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DeadlySoul Newbie cheater
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Joined: 16 Sep 2012 Posts: 11
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Posted: Sat Apr 26, 2014 1:08 am Post subject: Need some help with monster vac/auto assemble/code injection |
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Lets see where to start..
I'm trying to make a monster vacuum hack for the game "Secrets of Grindea".
So far I have:
-the base address for the coordinate of 1 monsters x and y position
-the base address for the coordinate of my characters x and y position
-the base address that accesses every monsters position (i think)
I searched for the base addresses via pointer scan since the addresses change every 10 - 20 minutes/the game is restarted or by re-entering the map.
I stumbled on a cheat template from someone else that has a monster vac and tried to change the values to my own but I'm getting an error.
Here is what I have so far:
Code: | [ENABLE]
alloc(newmem,2048)
label(returnhere)
label(originalcode)
label(x)
label(y)
newmem:
push edi
mov edi,[[[[[[["THREADSTACK0"-00000318]+7E8]+2F8]+650]+8]+50]+C] //base address of characters y coordinate
mov [y],edi
mov edi,[[[[[[["THREADSTACK0"-00000318]+7E8]+2F8]+650]+8]+50]+8] //base address of characters x coordinate
mov [x],edi
mov [edx+04],edi
mov edi,[x]
mov [edx],edi
pop edi
jmp originalcode
x:
dd 0
y:
dd 0
originalcode:
fld dword ptr [edx]
jmp returnhere
[[[[[["THREADSTACK0"-00000318]+39C]+210]+54]+114]+4A1]: //base address of mob coordinates
jmp newmem
nop
returnhere:
[DISABLE]
dealloc(newmem)
[[[[[["THREADSTACK0"-00000318]+39C]+210]+54]+114]+4A1]:
fld dword ptr [edx] |
and the error I get is:
Code: | Error in line 11 (mov edi,[[[[[[["THREADSTACK0"-00000318]+7E8]+2F8]+650]+8]+50]+C]) :This instruction can't be compiled |
I'm not yet that familiar with both the Auto Assemble and the Memory View but do know the basic idea of some of it.
Would really appreciate any kind of help!
Ty |
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DeadlySoul Newbie cheater
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Joined: 16 Sep 2012 Posts: 11
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Posted: Sun May 04, 2014 9:38 am Post subject: |
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After reading through a few threads and tutorials about 'Auto Assembly' and the 'Memory Viewer', I now understand more than I have when I first started this thread (especially about Memory Viewer). I'm also going to take a few steps back and start small instead of jumping to something that I'm not that good with (yet).
So instead of making a 'Monster Vac' that teleports every enemy on the current map, in front of me, I'm first trying to 'Vac'/teleport only the X-position of every enemy to a position I specified. Once it's working, I'll do the same with the Y-position, then finally after I got that working, I'll try to 'Vac'/teleport the enemies to the chars current position (+/- a few coords off, so that they get vac'ed directly in front of me).
But for some reason the Auto Assemble script I have isn't doing anything ):
I'm pretty sure I have the right instruction/opcode, unless I have to dig deeper (which I'm not sure how to do).
Here's an Imgur album of the steps I take to get the (what I think is) right instruction/opcode: imgur . com/a/jX4wO
And here's the AA script I have that I puzzled together from SteveAndrew's Plants vs. Zombies 'Zombie Vac':
Code: | [ENABLE]
alloc(Vac,2048)
label(VacRet)
label(originalcode)
label(DontScrewUpFlags)
label(LockToThisXCoordinate)
originalcode: //original instructions from address 0A0A71DC
lea edx,[esi+08]
fld dword ptr [edx]
0A0A71DC: //current address where instructions for enemy-coords are. will change to aob once its working
jmp Vac
VacRet:
Vac:
fstp st(0) //pop the top of the floating point stack and discard it's value?
fld dword ptr [LockToThisXCoordinate] //no idea what this does and how it works
fld dword ptr [edx] //same with this. what does fld/fstp stand for and what does it do?
jne DontScrewUpFlags
DontScrewUpFlags: //no idea if I actually need this or not. copied from different ct and thought I need it
lea edx,[esi+08] //original instruction
jmp VacRet
LockToThisXCoordinate: //coord to vac enemies X-position to
dd (float)656
[DISABLE]
dealloc(Vac)
0A0A71DC:
lea edx,[esi+08]
fld dword ptr [edx] |
So yeah, I //commented on the things that are unclear to me. The tutorials I read only cover things like mov, jmp, add/sub, inc/dec, lea, but nothing about fld/fstp (floaters).
I would really appreciate it if somebody could help me out a bit and guide me in the right direction!
TY |
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++METHOS I post too much
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Joined: 29 Oct 2010 Posts: 4197
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Posted: Sun May 04, 2014 10:48 am Post subject: |
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I would recommend starting over. The FIRST thing that you should do is find one of the coordinates for your hero player. When you have narrowed down your results, you should CHECK them, one by one, to make sure that you are working with the correct set of coordinates. The way I check them:
1. Change the coordinate value to make sure that the hero character will actually teleport to that location and stay there.
2. Teleport across the map a couple of times to make sure that this particular set of coordinates will allow the hero character to teleport through objects (not all of them will). A good way to check this is by changing the coordinate value and seeing if it actually changes to that inputted value (or very close)...if the value changes, but only half-way, for example, then it's no good.
Once I have determined that I have the correct coordinate (X), I will add the other coordinates (Y & Z) to my cheat table by copying the first coordinate (X) and pasting it back in to the table two times (giving a total of 3 addresses), then, renaming the two added addresses and adjusting their offset accordingly since they are usually all just 4 bytes apart.
Now, once you have done that, THEN you can proceed to 'find what accesses' for your base coordinate (X).
Note: If you prefer to look for your (Y) coordinate first, you can do that, instead. Just remember, when you check 'find what accesses', you only need to do that for your base coordinate (X).
In the debugger window, if you check, you may see that several instructions are accessing multiple addresses. You will also see that some of the instructions are being accessed many times per second (some more than others). What we want to do is use one of the instructions that is being accessed the most, that also accesses other addresses (enemy coordinates). Once you have chosen one, you can check it in memory viewer to ensure that the addresses that are being accessed are ONLY coordinate addresses and not mixed with coordinates AND non-coordinate addresses that could crash the game if altered. In your game, you could see that ONLY coordinate addresses were being accessed because of the value and how many addresses there were relative to the characters in-game.
From here, you can write a simple script to test if this instruction is going to work well for you, or, you can just NOP the instruction to see what happens. This can give you some idea about whether or not this particular instruction is going to work or not. You may also find some cool effects that you can utilize for making other cheats. Once you have determined that the instruction will work, you may proceed with writing your teleport/vac script. I can help you with that. If you determine that this particular instruction will not be suitable, move on to the next viable instruction in your debugger list and repeat the steps above.
I can tell you, that, unless you are able to find instructions that are exclusive to your hero character and/or exclusive to enemy characters, you WILL have to use a filter to separate your hero character from the enemy characters and vice versa. That being said, if you are not familiar with how to dissect data structures, you WILL need to learn. |
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DeadlySoul Newbie cheater
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Joined: 16 Sep 2012 Posts: 11
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Posted: Tue May 06, 2014 4:14 am Post subject: |
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Alright so I have the address of my characters X/Y(/Z) coordinates. When I change the Value, my character teleports and I can move. I can even teleport outside some of the boundaries or borders and just walk on air or on water, but I can't teleport directly onto some objects. It will push me directly besides them.
Gif example: gfycat . com/MajesticGrotesqueHamadryad
Note: You can resize the gif by dragging it
Now when I right click the X-Address of my character and select 'Find out what accesses this address', I get the following instructions:
Code: | Count Instruction
50(1) 063074F7 - 3A 40 08 - cmp al,[eax+08]
50(1) 063074FD - F3 0F7E 06 - movq xmm0,[esi]
50(1) 06307617 - 3A 40 08 - cmp al,[eax+08]
50(1) 06307620 - F3 0F7E 00 - movq xmm0,[eax]
50(1) 06307763 - 3A 40 08 - cmp al,[eax+08]
50(1) 06307776 - 66 0FD6 07 - movq [edi],xmm0
50(1) 14BEC399 - 3A 40 08 - cmp al,[eax+08]
50(1) 14BEC3A2 - F3 0F7E 00 - movq xmm0,[eax]
50(8) 06063337 - 3A 40 08 - cmp al,[eax+08]
50(8) 0606333D - D9 00 - fld dword ptr [eax]
50(8) 0606336B - 3A 40 08 - cmp al,[eax+08]
50(8) 0606346D - 3A 40 08 - cmp al,[eax+08]
50(8) 06063473 - D9 00 - fld dword ptr [eax]
50(8) 060634A1 - 3A 40 08 - cmp al,[eax+08]
50(8) 0606353B - 3A 40 08 - cmp al,[eax+08]
50(8) 06063541 - D9 00 - fld dword ptr [eax]
50(8) 0606356F - 3A 40 08 - cmp al,[eax+08]
150(1) 06063B1E - 3A 40 08 - cmp al,[eax+08]
150(1) 06063B24 - F3 0F7E 06 - movq xmm0,[esi]
4321(8) 060643C3 - 3A 42 08 - cmp al,[edx+08]
4321(8) 060643C9 - F3 0F7E 06 - movq xmm0,[esi]
1243(8) 060662B4 - 3A 40 08 - cmp al,[eax+08]
1243(8) 060662BA - D9 00 - fld dword ptr [eax]
98(1) 06067015 - 3A 42 08 - cmp al,[edx+08]
98(1) 0606701B - D9 00 - fld dword ptr [eax]
98(1) 0606702F - 3A 42 08 - cmp al,[edx+08]
49(1) 0BF54777 - 3A 46 08 - cmp al,[esi+08]
49(1) 0BF54780 - F3 0F7E 06 - movq xmm0,[esi]
49(1) 0BF54D8D - 3A 46 08 - cmp al,[esi+08]
49(1) 0BF54D93 - F3 0F7E 06 - movq xmm0,[esi]
2(2) 060685CF - 3A 41 08 - cmp al,[ecx+08]
2(2) 060685D5 - F3 0F7E 06 - movq xmm0,[esi]
2(1) 058AD970 - 3A 40 08 - cmp al,[eax+08]
6(8) 0606AEC2 - 3A 40 08 - cmp al,[eax+08]
10(8) 0606AED7 - 3A 40 08 - cmp al,[eax+08]
2(1) 05FC72DD - 3A 41 08 - cmp al,[ecx+08]
2(1) 05FC72E3 - F3 0F7E 06 - movq xmm0,[esi]
29(1) 088B8835 - 3A 40 08 - cmp al,[eax+08]
29(1) 088B883E - F3 0F7E 00 - movq xmm0,[eax] |
I checked them all out in the disassembler ('Find out what addresses this instruction accesses') and the ones with Count(1) only access my character and the ones with Count(8) access my character and the 14 enemies that are on the map.
After going through all the instructions NOP'ing them 1 by 1 and checking ingame for a difference, only 4 instructions did something noticeable:
Code: | 4321(8) 060643C9 - F3 0F7E 06 - movq xmm0,[esi]
Lets me and enemies pass through things (Z coord?)
49(1) 0BF54780 - F3 0F7E 06 - movq xmm0,[esi]
Camera position. When NOP'ing this, the camera moves to the top left corner X/Y = 0/0
50(1) 063074FD - F3 0F7E 06 - movq xmm0,[esi]
Character position. When NOP'ing this, my character teleports to the top left corner of the map, being at the coords X/Y = 0/0 and I can't move/teleport unless I restore it with the original code
2(1) 05FC72E3 - F3 0F7E 06 - movq xmm0,[esi]
Makes my character invisible |
Now I'm wondering if this is the right approach, since you said that we are looking for an instruction that is being accessed the most and that also accesses other addresses (enemy coordinates). But the only instruction that has to do with my characters X/Y position has a low count(50) and only accesses my character and not the enemies.
From what I can tell by this is that my characters X/Y position has its own instruction and the enemies X/Y position has its own instruction, but my characters and the enemies Z position have the same instruction, which means that I don't have to dissect the data structure. Or am I wrong?
By the way, if you took a look at the gif I posted above, you can see that the address of my characters Z position is nowhere near the X and Y address and that the value is a bit weird.
On second thought though: could there be an instruction that accesses both my characters and enemies X/Y position near the instruction that accesses both enemies and my Z position (the address with the high count 4321(8) )? But then again.. wouldn't it also show up on the debugger?
Anyway, sorry for the wall of text, but I was/am trying to be as specific as I can and give as much info as I can. And thanks for helping out! |
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++METHOS I post too much
Reputation: 92
Joined: 29 Oct 2010 Posts: 4197
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Posted: Tue May 06, 2014 1:07 pm Post subject: |
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DeadlySoul wrote: | Alright so I have the address of my characters X/Y(/Z) coordinates. When I change the Value, my character teleports and I can move. I can even teleport outside some of the boundaries or borders and just walk on air or on water, but I can't teleport directly onto some objects. It will push me directly besides them. | -This is okay, as long as you can teleport through the objects...which it appears you can. Since this game is 2D, it is common to not be able to teleport on objects without experiencing some unusual things.
DeadlySoul wrote: | Now when I right click the X-Address of my character and select 'Find out what accesses this address', I get the following instructions:
After going through all the instructions NOP'ing them 1 by 1 and checking ingame for a difference, only 4 instructions did something noticeable:
Code: | 4321(8) 060643C9 - F3 0F7E 06 - movq xmm0,[esi]
Lets me and enemies pass through things (Z coord?)
49(1) 0BF54780 - F3 0F7E 06 - movq xmm0,[esi]
Camera position. When NOP'ing this, the camera moves to the top left corner X/Y = 0/0
50(1) 063074FD - F3 0F7E 06 - movq xmm0,[esi]
Character position. When NOP'ing this, my character teleports to the top left corner of the map, being at the coords X/Y = 0/0 and I can't move/teleport unless I restore it with the original code
2(1) 05FC72E3 - F3 0F7E 06 - movq xmm0,[esi]
Makes my character invisible |
| -This is good. You have a lot to work with.
DeadlySoul wrote: | Now I'm wondering if this is the right approach, since you said that we are looking for an instruction that is being accessed the most and that also accesses other addresses (enemy coordinates). | -The reason for this is simple. If you want to create a vac/teleport cheat, it is best to find an instruction that is accessing ALL coordinates (which is basically, always the case)...but you also want an instruction that is being accessed several times per second. The reason for this is because the we want the effect to be instantaneous (and) constant. So, when we teleport our character, we want it to happen immediately...without having to wait or without having to move first etc. Also, when we vac enemies, we want the 'vacuum' to be constant...so that the enemies cannot walk away from the vac point at all. If we were to use an instruction that was only being accessed once per second (for example), then our cheats would not be very good.
DeadlySoul wrote: | But the only instruction that has to do with my characters X/Y position has a low count(50) and only accesses my character and not the enemies. | -How long did you let the debugger run? You have a couple of entries that access your character's coordinates 90+ times. Also, are you saying that the instructions that accesses the enemies coordinates are not accessing your character's coordinates also?
DeadlySoul wrote: | From what I can tell by this is that my characters X/Y position has its own instruction and the enemies X/Y position has its own instruction, but my characters and the enemies Z position have the same instruction, which means that I don't have to dissect the data structure. Or am I wrong?
By the way, if you took a look at the gif I posted above, you can see that the address of my characters Z position is nowhere near the X and Y address and that the value is a bit weird. | -This is a 2D game...the Z coordinate is probably nonexistent.
Is this game offline and can be downloaded? |
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DeadlySoul Newbie cheater
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Joined: 16 Sep 2012 Posts: 11
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Posted: Tue May 06, 2014 2:45 pm Post subject: |
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Quote: | -How long did you let the debugger run? |
I let it run for about 10 seconds.
Quote: | Also, are you saying that the instructions that accesses the enemies coordinates are not accessing your character's coordinates also? |
All the instructions in the debugger that have count(8) are being accessed 15 times (14 enemies on the current map + 1 my character).
But like I said, I checked all the instructions in the disassembler, NOP'ing them 1 by 1 and checked ingame if it had any visual/noticeable effect, but the only instruction that is being accessed 15 times (14 enemies,+1 my char) is this one:
Code: | 4321(8) 060643C9 - F3 0F7E 06 - movq xmm0,[esi]
Lets me and enemies pass through things (Z coord?) |
Quote: | -This is a 2D game...the Z coordinate is probably nonexistent. |
It actually is kind of.. because when I for example change the value to 10 and stand near the enemies, they can't hit me.
Quote: | Is this game offline and can be downloaded? |
You can play either single player which is offline or host a game and play with others (I'm trying to do this for single player). There is a demo version available which I think should be ok for testing with CE.
secretsofgrindea . com/index.php/demo
edit: BTW, am I looking for the counts from the instructions in the debugger being accessed by the X-address, or the counts for the address/es being accessed by the instruction in the disassembler? Since both have different counts..
That sounds a little confusing.. Here's a pic to better explain what I mean: i.imgur . com/jQpivn4.png
Last edited by DeadlySoul on Tue May 06, 2014 3:54 pm; edited 1 time in total |
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++METHOS I post too much
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Joined: 29 Oct 2010 Posts: 4197
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Posted: Tue May 06, 2014 3:54 pm Post subject: |
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DeadlySoul wrote: | I let it run for about 10 seconds. | -Okay, that's not bad. Personally, I would just use an instruction that is being accessed the most and just filter out your hero player. If you make a teleport cheat, you will not have to do this, but if you make a vac cheat, you will have to filter your hero player out anyway. So, if you decide to make a teleport cheat and a vac cheat, you can just use the same instruction for both.
DeadlySoul wrote: | NOP'ing them 1 by 1 and checked ingame if it had any visual/noticeable effect, but the only instruction that is being accessed 15 times (14 enemies,+1 my char) is this one: | -I assume you mean, the only instruction that had any noticeable effect in-game (and) was accessing ALL coordinates was this one...? Anyway, you do not have to use an instruction that has a noticeable effect on character movement. You nop these instructions for testing purposes (because not all instructions may actually work for a vac cheat), and, as an added bonus, to see if you can make any other cheats from them (such as walk-through-walks etc.).
DeadlySoul wrote: | It actually is kind of.. because when I for example change the value to 10 and stand near the enemies, they can't hit me. | -It could be something else...however, you could also be right. Nonetheless, you do not need the Z coordinate for a teleport/vac cheat for this game...wouldn't you agree?
DeadlySoul wrote: | You can play either single player which is offline | -If I have time, I may check it out. In the meantime, you can try to dissect data structures and see if there is any unique value that can be used for filtering purposes for your vac cheat.
DeadlySoul wrote: | edit: BTW, am I looking for the counts from the instructions in the debugger being accessed by the X-address, or the counts for the address/es being accessed by the instruction in the disassembler? Since both have different counts..
That sounds a little confusing.. Here's a pic to better explain what I mean: i.imgur . com/jQpivn4.png | -The debugger window (that shows all of the instructions). You have two counts there...the number of times each instruction is accessing that particular address (X coordinate address), and the number of addresses (up to 8 ) that each particular instruction is accessing. |
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lamafao Expert Cheater
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Joined: 17 Apr 2013 Posts: 130
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Posted: Tue May 06, 2014 4:08 pm Post subject: |
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Is that how it looks now? I have ce6.3 but it doesn't look like that for me, maybe i have an older version.
Did you try looking at the instructions with 4321 or 1243+ count? I think that's what you want? |
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DeadlySoul Newbie cheater
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Joined: 16 Sep 2012 Posts: 11
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Posted: Tue May 06, 2014 4:29 pm Post subject: |
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Quote: | In the meantime, you can try to dissect data structures and see if there is any unique value that can be used for filtering purposes for your vac cheat |
Sorry, not sure what exactly you mean or to do. Do you mean
Quote: | use an instruction that is being accessed the most and just filter out your hero player |
if yes, do you know a tutorial from someone that explains what I'm after?
lamafao wrote: | Is that how it looks now? I have ce6.3 but it doesn't look like that for me, maybe i have an older version. |
I'm also using CE6.3, but I have a win7 theme installed which changes the windows a bit. It's called 'Placebo by Solmiler' on deviant art if you want to check it out.
lamafao wrote: | Did you try looking at the instructions with 4321 or 1243+ count? I think that's what you want? |
I only checked what addresses they access and NOP'ing them, nothing else |
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++METHOS I post too much
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Posted: Tue May 06, 2014 4:48 pm Post subject: |
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DeadlySoul wrote: | Sorry, not sure what exactly you mean or to do. Do you mean
if yes, do you know a tutorial from someone that explains what I'm after? | -Follow the Cheat Engine tutorial (last step, I believe) and Geri's guide covering structure dissection.
Meanwhile, here is a basic table for Teleport + Vac.
Last edited by ++METHOS on Tue May 06, 2014 9:56 pm; edited 1 time in total |
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DeadlySoul Newbie cheater
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Posted: Tue May 06, 2014 6:43 pm Post subject: |
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++METHOS wrote: |
Meanwhile, here is a basic table for Teleport + Vac:
but it does vac EVERYTHING. You can change the instruction if you want. :D |
Oh wow.. yeah sry I just noticed that I made a mistake in my previous post:
DeadlySoul wrote: | All the instructions in the debugger that have count(8) are being accessed 15 times (14 enemies on the current map + 1 my character) |
which is not entirely true oopsie. There are 2 instructions that access a bunch of addresses which are
Code: | 6(8) 0606AEC2 - 3A 40 08 - cmp al,[eax+08]
10(8) 0606AED7 - 3A 40 08 - cmp al,[eax+08] |
and the second one is the one you used.
They all seem to be floater values of all the objects on the current map, which is probably the reason why everything gets vac'ed.
But this is amazing.. Here I am trying for days to get something to work and you do it withing minutes haha. Looks like I still got a lot to learn and practice. I'll have a better look at your script once I understand data/structure dissection better and get a hang of it.
I have a question though: Why did you choose a instruction that has a low count? I thought the ones with the most counts are better as they are being accessed more? Or doesn't it really matter which one I choose?
Anyway, thx for the help so far!
Last edited by DeadlySoul on Tue May 06, 2014 7:06 pm; edited 2 times in total |
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++METHOS I post too much
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Posted: Tue May 06, 2014 6:50 pm Post subject: |
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Yes...but like I said, you can change the instruction.
I did not spend much time on it, but it is good for a reference and to tackle structure dissection. |
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lamafao Expert Cheater
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Posted: Tue May 06, 2014 7:49 pm Post subject: |
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++METHOS wrote: | Yes...but like I said, you can change the instruction.
I did not spend much time on it, but it is good for a reference and to tackle structure dissection. |
I am just wondering do you use any other methods to filter out mobs?
Lets say x coord was at esi+08
Recently i started doing this : If i can't find differences fast enough i just get my X from a pointer into a random register and then just compare it to esi+08, works great with save/load/vac(If the instruction accesses only mobs & player).
Trying to find differences between mobs/player is the most annoying thing ;s
Edit:
Also i've noticed your script has the same problem as my. If you vac mobs then they just become invincible or player becomes invincible, not sure.
Last edited by lamafao on Tue May 06, 2014 8:34 pm; edited 1 time in total |
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++METHOS I post too much
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Posted: Tue May 06, 2014 8:33 pm Post subject: |
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Yes. You can check the register values by setting a breakpoint on the instruction (even better, set up a filter first and set a breakpoint in your codecave). You can use a secondary instruction that is exclusive to hero and compare the value of that register in your primary script for filtering. You can compare against pointer addresses. You can use data structures, look inside pointer trees, compare multiple values, compare multiple structures with structure spider and even create your own ID etc..
lamafao wrote: |
Edit:
Also i've noticed your script has the same problem as my. If you vac mobs then they just become invincible or player becomes invincible, not sure. | -No way to avoid this because of how the game is programed. Just change your vac location (e.g. progress further and then vac at that location).
I went ahead and changed the instruction to something more manageable:
F1 - Save Location
F2 - Load Location
F3 - Vac All
F4 - Turn Vac Off |
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DeadlySoul Newbie cheater
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Posted: Wed May 07, 2014 10:29 am Post subject: |
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Data/Structure Dissection seems to be pretty simple, at least when it's something basic. I'll still have to look into the more advanced stuff like the ones you listed:
-comparing against pointer addresses
-looking inside pointer trees
-comparing multiple structures with structure spider
-creating my own ID
For now I'll concentrate on the more simpler stuff. I'm afraid I'll get confused and forget something or screw something up if I try to learn too much at once, but then again, screwing up is part of learning :D
1 thing I never checked is if something else accesses the instruction besides hero and enemies.. well I did somewhat, but after checking out your script I noticed that even some skills get vac'ed which I never considered checking..
It's actually pretty convenient but would probably be better to filter out/use a different instruction and make it a separate code entry. |
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