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Problem with Distance between to Points in 2D (Floats!)

 
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Dereta
How do I cheat?
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Joined: 21 Aug 2016
Posts: 7

PostPosted: Tue Mar 28, 2017 11:07 am    Post subject: Problem with Distance between to Points in 2D (Floats!) Reply with quote

Hey everyone Smile
I have some problems to calculate the distance between two position points.

In Calculator etc i know how to get it. But in ASM i don't figure out how i can do it.. my try was this:

Code:

alloc(playerX,8)
alloc(playerY,8)
alloc(monsterX,8)
alloc(monsterY,8)
alloc(distance,8)

playerX:
dd (float)0
playerY:
dd (float)0

monsterX:
dd (float)0
monsterY:
dd (float)0

distance:
dd (float)0

 // First get (mX - pX) hoch 2
  mov eax, [esi+6C]
  mov [monsterX], eax // Write Mob X

  mov eax, [game90.exe+005E0FD0]
  mov eax, [eax+C]
  lea eax, [eax+707] // Multilevel Pointer
  mov [playerX], eax // Write Player X


(code that work is exluded)
after i move the position in playerX and monsterX there are not the same as normal...

Any 1 can give me some tips how to save it correctly and calculating it right?

Thanks 4 any help Smile

Greatz Ben
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++METHOS
I post too much
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Joined: 29 Oct 2010
Posts: 3620

PostPosted: Tue Mar 28, 2017 11:33 am    Post subject: Reply with quote

Why are you wanting to calculate the distance? Are you trying to write a vac cheat or something else?

Please paste your script in its entirety and provide more details so that we can offer better help.
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Dereta
How do I cheat?
Reputation: 0

Joined: 21 Aug 2016
Posts: 7

PostPosted: Tue Mar 28, 2017 12:50 pm    Post subject: Reply with quote

what do you mean with vac cheat? ^^ don't unterstand. If you mean the Anti Cheat System from Valve. No this game dosen't use it.

For now it works.. but i have now small problems with div a value from a float..

I try to get Monsters that distance <= 100 teleported to me... (higher distance won't work correct) so i can attack/kill them

here's the complete ASM Code:
(I am grateful for suggestions for improvement and explanations)

it's my first try to make a hack this way.. so please don't be to hart to me :3
Code:

[ENABLE]

aobscan(MobLockFinal, 8B 07 89 86 84 04 00 00) // should be unique
alloc(newmem,$1000)
alloc(location,8)
alloc(substract,8)

alloc(playerX,8)
alloc(playerY,8)
alloc(monsterX,8)
alloc(monsterY,8)
alloc(distanceX,8)
alloc(distanceY,8)
alloc(distance,8)

label(code)
label(return)

location:
dd 0

substract:
dd (float)75

playerX:
dd (float)0
playerY:
dd (float)0

monsterX:
dd (float)0
monsterY:
dd (float)0

distanceX:
dd (float)0
distanceY:
dd (float)0
distance:
dd (float)0

newmem:
// Declare Code
code:
  pusha
  pushf
  // Rasse und Geschlecht prüfen (Mehrere Prüfungen notwendig!)
  lea eax, [esi+41C]
  cmp [eax], (int)10
  jle ende

  {
  // Waffenhaltung Prüfen (andere Spieler Pferde etc)
  lea eax, [esi+350]
  cmp [eax], (int)3
  ja ende
  }

  // Player on Horse?
  mov eax, [game90.exe+005E0FD0]
  mov eax, [eax+C]
  lea eax, [eax+63C]
  cmp eax, #11
  jae onHorse
  mov [substract], (float)0

  onHorse:

  // Check Mob Distsance to Player --------------
  // Write Monster X
  lea eax, [esi+484]
  movss xmm0, [eax]
  divss xmm0, [100] // Leads into crash
  movss [monsterX], xmm0

  // Write Monster Y
  lea eax, [esi+488]
  movss xmm0, [eax]
  divss xmm0, [100] // Leads into crash
  movss [monsterY], xmm0

  // Write Player X
  mov eax, [game90.exe+005E0FD0]
  mov eax, [eax+C]
  lea eax, [eax+770]
  movss xmm0, [eax]
  divss xmm0, [100] // Leads into crash
  movss [playerX], xmm0

  // Write Player Y
  mov eax, [game90.exe+005E0FD0]
  mov eax, [eax+C]
  lea eax, [eax+774]
  movss xmm0, [eax]
  divss xmm0, [100] // Leads into crash
  movss [playerY], xmm0

  // Calculate Distance
  // X
  movss xmm0, [playerX]
  subss xmm0, [monsterX]
  mulss xmm0, xmm0
  movss [distanceX], xmm0
  // Y
  movss xmm0, [playerY]
  subss xmm0, [monsterY]
  mulss xmm0, xmm0
  movss [distanceY], xmm0

  movss xmm0, [distanceX]
  movss xmm1, [distanceY]
  addss xmm0, xmm1
  movss [distance], xmm0

  {
  fld qword [distance]
  fsqrt
  fstp qword [distance]
  }

  cmp [distance], (float)100
  jae ende
  // Check Distance END --------------



  mov eax, [game90.exe+005E0FD0]
  mov eax, [eax+C]
  lea eax, [eax+770]
  movss xmm0, [eax]
  movss [esi+484], xmm0

  mov eax, [game90.exe+005E0FD0]
  mov eax, [eax+C]
  lea eax, [eax+774]
  movss xmm0, [eax]
  movss [esi+488], xmm0

  mov eax, [game90.exe+005E0FD0]
  mov eax, [eax+C]
  lea eax, [eax+778]
  movss xmm0, [eax]
  //addss xmm0, [substract]
  movss [esi+48C], xmm0

ende:
  // Finish All
  popf
  popa
  pop edi
  pop esi
  pop ebp
  ret 0004

MobLockFinal:
  jmp newmem
  nop
  nop
  nop
return:
registersymbol(MobLockFinal)
registersymbol(playerX)
registersymbol(playerY)
registersymbol(monsterX)
registersymbol(monsterY)
registersymbol(distanceX)
registersymbol(distanceY)
registersymbol(distance)

[DISABLE]

MobLockFinal:
  db 8B 07 89 86 84 04 00 00

unregistersymbol(MobLockFinal)
unregistersymbol(playerX)
unregistersymbol(playerY)
unregistersymbol(monsterX)
unregistersymbol(monsterY)
unregistersymbol(distanceX)
unregistersymbol(distanceY)
unregistersymbol(distance)
dealloc(newmem)
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FreeER
Expert Cheater
Reputation: 6

Joined: 09 Aug 2013
Posts: 152

PostPosted: Tue Mar 28, 2017 1:45 pm    Post subject: Reply with quote

Code:

divss xmm0, [100] // Leads into crash


yeah... remember that [] are used for accessing/indexing/dereferencing memory addresses? Well what this is saying is divide the float in xmm0 by the value at address 100 (in hex so 16*2 or 256 in base 10/decimal)... that's probably not what you meant to say Smile

You'll need to store 100 (as a float) somewhere in memory (or find a, probably static, address storing 100 that you can make use of) or load 100 into an xmm register and use
Code:
divss xmm0, xmmX
.

I didn't see any other obvious issues, but I really only skimmed over the code after finding the above issue.


Last edited by FreeER on Tue Mar 28, 2017 6:01 pm; edited 1 time in total
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++METHOS
I post too much
Reputation: 74

Joined: 29 Oct 2010
Posts: 3620

PostPosted: Tue Mar 28, 2017 4:16 pm    Post subject: Reply with quote

vac == vacuum == teleport all desired characters/objects to a location of your choosing and keep them there until you choose otherwise
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Dereta
How do I cheat?
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Joined: 21 Aug 2016
Posts: 7

PostPosted: Tue Mar 28, 2017 4:33 pm    Post subject: Reply with quote

yeah some sort of this.. all works so far Very Happy teleport etcpp
but i cann't exclude some monsters that a from an other type... :'D because i dosen't find any difference beetween them and the other monsters... but thx so far.
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++METHOS
I post too much
Reputation: 74

Joined: 29 Oct 2010
Posts: 3620

PostPosted: Tue Mar 28, 2017 7:56 pm    Post subject: Reply with quote

Some tips for code segregation:

++METHOS wrote:
  • You can use a pointer address for your filter, inside of your script, for the value that you are trying to manipulate.
  • You can use pointer trees inside of the data structure to find something viable.
  • You can shift the data structure (+ or -) and/or expand its size to find something useful.
  • You can use the structure spider to find workable strings and/or for comparative analysis.
  • You can check the register values by attaching the debugger or setting a breakpoint to see if something can be used for your filter.
  • You can check to see if there are any instructions that are exclusive to the address/value that you are trying to manipulate and store the address for your filter by creating a second injection point.
  • You can check to see if there are any instructions that are exclusive to any other address/value inside of the data structure for the address/value that you are trying to manipulate and store the address for your filter by creating a second injection point.
  • You can analyze assembly code to see if an identifier is being checked or assigned somewhere.
  • Et al.
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