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Desert Thunder Trainer creation help required

 
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SILENT_SUFFERER
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PostPosted: Wed Jun 27, 2012 4:36 pm    Post subject: Desert Thunder Trainer creation help required Reply with quote

Hi people I need some help badly. I got a game called Desert Thunder and I need help hacking the ammo. I can find the value for the ammo but I'm struggling with the pointers. Please can somebody help me
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Fresco
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PostPosted: Thu Jun 28, 2012 2:53 am    Post subject: Reply with quote

read here:
http://forum.cheatengine.org/viewtopic.php?t=552974

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SILENT_SUFFERER
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PostPosted: Thu Jun 28, 2012 2:07 pm    Post subject: Reply with quote

Attached is a screen dump of ce and all the info if somebody can maybe walk me through this as I can find this values pointer but can't find the pointers pointer


First%20Scan%20Of%20Pointer.png
 Description:
Here is what I get when I find out what accesses the address where the ammo value is stored
 Filesize:  125.24 KB
 Viewed:  19242 Time(s)

First%20Scan%20Of%20Pointer.png


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Fresco
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PostPosted: Fri Jun 29, 2012 8:40 am    Post subject: Reply with quote

try pointer scanner, it's much easier to teach Smile
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SILENT_SUFFERER
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PostPosted: Sat Jun 30, 2012 2:38 am    Post subject: Reply with quote

Okay could you then please tell me how to use the pointerscan option properly. I am trying to do it by figuring it out but im not coming right
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Fresco
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PostPosted: Sat Jun 30, 2012 3:36 am    Post subject: Reply with quote

just right click the address > hit > pointer scan this address > click ok > wait at least 20 minutes > click stop > save the pointer scan (some gigabytes) > restart the game, > open the new process > find the address again (just use the code, right click on the code and hit find out what this code writes to) > open pointer scanner by going > memory viewer > ctrl + p > open the saved file > click rescan (ctrl + r) > give the new address > > > repeat a few times the restart game and rescan procedure, and there you go > there shoud be a list will thousands of valid (working) pointers, pick one of your choice, and double click it, save the ce table.
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SILENT_SUFFERER
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PostPosted: Sat Jun 30, 2012 6:07 am    Post subject: Reply with quote

I have attached a screendump of the pointers I have managed to narrow it down to only 14 base pointers. The highlited one is the only one I found that doesnt cause the game to crash. However I cant seam to get it to automaticly point to the right address please help me somebody


Pointer Scaner.png
 Description:
 Filesize:  48.02 KB
 Viewed:  19126 Time(s)

Pointer Scaner.png


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Fresco
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PostPosted: Sat Jun 30, 2012 7:54 am    Post subject: Reply with quote

try to increase the pointer level like more that 5
if that doesn't work either try increasing the max offset, but i doubt an offset bigger that 2048.

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xxmm94
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PostPosted: Sun Jul 01, 2012 10:45 am    Post subject: Reply with quote

code injection will be more easier if you have problems
finding the right pointer
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SILENT_SUFFERER
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PostPosted: Tue Jul 03, 2012 2:09 pm    Post subject: Reply with quote

Okay I have figured out that EBX is the value of my ammo so how would I use code injection to make it not decrease
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Fresco
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PostPosted: Tue Jul 03, 2012 3:08 pm    Post subject: Reply with quote

nop it Very Happy
kidding,
Code:
mov [ebx],eax

this means that [ebx] is the address of your ammo like you said.
and that after the code's execution, the value of address ebx will be the value eax
therefore, make a label
Code:
label(newlabel)

registersymbol it
Code:
registersymbol(newlabel)

declare it's position maybe after the newmem
Code:
nemem:
//code...
newlabel:
db 00 00 00 00

and the last thing
modify the original code:
Code:
from:
mov [ebx],eax

Code:
to:
mov [ebx],[newlabel]

now add a new address to the table and give the address: newlabel
change the newlabel address value into wahtever you want
the new value of your ammo should be the value of the address newlabel
hope you understood Smile

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SILENT_SUFFERER
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PostPosted: Wed Jul 04, 2012 11:20 am    Post subject: Reply with quote

so my code should look exactly like this which i can just put in the cheat table lua scripting section and add just like this to the table?(if i got it wrong please forgive me never used lua scripting before)
Code:
label(newlabel)
registersymbol(newlabel)
nemem:
//code...
newlabel:
db 00 00 00 00



assembly code.png
 Description:
Here isa screan dump of the code. The highlited code is the one that gets run when I shoot and my ammo changes. Please help me to get this thing working
 Filesize:  79.94 KB
 Viewed:  18798 Time(s)

assembly code.png


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Fresco
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PostPosted: Wed Jul 04, 2012 2:46 pm    Post subject: Reply with quote

not lua ....
direct assembly ASM
you go to the code that writes on your address and
hit tools > auto assemble
then you go > template > code injection
you click ok
you'll have some thing like that
Code:
alloc(newmem,2048) //2kb should be enough
label(returnhere)
label(originalcode)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here

originalcode:
??
??
??
??
??

exit:
jmp returnhere

00400000:
jmp newmem
returnhere:


you edit it like that:

Code:
[ENABLE]
alloc(newmem,2048) //2kb should be enough
label(returnhere)
label(originalcode)
label(exit)
label(newlabel)
registersymbol(newlabel)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here

originalcode:
??
??
??
??
??

exit:
jmp returnhere

newlabel:
db 00 00 00 00

00400000:
jmp newmem
returnhere:

[DISABLE]

00400000:
dealloc(newmem)
unregistersymbol(newlabel)

00400000:
//place here the code that you find under originalcode:
??
??
??
??
??

under the [ENABLE] part of the code, you should find:
Code:
mov [ebx],eax

[ebx] is your pointer
so, you delete this:
Code:
mov [ebx],eax

and replace it with:
Code:
mov [ebx],[newlabel]

and leave everything else as it is!
after you finish editing, hit file and add code to the table
then you enable the code
after enabling the code you add a new address:
fill the address field with: newlabel
newlabel's value will be you're new pointer.
and the whatever value you give newlabel, the real addresses value will change to the newlabel's one after the execution of the code you just wrote.

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SILENT_SUFFERER
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PostPosted: Wed Jul 04, 2012 10:41 pm    Post subject: Reply with quote

It apears that every calculation in the game(my health, enemy health,rocks and other health) is using the same lines of the code so if I freeze the valua of eax or ebx by accesing the registories everything is infinite please help will try code
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Fresco
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PostPosted: Thu Jul 05, 2012 6:27 am    Post subject: Reply with quote

oh yes, i have something for you that might help:
you have to read from here on...
http://forum.cheatengine.org/viewtopic.php?p=5380567#5380567
also, read first, then re read again, and the third time you read do the job Very Happy

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