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player coordinate and movement speed hack ?

 
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ArrStrong
How do I cheat?
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Joined: 06 Sep 2024
Posts: 2

PostPosted: Fri Sep 06, 2024 5:26 am    Post subject: player coordinate and movement speed hack ? Reply with quote

I am hacking dynasty warriors 9 and I want to hack the movement speed.
I find the velocity and hack it but useless

So I think I should use the coordinate to hack the movement speed

if I do this
Code:
Fast:
dd (float)1 (float)1 (float)1 (float)0

newmem: //this is allocated memory, you have read,write,execute access
//place your code here

addps xmm0,[Fast]

the player can run very fast if I modify the value to larger number

Even I move back, the coordinate is still increasing
So the player only can go front because moving front is increasing the coordinate and moving back is decreasing the coordinate.

I am thinking a method is:
he moves front will increase and move back will decrease

Is there any method of script about the number increase and it will be addps
and the number decrease and it will be subps?

I try to use cmp but I don't know how to use because the coordinate will change when I move

Or should I find the pointer of my character coordinate first and then use cmp and jne jge to hack it?

Thanks
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ParkourPenguin
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Joined: 06 Jul 2014
Posts: 4495

PostPosted: Fri Sep 06, 2024 11:43 am    Post subject: Reply with quote

I'd multiply the difference by some fixed amount.
Code:
Fast:
  dd (float)2 (float)2 (float)2 (float)1

newmem:
  // might not need to back these registers up if the game isn't using them
  sub rsp,20
  movups [rsp],xmm1
  movups [rsp+10],xmm2
 
  movups xmm1,[rdi+1234] // whatever the original code is writing to
  movups xmm2,[Fast]
  subps xmm0,xmm1  // diff = new_coordinates - old_coordinates
  mulps xmm0,xmm2  // diff *= multiplier
  addps xmm0,xmm1  // new_coordinates = diff + old_coordinates

  movups xmm2,[rsp+10]
  movups xmm1,[rsp]
  add rsp,20

// original code:
  movups [rsi+1234],xmm0
  jmp return

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ArrStrong
How do I cheat?
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Joined: 06 Sep 2024
Posts: 2

PostPosted: Fri Sep 06, 2024 11:37 pm    Post subject: Reply with quote

Thanks for your reply.

the code only worked partially but it is a good inspiration for me to modify them
Very Happy Very Happy Very Happy Very Happy

I will keep learning hard to make a code just like you make

ParkourPenguin wrote:
I'd multiply the difference by some fixed amount.
Code:
Fast:
  dd (float)2 (float)2 (float)2 (float)1

newmem:
  // might not need to back these registers up if the game isn't using them
  sub rsp,20
  movups [rsp],xmm1
  movups [rsp+10],xmm2
 
  movups xmm1,[rdi+1234] // whatever the original code is writing to
  movups xmm2,[Fast]
  subps xmm0,xmm1  // diff = new_coordinates - old_coordinates
  mulps xmm0,xmm2  // diff *= multiplier
  addps xmm0,xmm1  // new_coordinates = diff + old_coordinates

  movups xmm2,[rsp+10]
  movups xmm1,[rsp]
  add rsp,20

// original code:
  movups [rsi+1234],xmm0
  jmp return
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