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masJK How do I cheat? Reputation: 0
Joined: 06 Oct 2005 Posts: 5
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Posted: Fri Oct 07, 2005 1:54 am Post subject: Unknow initial value search |
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Can anyone giv eme a tut on how to do it, for example finding the value to change in order to make me jump higher
thx
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Dark Byte Site Admin Reputation: 458
Joined: 09 May 2003 Posts: 25287 Location: The netherlands
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Posted: Fri Oct 07, 2005 2:10 am Post subject: |
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lets say the address you want to find has value 15.0 when you're on the ground and 25 when you're in the sky after a jump (but you dont know that)
so do a unknown intiial value scan, jump, search for increased, when back on the ground search for decreased. walk arround a bit but stay at the same height and do unchanged, and repeat that
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Zhoul Master Cheater Reputation: 1
Joined: 19 Sep 2005 Posts: 394
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Posted: Mon Oct 24, 2005 6:35 pm Post subject: |
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I think what he might be asking for, is how to find constants which are unknown. Such as, the force you jump, when you press the jump button (which is probably defined *somewhere* in the hundreds of megs of memory of a game.)
This is like trying to find a needle, in a hay universe, but not impossible.
One method, Using mario as a visual example, since everyone knows mario...
I would first find the value that defines mario's current vertical placement by doing an unknown initial value scan, then jump and mid-air pause, then search for "changed value". Unpause, let him hit the ground, pause, scan for "Changed value", stay in the same exact spot, then do a few "Unchanged value" searches. Keep doing this until you find that value.
Once that value is found, then you can right-click it and "Find out what writes to this value", and jump. This will show you the code that is used to force mario to the skies. From there, you can follow the code backward, to see where it is snagging the constant for jump velocity.
These constants are stored in the front-most parts of memory, since they are defined as the game/level loads, so that helps narrow the search a bit.
In some cases, it might just be easier to directly modify the assembly that determines how hard to sling mario, completely ignoring the constant itself.
At first, it appears difficult to modify assembly, but once you stare at it long enough, and in many different situations, it starts to make sense.
For something like this, look for lines that do things like MULT and FMULT, as velocity is usually calculated using multiplication/division (notice that you can jump shorter/higher based on how long you press jump). If you see a line that FMULT's ESI+00000058, then see what ESI is (using the "more information" button), add 00000058, and that is most likely the address for the constant that defines the force for the jump.
When trying to add one hex number to another, use windows calculator, click view/scientific, and a Hex feature is then available (as adding hex 58, is like adding decimal 8
The great thing about finding constants like these, is that they are usually found at the same exact place in memory, every time.
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