Cheat Engine Forum Index Cheat Engine
The Official Site of Cheat Engine
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 


Need For Speed - Most Wanted
Goto page Previous  1, 2, 3 ... 15, 16, 17, 18, 19, 20  Next
 
Post new topic   Reply to topic    Cheat Engine Forum Index -> General Gamehacking
View previous topic :: View next topic  

How many of you have h0zed a NFS-MW save game, in the name of haxX0ring?
Frequently
33%
 33%  [ 1 ]
A few, but not many...
0%
 0%  [ 0 ]
This one time... At Band Camp...
0%
 0%  [ 0 ]
What's an NFS-MW save game?
0%
 0%  [ 0 ]
Do you have wall hakus!? I NEED WALLLLL HCKUSSS
66%
 66%  [ 2 ]
Total Votes : 3

Author Message
Zhoul
Master Cheater
Reputation: 1

Joined: 19 Sep 2005
Posts: 394

PostPosted: Fri Dec 23, 2005 1:42 pm    Post subject: Reply with quote

cparty wrote:
Zhoul wrote:
Sadly, VB is usually so assuming, that

thanks for info, I already saw you can assign a string to an integer/long without a problem. Better though to use the conversion functions you gave in the post above Smile

Absolutley - Because, what if there is no value at some point? (no text value).

Val("") or Val(test.Text) (if test.Text had no value) will return 0.

But,
dblValue = test.Text
If test.Text had no value, this would throw an error. Smile A type mismatch error to be exact.
If test.Text DID have a value - and dblValue was not defined before using it, dblValue would 'turn itself into' a string... and that's not what we want either...

That's also a reason to define all variables before using them. If you use them without definition, they will 'become' whatever the first thing is , that tries to use it. You could accidentally use string data, when you meant to use its "Number value" instead... if not defined first.

P.s. I modified the last 2 posts.. If your read them once, read them again if you have any questions first Cool
Back to top
View user's profile Send private message AIM Address
Zhoul
Master Cheater
Reputation: 1

Joined: 19 Sep 2005
Posts: 394

PostPosted: Fri Dec 23, 2005 6:01 pm    Post subject: Reply with quote

Want to jump to the safe house when being chased? NOP the following code and "Jump to Safe House" is never removed from the menu system. *warning* unsure what other effects this might cause Cool

code :0052b9ea - a0 d8 d3 91 00 - mov ax,[0091d3d8]

Bytes Before: E9 8C 08 00 00
Bytes Of: A0 D8 D3 91 00
Bytes After: 84 C0
Search String: E9 8C 08 00 00 A0 D8 D3 91 00 84 C0

This is in read only memory, so make sure you're scanning read only when searching for the search string.

Also, found how to turn our cop lights on, but I have no 'codes' yet to pick out only the player... So even civ cars have blinking lights (albiet, not flashy cop lights).

*Edit* - Also, cops seem to get mad at you, when you got cop lights on. I found a float value near by that is 1 usually - and each cop that adds, it takes about 0.2 away. I found that having my own cop lights on sets this value already to 0.8 (as if I had a cop on me already) - but it doesnt change the 'being chased' status.. only makes cops immediately mad at you no matter what, if they spot you.

*EDIT 2* - New find.

Ghetto Jump Auto-Assemble Script:
- Go to Disassembler view
- Click "Tools" then "Auto Assemble"
- Copy/paste in the following code
Code:

[ENABLE]
009386EC:
add [eax],al
inc eax
inc ecx

[DISABLE]
009386EC:
add [eax],al
inc eax
inc ecx

- Click "Assign to current cheat table"
- Assign it a hot-key or use in trainer.

*Note* - This is *not* the right way to use auto-assemble to accomplish this task Smile As stated, its a ghetto way.

What it's doing is writing 4 bytes, that = 12 in float form... The 'code' above that it's writing isnt really code that will be run. It's code that = 12 in float form. Cool It does it when enabled, and when disabled.

This could also easily be done, if you were to write 12 (in float form) to address 009386EC. This is just a 'weird' example of how you can use auto-assemble.

With the Trainer...

Write4Bytes &H9386EC, &H41400000

The first &H is the address.
The second &H is what 12, in float form, is.



NFS-CopLights.JPG
 Description:
 Filesize:  69.65 KB
 Viewed:  26124 Time(s)

NFS-CopLights.JPG


Back to top
View user's profile Send private message AIM Address
JONG
Expert Cheater
Reputation: 0

Joined: 30 Nov 2005
Posts: 130

PostPosted: Sat Dec 24, 2005 7:31 am    Post subject: Reply with quote

Hi Zhoul, your VB code let my VB trainer make so easy, very thanks you and cparty help.

A new question (yes, I always have question Embarassed ):

May you to give me an example like NFS:MW of money's pointer ? maybe its can let me to make another pointer like cars of pointer.
Back to top
View user's profile Send private message
Zhoul
Master Cheater
Reputation: 1

Joined: 19 Sep 2005
Posts: 394

PostPosted: Sat Dec 24, 2005 8:17 am    Post subject: Reply with quote

JONG wrote:
May you to give me an example like NFS:MW of money's pointer ? maybe its can let me to make another pointer like cars of pointer.


-----------------------------------------------------------------
First: I define master pointers and pointer groups at the General Declerations area (top of code). The following, defines 10 master pointers (which we only use 1 with NFS), and 2 pointer groups lngPG1 and lngPG2. We only use 1 pointer group for NFS, so far (because everything seems to be a certain offset away from [master pointer] + 10.

This is just the definition of the variables, not the setting yet... Basically saying "Heres the pieces of paper we're going to work with, but we have not written anything on the paper yet. Also: If they are not defined in general declerations, and were defined in another sub, other functions/subs could not use them, so that's why they're *here*.

Code:

'---- Master Pointer(s) ----
'Most games just have 1
'Filled with data by LoadPointerGroups
    Dim lngMasterPointer(1 To 10) As Long
'---- Pointer Groups ----
'Later filled with data by LoadPointerGroups
' Player Attributes 1 (Money/Ranking)
    Dim lngPG1(1 To 1) As Long
' Not used yet
    Dim lngPG2(1 To 3) As Long

-----------------------------------------------------------------


-----------------------------------------------------------------
Next, we have a function called "LoadPointerGroups", which is executed upon Form_Load. The first/top part, loads the master pointers 1-10, with the text on frmSettings text boxes, then fills the individual pointer groups with their data. Again only 1 group to worry about really, which is lngPG1(). The groups are arrays themselves. Back when we defined them, we defined how long each would be. Pointer group 1, is 1 in length.

Code:

Private Sub LoadPointerGroups()
'Master Pointers - From Settings Form
    For i = 0 To 9
'Master Pointers - From Settings Form
    For i = 0 To 9
        If (frmSettings.txtVal(i).Tag = "") Then
            frmSettings.txtVal(i).Tag = "00000000"
        End If
        lngMasterPointer(i + 1) = CLng("&H" & frmSettings.txtVal(i).Tag)
    Next i

'Pointer Groups

    '- Money +B4  /  Ranking +B0
    '- Car List (First Car = &H4A0 Last Car = +H13AC (but a lot of mem isn't used).
    '  +4A0 to +66C = Set of normal cars
    '  +680 to +A54 = AI/Other cars
    '  +A68 to +B80 = Player owned Car(s)
    '  +B94 to +13AC = Never Used? - Not accessed by default from what I can tell.
    lngPG1(1) = &H10
   

    '- Nothing Yet
    lngPG2(1) = &H0
    lngPG2(2) = &H0
    lngPG2(3) = &H0
       
End Sub

For your purposes, you could simply do this...
Code:

Private Sub LoadPointerGroups()
  lngMasterPointer(1) = &HXXXXXXXX
  lngPG1(1) = &H10
End Sub

Just replace XXXXXXXX with whatever your master pointer is.
Also, Remember to call LoadPointerGroups from the Form_Load section of code, so these variables are written to when the program launches. You can easily get to Form_Load, by double-clicking on the form itself, in Visual Basic.
To call it, simply add a line like so...
Code:

Private Sub Form_Load()

 LoadPointerGroups

End Sub

-----------------------------------------------------------------


-----------------------------------------------------------------
The last step is making a sub that will resolve pointer paths... I created the following function and put it in the code, of my frmMain (main form where most the calculations take place).

Code:

Public Function GetPointer(lngPtrBase As Long, lngPtrOffsetList As Variant) As Long
On Error GoTo EH
Dim lngCurPtrOffset As Long
Dim i As Variant
Dim intPtrOffsetListCount As Integer

lngCurPtrOffset = Read4Bytes(lngPtrBase, CLng(4&))

If (lngCurPtrOffset = 0) Then
    CloseHandle (ProcessHandle)
    ProcessHandle = 0
    GamePID
    If (ProcessHandle = 0) Then
        Exit Function
    End If
End If

'Simply return the pointer, if lngPtrOffsetList is Null
If (IsNull(lngPtrOffsetList)) Then
    GetPointer = lngCurPtrOffset
    Exit Function
End If

For Each i In lngPtrOffsetList
    lngCurPtrOffset = Read4Bytes(lngCurPtrOffset + i, 4&)
Next i
GetPointer = lngCurPtrOffset

Exit Function
EH:
MsgBox "An error occured while in the GetPointer function." & vbNewLine & "Error Number: " & Err.Number & vbNewLine & "Error Description: " & Err.Description
Resume Next
End Function

-----------------------------------------------------------------

-----------------------------------------------------------------
Then, to use it...
This example writes 1,000,000 to player money. This is pretty easy, since player money isn't a float. It's just a 4 byte value.
Code:

Private Sub Command1_Click()
Dim lngWOffset As Long
Dim lngWValue As Long
Dim lngRValue As Long
Dim lngROffset As Long
Dim lngTagValue As Long
Dim dblValue As Double
   
    lngWOffset = GetPointer(lngMasterPointer(1), lngPG1)
    lngWOffset = lngWOffset + &HB4
    lngWValue = CLng(1000000)
    Write4Bytes lngWOffset, lngWValue

End Sub


All the DIM's at the top of that code, are the standard dim's I copy/paste into any function that will read/write from/to memory. Notice that most aren't even used.
Look down past them.
- lngWOffset is written to, using master pointer 1, and pointer group 1 as the 'path'.
- Then, I add B4 to it, because money is +B4 away from pointer group 1.
- Then I setup lngWValue (aka Write Value) as 1,000,000. I encase that number, without comma separation, with CLng() which means "Convert to Long".
- Then use Write4Bytes lngWOffset, lngWValue
-----------------------------------------------------------------


-----------------------------------------------------------------
Now: Lets assume that the money you'd like to set, were in a text box, instead of pre-defined in code...

Code:

Private Sub Command1_Click()
Dim lngWOffset As Long
Dim lngWValue As Long
Dim lngRValue As Long
Dim lngROffset As Long
Dim lngTagValue As Long
Dim dblValue As Double
   
    lngWOffset = GetPointer(lngMasterPointer(1), lngPG1)
    lngWOffset = lngWOffset + &HB4
    lngWValue = CLng(Val(Text1.Text))
    Write4Bytes lngWOffset, lngWValue

End Sub


The only thing changed is this line...
lngWValue = CLng(Val(Text1.Text))
-----------------------------------------------------------------


Lastly: It *can* all be done in 1 simple line of code (but you know me, I like to write it out heh).
Code:

Private Sub Command1_Click()
  Write4Bytes GetPointer(lngMasterPointer(1), lngPG1) + &HB4, Clng(1000000)
End Sub

or for the text box...
Code:

Private Sub Command1_Click()
  Write4Bytes GetPointer(lngMasterPointer(1), lngPG1) + &HB4, Clng(Val(Text1.Text))
End Sub



*NOTE* - If you are staring at your $ in game when you use this function, you won't see it change, until you navigate to the next screen, or, back one screen then forward one screen. The money *is* actually there, however, it's just that this function is not updating the graphical display.


Last edited by Zhoul on Sat Dec 24, 2005 10:32 am; edited 3 times in total
Back to top
View user's profile Send private message AIM Address
Zhoul
Master Cheater
Reputation: 1

Joined: 19 Sep 2005
Posts: 394

PostPosted: Sat Dec 24, 2005 8:46 am    Post subject: Reply with quote

Auto-Assemble Scripts...

The first one here, combines all 5 "UnLock/unLock" codes we've come across. (for v1.3 Eng)
It...
- Shows all vehicles in purchase mode
- Takes the padlock off of ALL career cars
- Takes the padlock off *most* "My Cars"
- Takes the padlock off ALL career parts
- Unlocks ALL career special parts.

Code:

[ENABLE]

//Open up cars to buy - Career and My Cars
0056F19F:
cmp dl, 01
jne 0056F1A6
mov al, dl
ret 0004

//unLock Career - Parts
00576678:
mov eax, 001DF7F3
nop

//unLock Career - Special Parts
007AF68C:
mov edx, 001DF7F3
nop

//unLock My Cars - Most Cars
0058A156:
mov dl, 00
nop
nop
nop
nop

//unLock Career - Cars
0058A644:
mov bl,00
nop
nop
nop
nop

[DISABLE]

//Open up cars to buy - Career/My Cars
0056F19F:
ret 0004
int 3
int 3
int 3
int 3
int 3
int 3
int 3

//unLock Career - Parts
00576678:
mov eax, [ecx+000000ac]

//unLock Career - Special Parts
007AF68C:
mov edx,[ecx+000000ac]

//unLock My Cars - Most Cars
0058A156:
mov dl,[edi+000000b0]

//unLock Career - Cars
0058A644:
mov bl,[eax+000000b0]



This one combines my new inf Nitro/Speedbreaker cheats. Note: The Speedbreaker cheat has been changed since last I updated and seems to work just fine.
Code:

[ENABLE]

//Nitro Sub - NOP
00692B01:
nop
nop
nop
nop

//Speedbreaker Write
006EDE03:
fstp [esi+0000008C]


[DISABLE]

//Nitro Sub
00692B01:
fsub dword ptr [esp+2c]

//Speedbreaker Write
006EDE03:
fstp [esi+00000084]



The last one, combines the Auto-Point 1 and 2 code changes (the two that make it so you can point to the current car selected/driven). After enabled, it will create a pointer at 00010B70 , to the begining of the memory block, for...
- Current car being driven.
- Or, if in 'Choose Car' mode, the current car you have selected on the screen.

Code:

// Replaces:
// Array of Bytes (30) - 0FFD0E20 - Auto-Point - 1 - Code Cave (Orig: 000000000000000000000000000000000000000000000000 New: CCCC81FB000000017E06891D700B0100B9A8269B00C3CCCC )
// Array of Bytes (5) - 0056F2C5 - Auto-Point - 2 - Toggle On/Off (Orig: B9A8269B00 New: E8581BA60F )

[ENABLE]

0FFD0E20:
int 3
int 3
cmp ebx, 01000000
jle 0ffd0e30
mov [00010B70], ebx
mov ecx, 009B26A8
ret
int 3
int 3

0056F2C5:
call 0ffd0e22

[DISABLE]

0056F2C5:
mov ecx, 009B26A8

0FFD0E20:
add [eax],al
add [eax],al
add [eax],al
add [eax],al
add [eax],al
add [eax],al
add [eax],al
add [eax],al
add [eax],al
add [eax],al
add [eax],al
add [eax],al
add [eax],al
add [eax],al
add [eax],al


Last edited by Zhoul on Sat Dec 24, 2005 8:51 am; edited 1 time in total
Back to top
View user's profile Send private message AIM Address
Dark Byte
Site Admin
Reputation: 470

Joined: 09 May 2003
Posts: 25788
Location: The netherlands

PostPosted: Sat Dec 24, 2005 8:49 am    Post subject: Reply with quote

just some info that may be usefull to you:
db 00,00,00,00,00,00,00,00,00 writes a array of 9 0's

(db 00 00 00 00 00 00 00 00 also works)

_________________
Do not ask me about online cheats. I don't know any and wont help finding them.

Like my help? Join me on Patreon so i can keep helping
Back to top
View user's profile Send private message MSN Messenger
Zhoul
Master Cheater
Reputation: 1

Joined: 19 Sep 2005
Posts: 394

PostPosted: Sat Dec 24, 2005 8:53 am    Post subject: Reply with quote

Dark Byte wrote:
just some info that may be usefull to you:
db 00,00,00,00,00,00,00,00,00 writes a array of 9 0's

(db 00 00 00 00 00 00 00 00 also works)

Might be? I was wondering how to do this Cool

What's DB stand for? Aside from the obvious initial's usage Twisted Evil
Back to top
View user's profile Send private message AIM Address
Dark Byte
Site Admin
Reputation: 470

Joined: 09 May 2003
Posts: 25788
Location: The netherlands

PostPosted: Sat Dec 24, 2005 8:57 am    Post subject: Reply with quote

No idea really, there's db, dw and dd , the 2nd char means byte,word or dword, but no idea about the first d.

I gues it means dark, yup, it means dark

_________________
Do not ask me about online cheats. I don't know any and wont help finding them.

Like my help? Join me on Patreon so i can keep helping
Back to top
View user's profile Send private message MSN Messenger
Zhoul
Master Cheater
Reputation: 1

Joined: 19 Sep 2005
Posts: 394

PostPosted: Sat Dec 24, 2005 9:04 am    Post subject: Reply with quote

Dark Byte wrote:
No idea really, there's db, dw and dd , the 2nd char means byte,word or dword, but no idea about the first d.

I gues it means dark, yup, it means dark


Laughing LOL Laughing

Of course, Being the g33k I am, I had to find out. It appears it may mean "Declare"... but if not... I'll settle with Dark...

http://nasm.sourceforge.net/doc/html/nasmdoc3.html wrote:

Pseudo-instructions are things which, though not real x86 machine instructions, are used in the instruction field anyway because that's the most convenient place to put them. The current pseudo-instructions are DB, DW, DD, DQ and DT, their uninitialised counterparts RESB, RESW, RESD, RESQ and REST, the INCBIN command, the EQU command, and the TIMES prefix.

3.2.1 DB and friends: Declaring Initialised Data
DB, DW, DD, DQ and DT are used, much as in MASM, to declare initialised data in the output file. They can be invoked in a wide range of ways:


db 0x55 ; just the byte 0x55
db 0x55,0x56,0x57 ; three bytes in succession
db 'a',0x55 ; character constants are OK
db 'hello',13,10,'$' ; so are string constants
dw 0x1234 ; 0x34 0x12
dw 'a' ; 0x61 0x00 (it's just a number)
dw 'ab' ; 0x61 0x62 (character constant)
dw 'abc' ; 0x61 0x62 0x63 0x00 (string)
dd 0x12345678 ; 0x78 0x56 0x34 0x12
dd 1.234567e20 ; floating-point constant
dq 1.234567e20 ; double-precision float
dt 1.234567e20 ; extended-precision float
DQ and DT do not accept numeric constants or string constants as operands.
Back to top
View user's profile Send private message AIM Address
JONG
Expert Cheater
Reputation: 0

Joined: 30 Nov 2005
Posts: 130

PostPosted: Sat Dec 24, 2005 11:07 am    Post subject: Reply with quote

Thanks Zhoul, that will be a great Christmas gift !

Also best wishes you have a happy Christmas and new year. Wink
Back to top
View user's profile Send private message
Zhoul
Master Cheater
Reputation: 1

Joined: 19 Sep 2005
Posts: 394

PostPosted: Sat Dec 24, 2005 12:20 pm    Post subject: Reply with quote

Heres yer christmas present all Cool

I dunno bout some of you, but theres this little road on the main map that branches off to the west (in the north-western area of the map) and I wondered just what was down that road. Seeing as we can't really get past it by conventional means due to the tractor and piles of rock... I decided to try out teh trainer.

I think this is the same journey that CParty and gnagna2000 took, however, this has a few more screenies to show where they went.
(pic from cparty found here, i think)
http://forum.cheatengine.org/viewtopic.php?p=29877#29877



WhatsPastHere1.JPG
 Description:
So what are you hiding Mr. Tractor-Man?
 Filesize:  152.34 KB
 Viewed:  26041 Time(s)

WhatsPastHere1.JPG



WhatsPastHere2.JPG
 Description:
So we point out about where we'd like to land... And click Goto...
 Filesize:  165.45 KB
 Viewed:  26042 Time(s)

WhatsPastHere2.JPG



WhatsPastHere3.JPG
 Description:
Well... We're on the right track so far....
 Filesize:  143.82 KB
 Viewed:  26041 Time(s)

WhatsPastHere3.JPG



WhatsPastHere4.JPG
 Description:
Vrooooooom.....
 Filesize:  117.53 KB
 Viewed:  26044 Time(s)

WhatsPastHere4.JPG




Last edited by Zhoul on Sat Dec 24, 2005 12:33 pm; edited 1 time in total
Back to top
View user's profile Send private message AIM Address
Zhoul
Master Cheater
Reputation: 1

Joined: 19 Sep 2005
Posts: 394

PostPosted: Sat Dec 24, 2005 12:24 pm    Post subject: Reply with quote

Continued:


WhatsPastHere5.JPG
 Description:
A Bridge?
 Filesize:  95.24 KB
 Viewed:  26038 Time(s)

WhatsPastHere5.JPG



WhatsPastHere6.JPG
 Description:
Woooo Hoooo!!!!
 Filesize:  164.43 KB
 Viewed:  26044 Time(s)

WhatsPastHere6.JPG



WhatsPastHere7.JPG
 Description:
What happens when you release the gas so you can snap a screenshot :)
 Filesize:  107.67 KB
 Viewed:  26040 Time(s)

WhatsPastHere7.JPG



WhatsPastHere8.JPG
 Description:
What was supposed to happen (and did happen the first time I ventured here.. I sware!)
 Filesize:  99.03 KB
 Viewed:  26040 Time(s)

WhatsPastHere8.JPG



WhatsPastHere9.JPG
 Description:
A wall at the end of the street?
 Filesize:  93.72 KB
 Viewed:  26038 Time(s)

WhatsPastHere9.JPG


Back to top
View user's profile Send private message AIM Address
Zhoul
Master Cheater
Reputation: 1

Joined: 19 Sep 2005
Posts: 394

PostPosted: Sat Dec 24, 2005 12:27 pm    Post subject: Reply with quote

Continued: Also, v0.5.2 C is attached to this post. Still, no 'Saved Locations' support, still no cheats, but a few new features and fixes are in. Also, try resetting your calibration 'to default'. There are better defaults in this version.

(see post http://forum.cheatengine.org/viewtopic.php?p=31536#31536 for the most recent version)



WhatsPastHere10.JPG
 Description:
Or is it.... ?
 Filesize:  56.5 KB
 Viewed:  26038 Time(s)

WhatsPastHere10.JPG



WhatsPastHere11.JPG
 Description:
Whoa!
 Filesize:  76.48 KB
 Viewed:  26037 Time(s)

WhatsPastHere11.JPG



WhatsPastHere12.JPG
 Description:
d0h! These people and their walls which aren't , and non-walls which are! This is... The End... (until expansion?)
 Filesize:  75.29 KB
 Viewed:  26036 Time(s)

WhatsPastHere12.JPG




Last edited by Zhoul on Wed Dec 28, 2005 3:28 pm; edited 1 time in total
Back to top
View user's profile Send private message AIM Address
cparty
Expert Cheater
Reputation: 0

Joined: 01 Dec 2005
Posts: 219

PostPosted: Sat Dec 24, 2005 2:37 pm    Post subject: Reply with quote

nice screens Zhoul Smile
To spoil the story for those who are going to complete the game:
On your last pursuit (with BMW after beating Razor) you have to evade the cops on heat 6 and your only chance is to take the jump over that bridge (tractor and piles of rock are gone).
Having a working encoding for the colors on the heightmap, driving all streets on the map right now, but there are plenty Razz
Also the game crashed already Confused

Before I leave for a few days I'm going to send Zhoul the Heightmap and some instructions. If I'm not posting anymore I wish you guys a merry xmas and a happy new year Smile

greets
cparty
Back to top
View user's profile Send private message
Zhoul
Master Cheater
Reputation: 1

Joined: 19 Sep 2005
Posts: 394

PostPosted: Sat Dec 24, 2005 5:23 pm    Post subject: Reply with quote

cparty wrote:
To spoil the story for those who are going to complete the game:

Wait... Spoil the story? I thought it was pretty bad already... as is... Twisted Evil
cparty wrote:

Before I leave for a few days I'm going to send Zhoul the Heightmap and some instructions. If I'm not posting anymore I wish you guys a merry xmas and a happy new year Smile
greets
cparty

Right-on bro Cool I knew we'd face some kind of issue with the height map and 16/32 bit colors/etc, but I also knew there were probably many ways around it... It just wasn't going to be /obvious

I was about to say "Great work!" - But I guess I have to wait to see it first /grin

I too will be pretty much AFK, at least until tomorrow night sometime. My GF is offering me a 'behind the scenes pass' - and asked that I come around the back way - so you know I'm totally going to take her up on that offer. (TMI) Twisted Evil Twisted Evil (she knows how to get me off the computer fo' sho')

Twisted Evil !Happy Holidays! Twisted Evil
Back to top
View user's profile Send private message AIM Address
Display posts from previous:   
Post new topic   Reply to topic    Cheat Engine Forum Index -> General Gamehacking All times are GMT - 6 Hours
Goto page Previous  1, 2, 3 ... 15, 16, 17, 18, 19, 20  Next
Page 16 of 20

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © 2001, 2005 phpBB Group

CE Wiki   IRC (#CEF)   Twitter
Third party websites