EFC: 7C 3F                 - jl AssassinsCreed_Dx10.exe+925F3D
AssassinsCreed_Dx10.exe+925EFE: 7F 3D                 - jg AssassinsCreed_Dx10.exe+925F3D
}


aobscanmodule(aob_infinite_sync,AssassinsCreed_Dx10.exe,89????7D??E8????????85??74??8B)
alloc(newmem_infinite_sync,1024,AssassinsCreed_Dx10.exe)

label(return_infinite_sync)
label(originalcode_infinite_sync)

registersymbol(aob_infinite_sync)


newmem_infinite_sync:
mov eax,[esi+2c]

originalcode_infinite_sync:
mov [esi+14],eax
jnl AssassinsCreed_Dx10.exe+925EF7               //May have to rebuild script if this jump crashes your game
jmp return_infinite_sync

aob_infinite_sync:
jmp newmem_infinite_sync
return_infinite_sync:




{====================  fall_damage  ====================}

{
// ORIGINAL CODE - INJECTION POINT: AssassinsCreed_Dx10.exe+BB16FA

AssassinsCreed_Dx10.exe+BB16B9: 56                    - push esi
AssassinsCreed_Dx10.exe+BB16BA: 8B F1                 - mov esi,ecx
AssassinsCreed_Dx10.exe+BB16BC: 8B 46 FC              - mov eax,[esi-04]
AssassinsCreed_Dx10.exe+BB16BF: 80 B8 F8 01 00 00 00  - cmp byte ptr [eax+000001F8],00
AssassinsCreed_Dx10.exe+BB16C6: 74 50                 - je AssassinsCreed_Dx10.exe+BB1718
AssassinsCreed_Dx10.exe+BB16C8: 8B 4E F8              - mov ecx,[esi-08]
AssassinsCreed_Dx10.exe+BB16CB: E8 30 5B D5 FF        - call AssassinsCreed_Dx10.exe+907200
AssassinsCreed_Dx10.exe+BB16D0: 8B 4E F4              - mov ecx,[esi-0C]
AssassinsCreed_Dx10.exe+BB16D3: 0F 28 80 D0 00 00 00  - movaps xmm0,[eax+000000D0]
AssassinsCreed_Dx10.exe+BB16DA: 8B 11                 - mov edx,[ecx]
AssassinsCreed_Dx10.exe+BB16DC: 8B 42 50              - mov eax,[edx+50]
AssassinsCreed_Dx10.exe+BB16DF: 0F 29 44 24 10        - movaps [esp+10],xmm0
AssassinsCreed_Dx10.exe+BB16E4: FF D0                 - call eax
AssassinsCreed_Dx10.exe+BB16E6: 8B 40 04              - mov eax,[eax+04]
AssassinsCreed_Dx10.exe+BB16E9: 8B 48 50              - mov ecx,[eax+50]
AssassinsCreed_Dx10.exe+BB16EC: 85 C9                 - test ecx,ecx
AssassinsCreed_Dx10.exe+BB16EE: 74 07                 - je AssassinsCreed_Dx10.exe+BB16F7
AssassinsCreed_Dx10.exe+BB16F0: E8 5B BD 57 FF        - call AssassinsCreed_Dx10.exe+12D450
AssassinsCreed_Dx10.exe+BB16F5: EB 03                 - jmp AssassinsCreed_Dx10.exe+BB16FA
AssassinsCreed_Dx10.exe+BB16F7: 83 C0 10              - add eax,10
// ---------- INJECTING HERE ----------
AssassinsCreed_Dx10.exe+BB16FA: 0F 28 40 30           - movaps xmm0,[eax+30]
// ---------- DONE INJECTING  ----------
AssassinsCreed_Dx10.exe+BB16FE: D9 44 24 18           - fld dword ptr [esp+18]
AssassinsCreed_Dx10.exe+BB1702: 0F 29 44 24 20        - movaps [esp+20],xmm0
AssassinsCreed_Dx10.exe+BB1707: D8 64 24 28           - fsub dword ptr [esp+28]
AssassinsCreed_Dx10.exe+BB170B: D9 5C 24 0C           - fstp dword ptr [esp+0C]
AssassinsCreed_Dx10.exe+BB170F: D9 44 24 0C           - fld dword ptr [esp+0C]
AssassinsCreed_Dx10.exe+BB1713: 5E                    - pop esi
AssassinsCreed_Dx10.exe+BB1714: 8B E5                 - mov esp,ebp
AssassinsCreed_Dx10.exe+BB1716: 5D                    - pop ebp
AssassinsCreed_Dx10.exe+BB1717: C3                    - ret
AssassinsCreed_Dx10.exe+BB1718: D9 EE                 - fldz
AssassinsCreed_Dx10.exe+BB171A: 5E                    - pop esi
AssassinsCreed_Dx10.exe+BB171B: 8B E5                 - mov esp,ebp
AssassinsCreed_Dx10.exe+BB171D: 5D                    - pop ebp
AssassinsCreed_Dx10.exe+BB171E: C3                    - ret
AssassinsCreed_Dx10.exe+BB171F: CC                    - int 3
AssassinsCreed_Dx10.exe+BB1720: 55                    - push ebp
AssassinsCreed_Dx10.exe+BB1721: 8B EC                 - mov ebp,esp
AssassinsCreed_Dx10.exe+BB1723: 83 E4 F0              - and esp,-10
AssassinsCreed_Dx10.exe+BB1726: 83 EC 34              - sub esp,34
AssassinsCreed_Dx10.exe+BB1729: 53                    - push ebx
}


aobscanmodule(aob_fall_damage,AssassinsCreed_Dx10.exe,0F??????D9??????0F????????D8??????D9)
alloc(newmem_fall_damage,1024,AssassinsCreed_Dx10.exe)

label(return_fall_damage)
label(originalcode_fall_damage)

registersymbol(aob_fall_damage)


newmem_fall_damage:

originalcode_fall_damage:
//movaps xmm0,[eax+30]
fld dword ptr [esp+18]
jmp return_fall_damage

aob_fall_damage:
jmp newmem_fall_damage
nop 3
return_fall_damage:


[DISABLE]
dealloc(newmem_infinite_sync)
aob_infinite_sync:
db 89 46 14 7D 33

unregistersymbol(aob_infinite_sync)



dealloc(newmem_fall_damage)
aob_fall_damage:
db 0F 28 40 30 D9 44 24 18

unregistersymbol(aob_fall_damage)
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alihlko
Newbie cheater
Reputation: 0

Joined: 14 Apr 2023
Posts: 10
Location: earth

PostPosted: Mon Apr 17, 2023 4:10 pm    Post subject: Reply with quote

++METHOS wrote:
I was never able to find a 3rd coordinate for map marker on this game. I just set the height to (float)200.0 when teleporting to map marker.

My old scripts were not very useful, so I rebuilt this one. Hopefully, it will give you enough information to work with. I have not fully-tested this. You may have to rebuild the infinite_sync script if the jump crashes your game.

When looking for no-fall damage, you will want to target the instructions that are accessing your Z coordinate in lieu of your health/sync when falling from a very high place (for this game).

Infinite Sync + No Fall Damage:

Code:
//Target:  AssassinsCreed_Dx10.exe
//Author:  ++METHOS

[ENABLE]

{====================  infinite_sync  ====================}

{
// ORIGINAL CODE - INJECTION POINT: AssassinsCreed_Dx10.exe+925EBF

AssassinsCreed_Dx10.exe+925E89: EB 06                 - jmp AssassinsCreed_Dx10.exe+925E91
AssassinsCreed_Dx10.exe+925E8B: 8D 46 54              - lea eax,[esi+54]
AssassinsCreed_Dx10.exe+925E8E: 89 47 08              - mov [edi+08],eax
AssassinsCreed_Dx10.exe+925E91: E8 3A FC BA FF        - call AssassinsCreed_Dx10.exe+4D5AD0
AssassinsCreed_Dx10.exe+925E96: 83 C0 34              - add eax,34
AssassinsCreed_Dx10.exe+925E99: 50                    - push eax
AssassinsCreed_Dx10.exe+925E9A: 8B CF                 - mov ecx,edi
AssassinsCreed_Dx10.exe+925E9C: E8 9F 0A 76 FF        - call AssassinsCreed_Dx10.exe+86940
AssassinsCreed_Dx10.exe+925EA1: 8B 7C 24 18           - mov edi,[esp+18]
AssassinsCreed_Dx10.exe+925EA5: 8D 04 2F              - lea eax,[edi+ebp]
AssassinsCreed_Dx10.exe+925EA8: 83 F8 FF              - cmp eax,-01
AssassinsCreed_Dx10.exe+925EAB: 5D                    - pop ebp
AssassinsCreed_Dx10.exe+925EAC: 7D 05                 - jnl AssassinsCreed_Dx10.exe+925EB3
AssassinsCreed_Dx10.exe+925EAE: 83 C8 FF              - or eax,-01
AssassinsCreed_Dx10.exe+925EB1: EB 0A                 - jmp AssassinsCreed_Dx10.exe+925EBD
AssassinsCreed_Dx10.exe+925EB3: 8B 4C 24 0C           - mov ecx,[esp+0C]
AssassinsCreed_Dx10.exe+925EB7: 3B C1                 - cmp eax,ecx
AssassinsCreed_Dx10.exe+925EB9: 7C 02                 - jl AssassinsCreed_Dx10.exe+925EBD
AssassinsCreed_Dx10.exe+925EBB: 8B C1                 - mov eax,ecx
AssassinsCreed_Dx10.exe+925EBD: 85 C0                 - test eax,eax
// ---------- INJECTING HERE ----------
AssassinsCreed_Dx10.exe+925EBF: 89 46 14              - mov [esi+14],eax
// ---------- DONE INJECTING  ----------
AssassinsCreed_Dx10.exe+925EC2: 7D 33                 - jnl AssassinsCreed_Dx10.exe+925EF7
AssassinsCreed_Dx10.exe+925EC4: E8 A7 27 73 FF        - call AssassinsCreed_Dx10.exe+58670
AssassinsCreed_Dx10.exe+925EC9: 85 C0                 - test eax,eax
AssassinsCreed_Dx10.exe+925ECB: 74 2A                 - je AssassinsCreed_Dx10.exe+925EF7
AssassinsCreed_Dx10.exe+925ECD: 8B 88 94 00 00 00     - mov ecx,[eax+00000094]
AssassinsCreed_Dx10.exe+925ED3: 8B 09                 - mov ecx,[ecx]
AssassinsCreed_Dx10.exe+925ED5: E8 36 8B 73 FF        - call AssassinsCreed_Dx10.exe+5EA10
AssassinsCreed_Dx10.exe+925EDA: 85 C0                 - test eax,eax
AssassinsCreed_Dx10.exe+925EDC: 74 19                 - je AssassinsCreed_Dx10.exe+925EF7
AssassinsCreed_Dx10.exe+925EDE: 8B C8                 - mov ecx,eax
AssassinsCreed_Dx10.exe+925EE0: E8 0B C4 75 FF        - call AssassinsCreed_Dx10.exe+822F0
AssassinsCreed_Dx10.exe+925EE5: 8B C8                 - mov ecx,eax
AssassinsCreed_Dx10.exe+925EE7: E8 94 A8 83 FF        - call AssassinsCreed_Dx10.exe+160780
AssassinsCreed_Dx10.exe+925EEC: 84 C0                 - test al,al
AssassinsCreed_Dx10.exe+925EEE: 74 07                 - je AssassinsCreed_Dx10.exe+925EF7
AssassinsCreed_Dx10.exe+925EF0: C7 46 14 00 00 00 00  - mov [esi+14],00000000
AssassinsCreed_Dx10.exe+925EF7: 8B 46 14              - mov eax,[esi+14]
AssassinsCreed_Dx10.exe+925EFA: 85 C0                 - test eax,eax
AssassinsCreed_Dx10.exe+925EFC: 7C 3F                 - jl AssassinsCreed_Dx10.exe+925F3D
AssassinsCreed_Dx10.exe+925EFE: 7F 3D                 - jg AssassinsCreed_Dx10.exe+925F3D
}


aobscanmodule(aob_infinite_sync,AssassinsCreed_Dx10.exe,89????7D??E8????????85??74??8B)
alloc(newmem_infinite_sync,1024,AssassinsCreed_Dx10.exe)

label(return_infinite_sync)
label(originalcode_infinite_sync)

registersymbol(aob_infinite_sync)


newmem_infinite_sync:
mov eax,[esi+2c]

originalcode_infinite_sync:
mov [esi+14],eax
jnl AssassinsCreed_Dx10.exe+925EF7               //May have to rebuild script if this jump crashes your game
jmp return_infinite_sync

aob_infinite_sync:
jmp newmem_infinite_sync
return_infinite_sync:




{====================  fall_damage  ====================}

{
// ORIGINAL CODE - INJECTION POINT: AssassinsCreed_Dx10.exe+BB16FA

AssassinsCreed_Dx10.exe+BB16B9: 56                    - push esi
AssassinsCreed_Dx10.exe+BB16BA: 8B F1                 - mov esi,ecx
AssassinsCreed_Dx10.exe+BB16BC: 8B 46 FC              - mov eax,[esi-04]
AssassinsCreed_Dx10.exe+BB16BF: 80 B8 F8 01 00 00 00  - cmp byte ptr [eax+000001F8],00
AssassinsCreed_Dx10.exe+BB16C6: 74 50                 - je AssassinsCreed_Dx10.exe+BB1718
AssassinsCreed_Dx10.exe+BB16C8: 8B 4E F8              - mov ecx,[esi-08]
AssassinsCreed_Dx10.exe+BB16CB: E8 30 5B D5 FF        - call AssassinsCreed_Dx10.exe+907200
AssassinsCreed_Dx10.exe+BB16D0: 8B 4E F4              - mov ecx,[esi-0C]
AssassinsCreed_Dx10.exe+BB16D3: 0F 28 80 D0 00 00 00  - movaps xmm0,[eax+000000D0]
AssassinsCreed_Dx10.exe+BB16DA: 8B 11                 - mov edx,[ecx]
AssassinsCreed_Dx10.exe+BB16DC: 8B 42 50              - mov eax,[edx+50]
AssassinsCreed_Dx10.exe+BB16DF: 0F 29 44 24 10        - movaps [esp+10],xmm0
AssassinsCreed_Dx10.exe+BB16E4: FF D0                 - call eax
AssassinsCreed_Dx10.exe+BB16E6: 8B 40 04              - mov eax,[eax+04]
AssassinsCreed_Dx10.exe+BB16E9: 8B 48 50              - mov ecx,[eax+50]
AssassinsCreed_Dx10.exe+BB16EC: 85 C9                 - test ecx,ecx
AssassinsCreed_Dx10.exe+BB16EE: 74 07                 - je AssassinsCreed_Dx10.exe+BB16F7
AssassinsCreed_Dx10.exe+BB16F0: E8 5B BD 57 FF        - call AssassinsCreed_Dx10.exe+12D450
AssassinsCreed_Dx10.exe+BB16F5: EB 03                 - jmp AssassinsCreed_Dx10.exe+BB16FA
AssassinsCreed_Dx10.exe+BB16F7: 83 C0 10              - add eax,10
// ---------- INJECTING HERE ----------
AssassinsCreed_Dx10.exe+BB16FA: 0F 28 40 30           - movaps xmm0,[eax+30]
// ---------- DONE INJECTING  ----------
AssassinsCreed_Dx10.exe+BB16FE: D9 44 24 18           - fld dword ptr [esp+18]
AssassinsCreed_Dx10.exe+BB1702: 0F 29 44 24 20        - movaps [esp+20],xmm0
AssassinsCreed_Dx10.exe+BB1707: D8 64 24 28           - fsub dword ptr [esp+28]
AssassinsCreed_Dx10.exe+BB170B: D9 5C 24 0C           - fstp dword ptr [esp+0C]
AssassinsCreed_Dx10.exe+BB170F: D9 44 24 0C           - fld dword ptr [esp+0C]
AssassinsCreed_Dx10.exe+BB1713: 5E                    - pop esi
AssassinsCreed_Dx10.exe+BB1714: 8B E5                 - mov esp,ebp
AssassinsCreed_Dx10.exe+BB1716: 5D                    - pop ebp
AssassinsCreed_Dx10.exe+BB1717: C3                    - ret
AssassinsCreed_Dx10.exe+BB1718: D9 EE                 - fldz
AssassinsCreed_Dx10.exe+BB171A: 5E                    - pop esi
AssassinsCreed_Dx10.exe+BB171B: 8B E5                 - mov esp,ebp
AssassinsCreed_Dx10.exe+BB171D: 5D                    - pop ebp
AssassinsCreed_Dx10.exe+BB171E: C3                    - ret
AssassinsCreed_Dx10.exe+BB171F: CC                    - int 3
AssassinsCreed_Dx10.exe+BB1720: 55                    - push ebp
AssassinsCreed_Dx10.exe+BB1721: 8B EC                 - mov ebp,esp
AssassinsCreed_Dx10.exe+BB1723: 83 E4 F0              - and esp,-10
AssassinsCreed_Dx10.exe+BB1726: 83 EC 34              - sub esp,34
AssassinsCreed_Dx10.exe+BB1729: 53                    - push ebx
}


aobscanmodule(aob_fall_damage,AssassinsCreed_Dx10.exe,0F??????D9??????0F????????D8??????D9)
alloc(newmem_fall_damage,1024,AssassinsCreed_Dx10.exe)

label(return_fall_damage)
label(originalcode_fall_damage)

registersymbol(aob_fall_damage)


newmem_fall_damage:

originalcode_fall_damage:
//movaps xmm0,[eax+30]
fld dword ptr [esp+18]
jmp return_fall_damage

aob_fall_damage:
jmp newmem_fall_damage
nop 3
return_fall_damage:


[DISABLE]
dealloc(newmem_infinite_sync)
aob_infinite_sync:
db 89 46 14 7D 33

unregistersymbol(aob_infinite_sync)



dealloc(newmem_fall_damage)
aob_fall_damage:
db 0F 28 40 30 D9 44 24 18

unregistersymbol(aob_fall_damage)




you are G__OD of cheats lol i just needed the AOBs to rebuild the no fall damage though the addresses got changed idk why but maybe your script was made for a very old version of the game ... now i have completed my cheat table thank you!
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++METHOS
I post too much
Reputation: 92

Joined: 29 Oct 2010
Posts: 4197

PostPosted: Mon Apr 17, 2023 8:34 pm    Post subject: Reply with quote

alihlko wrote:
the addresses got changed idk why but maybe your script was made for a very old version of the game
-I do not doubt that. Glad you sorted it out.
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