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Z003 Newbie cheater Reputation: 0
Joined: 11 Jan 2011 Posts: 13
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Posted: Tue Jan 11, 2011 4:24 pm Post subject: |
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Hi,
In 6.0 the code list no longer saves addresses as offsets. It now saves them as static values which makes them useless.
Previous it saved them as mydll.dll + 0x55
Now it evaluates mydll.dll to its address value (lets say 0x1000) saves it as 0x1055.
This is a huge problem as rarely do dlls get places in the same address space. 0x1055 is not guaranteed to be mydll.dll + 0x55.
Please revert saving back to run-time resolution instead of static address.
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Dark Byte Site Admin Reputation: 458
Joined: 09 May 2003 Posts: 25288 Location: The netherlands
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Posted: Tue Jan 11, 2011 4:36 pm Post subject: |
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Not sure why you say it's not as it is saving it as modulename+offset and alternative fallback when it can not locate the dll
if next time the program is started and mydll.dll is loaded at 0x5000 and you go to that address in the code list you'll notice it'll go to 0x5055
Of course, if the code you're adding is not in a dll then it won't use the modulename notation (e.g runtime generated code like flash)
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Z003 Newbie cheater Reputation: 0
Joined: 11 Jan 2011 Posts: 13
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Posted: Tue Jan 11, 2011 4:52 pm Post subject: |
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Here is an exceprt from my save file:
Code: | <Description>Code :je IModPlayerObserver::OnPreDeSpawnEntity+E6EF5</Description>
<Address>5C71B85E</Address>
<ModuleName/>
<ModuleNameOffset>0</ModuleNameOffset> |
Any idea why its not saving the ModuleName?
I go to memory view, "go to address" dialog, jump to WW2Mod.dll + 1BB85E.
I then rightclick and add to code list. It saves it as <Address>5C71B85E</Address> and doesn't seem to fill the ModuleName.
Edit: If I manually edit the save file it works
Last edited by Z003 on Tue Jan 11, 2011 4:59 pm; edited 1 time in total |
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Dark Byte Site Admin Reputation: 458
Joined: 09 May 2003 Posts: 25288 Location: The netherlands
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Posted: Tue Jan 11, 2011 4:55 pm Post subject: |
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Is that a save file ported from a 5.6.1 table to 6.0 or did you manually add this address yourself in the disassembler view ?
nvm, I see your edit. I'll check it out
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Dark Byte Site Admin Reputation: 458
Joined: 09 May 2003 Posts: 25288 Location: The netherlands
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Posted: Tue Jan 11, 2011 4:56 pm Post subject: |
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are you on a 32-bit or 64-bit os ?
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Dark Byte Site Admin Reputation: 458
Joined: 09 May 2003 Posts: 25288 Location: The netherlands
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Posted: Tue Jan 11, 2011 4:59 pm Post subject: |
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Yup, looks like the 64-bit version has a problem with getting the 32-bit processlist in the addcode list.
Just a sec. This one is important enough for a minor update
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Z003 Newbie cheater Reputation: 0
Joined: 11 Jan 2011 Posts: 13
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Posted: Tue Jan 11, 2011 5:01 pm Post subject: |
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I am on W7 64bit, new save (not ported).
I made a final edit to my previous post, so no rush on the update
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Dark Byte Site Admin Reputation: 458
Joined: 09 May 2003 Posts: 25288 Location: The netherlands
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Posted: Tue Jan 11, 2011 5:12 pm Post subject: |
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Well, if you feel like it you can redownload ce and it should work better
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Z003 Newbie cheater Reputation: 0
Joined: 11 Jan 2011 Posts: 13
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Posted: Tue Jan 11, 2011 8:20 pm Post subject: |
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wow, thank you for the ultra fast fix. definitely donation worthy!
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Geri Moderator Reputation: 111
Joined: 05 Feb 2010 Posts: 5636
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Posted: Wed Jan 12, 2011 2:01 am Post subject: |
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I have found a problem with value conversion in a game. The game is Bejeweled Blitz (1.0.6.4034). My script is this:
Code: | [ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048) //2kb should be enough
label(returnhere)
label(originalcode)
label(exit)
newmem: //this is allocated memory, you have read,write,execute access
pushad
pushfd
push eax
push '1'
call GetAsyncKeyState
shr ax,#15
cmp ax,1
pop eax
jne originalcode
add [eax+00000100],03E8
originalcode:
popfd
popad
mov ecx,[eax+00000100]
exit:
jmp returnhere
"popcapgame1.exe"+11FD5:
jmp newmem
nop
returnhere:
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
"popcapgame1.exe"+11FD5:
mov ecx,[eax+00000100]
//Alt: db 8B 88 00 01 00 00 |
is always compiled as
0130000A - 66 C1 E8 60 - shr ax,60
It is always 60, no matter what is the number that I put in.
If I change #15 to 0F, it will be perfect and the script is working.
And strangely, it is not happening in other games.
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Dark Byte Site Admin Reputation: 458
Joined: 09 May 2003 Posts: 25288 Location: The netherlands
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Posted: Wed Jan 12, 2011 6:19 am Post subject: |
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perhaps that game has defined the symbol #15
try (int)15
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Geri Moderator Reputation: 111
Joined: 05 Feb 2010 Posts: 5636
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Posted: Wed Jan 12, 2011 7:17 am Post subject: |
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Dark Byte wrote: | perhaps that game has defined the symbol #15
try (int)15 |
True, it is working with int.
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Krude Newbie cheater Reputation: 0
Joined: 12 Jan 2011 Posts: 15
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Posted: Wed Jan 12, 2011 12:54 pm Post subject: |
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So, here's a couple things about CE6. (Using Win7 x64)
First: Man, i've been waiting anxiously for this and it's finally here! A debugger for 64 bit!
1.
I noticed this:
(can't post URLs, copy&paste and replace the dot)
tinypic dot com/r/eium2t/7
Req... Requires what?
2.
Several 5.6.1 tables i tried throw up an Access Violation error upon loading. I've attached one i used for Recettear that does this.
Will you include backwards compatibility for CE5 tables like those am i shit outta luck?
Additionally, older Comments are broken. Several of my 5.6 tables had instructions and stuff in comments, but when i open them in CE6, they are gone.
3.
Really minor issude, but i did a clean install (Win7 x64) and upon first start CE opened the i386 tutorial for me instead of the x86-64 tut.
4.
Will the DirectX stuff come back eventually?
Description: |
Table refuses to open in CE6 with an Access Violation. |
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Filename: |
recettear.CT |
Filesize: |
7.49 KB |
Downloaded: |
527 Time(s) |
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Dark Byte Site Admin Reputation: 458
Joined: 09 May 2003 Posts: 25288 Location: The netherlands
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Posted: Wed Jan 12, 2011 1:02 pm Post subject: |
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1: requires dbvm. I don't recommend trying it in win7
2: I'll check it out, for now, open your old table in 5.6.1 and save it with .xml extension
then open that in ce 6
3: That's on purpose so new people don't get confused when they follow tutorials made by other people
4: Perhaps
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Dark Byte Site Admin Reputation: 458
Joined: 09 May 2003 Posts: 25288 Location: The netherlands
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Posted: Wed Jan 12, 2011 1:45 pm Post subject: |
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redownload ce and you should be able to load those tables fine.
comments are still missing though
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