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ArrStrong How do I cheat? Reputation: 0
Joined: 06 Sep 2024 Posts: 2
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Posted: Fri Sep 06, 2024 5:26 am Post subject: player coordinate and movement speed hack ? |
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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]
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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 I post too much Reputation: 146
Joined: 06 Jul 2014 Posts: 4495
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Posted: Fri Sep 06, 2024 11:43 am Post subject: |
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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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I don't know where I'm going, but I'll figure it out when I get there. |
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ArrStrong How do I cheat? Reputation: 0
Joined: 06 Sep 2024 Posts: 2
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Posted: Fri Sep 06, 2024 11:37 pm Post subject: |
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Thanks for your reply.
the code only worked partially but it is a good inspiration for me to modify them
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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