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Tweaking an existing game trainer
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Jesper
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PostPosted: Tue May 25, 2010 1:31 pm    Post subject: Reply with quote

What's the game made in?
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Skull Kid
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PostPosted: Tue May 25, 2010 1:37 pm    Post subject: Reply with quote

SwallowIt wrote:
What's the game made in?


I think it's C++, but how do I check?
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Jesper
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PostPosted: Tue May 25, 2010 1:38 pm    Post subject: Reply with quote

Sorry about being unspecific in my question, is the game in the browser or not?
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Skull Kid
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PostPosted: Tue May 25, 2010 1:41 pm    Post subject: Reply with quote

SwallowIt wrote:
Sorry about being unspecific in my question, is the game in the browser or not?


It's made as a PC (offline) game.
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Jesper
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PostPosted: Tue May 25, 2010 1:46 pm    Post subject: This post has 1 review(s) Reply with quote

PM Me your teamviewer/msn details and I can help you out.
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hcavolsdsadgadsg
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PostPosted: Tue May 25, 2010 4:18 pm    Post subject: Reply with quote

saken wrote:
SwallowIt wrote:
You'll be better off just making a separate trainer for invincibility.


Ok. I guess I have to admit it, I'm a complete noob in programming.


just use cheat engine then.
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Skull Kid
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PostPosted: Fri May 28, 2010 3:40 pm    Post subject: Could this be it? Reply with quote

Could this be the keys that lead to these commands in the trainer?


Image.jpg
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Image.jpg



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atom0s
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PostPosted: Sat Jun 12, 2010 7:23 pm    Post subject: Reply with quote

From the look of the picture, yes. If you want to extend what it does, go down to the last key check and add a jump to a cave. You will need to do quiet a bit of work to add your own check and handler if you are looking to add an option to the trainer.

You are better off writing your own trainer, or create a table in CE and convert it to a trainer using CE's trainer maker.

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Skull Kid
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PostPosted: Sun Jun 13, 2010 4:44 am    Post subject: Reply with quote

Wiccaan wrote:
From the look of the picture, yes. If you want to extend what it does, go down to the last key check and add a jump to a cave. You will need to do quiet a bit of work to add your own check and handler if you are looking to add an option to the trainer.

You are better off writing your own trainer, or create a table in CE and convert it to a trainer using CE's trainer maker.


I see. Thanks for explaining that Smile

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Uzeil
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PostPosted: Sun Jun 13, 2010 5:15 am    Post subject: Reply with quote

Actually, if you want to add another one without bothering to add the text(though that may not be too hard either judging from this compiler), you may be able to add another into the program quite easily.

Sorry I haven't read the rest of the thread, just the last three posts but:

The method you're looking at does the following:

if GetAsyncKeyState(key: '1') returns that it has been pressed, call WriteProcessMemory([4034FC], <address to write to>, <where you've located what information to write>, <how many bytes of information to write>, [4AC4F7])

Then copy-paste for key's '2', '3', and '4'.

You could then hook the code after the next 'CALL <JMP.&USER32.GerAsyncKeyState>' to your own assembler code, in which you can completely copy-paste one of their segments (like address 4010DA to address 401119) into your own section of memory("code cave").
Then change out the "push 32" to be "push <your key>" (like 5 would be 35. www.asciitable.com),
and change the push [4031A9] to a push <whatever address you want to modify>
then change "push 04031Ad" to a push whereveryouallocatedsomebytes, (note that value markers [] aren't necessary since you would be hardcoding the address)
then change "push [4031B3]" to push <number of bytes you want to write> (again note that value markers [] aren't required since you hardcoded the address)


If you want to also have the text, you'll have to find another section where the text is printed and then it'd be doable.


On the other hand, if you want to write a trainer yourself to mimic this one, it wouldn't be hard at all. That pseudo-code I wrote earlier is basically the entire trainer, just copy-pasted 4 times for the 4 different keys, and with a GUI, full with a button that probably does ShellExecute or OpenProcess, and then stores the application's handle in a variable, which is then passed as the first parameter in WriteProcessMemory.

Also, if you want to make a trainer with CE's trainer maker, all you have to do to keep these ones is look on the right side there and copy-paste the "Address", "Number of bytes to write", then go to the actual address located at "Buffer = <this number>", and copy the number of bytes mentioned in "Number of bytes to write" as what you'll be writing to the address in the CE trainer.


I personally like the first set of instructions the most, as it honestly wouldn't take more than 5 minutes of your time, whereas all the others would take at least 15-20.

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