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Help In Creating Teleport Script Dynasty Warriors 6
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Wheel Of Fate
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Posts: 75

PostPosted: Fri Jul 04, 2014 6:22 pm    Post subject: Help In Creating Teleport Script Dynasty Warriors 6 Reply with quote

I know It was Made before but this Is my first script and I don't know how Should I Start To Create Teleport Script
Please If You are willing to send me script put comments inside it

I Have 3 Pointers For The Coordinates But I Don’t Know How To Use Them In A Script Or Which Code Address I Should Use?
I Made Find Out What Accesses To The Address and here what i get

X:
004E035D - F3 0F7E 8B 88010000 - movq xmm1,[ebx+00000188]
004E0AEB - F3 0F10 47 08 - movss xmm0,[edi+08]
004E0AFF - F3 0F11 47 08 - movss [edi+08],xmm0
0048EC9C - F3 0F7E 40 08 - movq xmm0,[eax+08]
00414025 - F3 0F7E 86 88010000 - movq xmm0,[esi+00000188]
004E5FAE - F3 0F7E 40 08 - movq xmm0,[eax+08]
00501897 - F3 0F7E 40 08 - movq xmm0,[eax+08]
004DEF6A - 66 0FD6 8B 88010000 - movq [ebx+00000188],xmm1

Z:
00414017 - F3 0F7E 86 80010000 - movq xmm0,[esi+00000180]
004E5FA5 - F3 0F7E 00 - movq xmm0,[eax]
0050188A - F3 0F7E 00 - movq xmm0,[eax]
004E0355 - F3 0F7E 83 80010000 - movq xmm0,[ebx+00000180]
004E0AD2 - F3 0F10 47 04 - movss xmm0,[edi+04]
004E0AE6 - F3 0F11 47 04 - movss [edi+04],xmm0
004E0BD3 - D9 9B 84010000 - fstp dword ptr [ebx+00000184]
0048EC8C - F3 0F7E 00 - movq xmm0,[eax]
004DEF62 - 66 0FD6 83 80010000 - movq [ebx+00000180],xmm0

Y:
004E0355 - F3 0F7E 83 80010000 - movq xmm0,[ebx+00000180]
004E0AB1 - F3 0F10 93 80010000 - movss xmm2,[ebx+00000180]
004E0ACE - F3 0F11 07 - movss [edi],xmm0
0048EC8C - F3 0F7E 00 - movq xmm0,[eax]
00414017 - F3 0F7E 86 80010000 - movq xmm0,[esi+00000180]
004E5FA5 - F3 0F7E 00 - movq xmm0,[eax]
0050188A - F3 0F7E 00 - movq xmm0,[eax]
004DEF62 - 66 0FD6 83 80010000 - movq [ebx+00000180],xmm0

I found this sample but i can’t understand it because it is without comments
http://forum.cheatengine.org/viewtopic.php?t=537038

i tried to make a script from the sample but the game crash
Code:
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048)
label(returnhere)
label(originalcode)
label(exit)

label(z_coord)
label(x_coord)
label(y_coord)

label(save_coord)
label(load_coord)

label(s_enable)
label(l_enable)

registersymbol(s_enable)
registersymbol(l_enable)


"DW6_WIN.exe"+14017:
jmp newmem
nop
returnhere:

newmem:
cmp [s_enable],1
je save_coord

cmp [l_enable],1
je load_coord

jmp originalcode

save_coord:
mov [s_enable],0
push ebx
mov ebx,[esi+00000180]
mov [x_coord],ebx
mov ebx,[esi+00000184]
mov [z_coord],ebx
mov ebx,[esi+00000188]
mov [y_coord],ebx
pop ebx
jmp originalcode

load_coord:
mov [l_enable],0
cmp [z_coord],0
je originalcode
push ebx
mov ebx,[x_coord]
mov [esi+00000180],ebx
mov ebx,[z_coord]
mov [esi+00000184],ebx
mov ebx,[y_coord]
mov [esi+00000188],ebx
pop ebx

originalcode:
movq xmm0,[esi+00000180]

exit:
jmp returnhere

x_coord:
dd 0
z_coord:
dd 0
y_coord:
dd 0
s_enable:
dd 0
l_enable:
dd 0


[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
"DW6_WIN.exe"+14017:
movq xmm0,[esi+00000180]
//Alt: db F3 0F 7E 86 80 01 00 00
unregistersymbol(s_enable)
unregistersymbol(l_enable)


i uploaded the pointers any ideas?im new to teleport scripts thanks to all of you


Last edited by Wheel Of Fate on Mon Jul 07, 2014 7:18 pm; edited 3 times in total
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Rissorr
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Posts: 273
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PostPosted: Sat Jul 05, 2014 1:39 pm    Post subject: Reply with quote

Dude... your error is that you put there only 1 NOP you need to put there 3 NOP's - Why?

Because: when you inject the "jmp ***" (in your case the *** are "newmem") so it "holds" / "captures" 5 BYTES (remember, its important).

If you look in your original injection code:
Code:
00414025 - F3 0F7E 86 88010000 - movq xmm0,[esi+00000188]


you can see the 8 BYTES:
Code:
F3 0F7E 86 88010000
count: 1,2,3,4,5,6,7,8 Very Happy

so you need to know that: If your ORIGINALCODE's bytes count are MORE than 5 BYTES then: original_Code_Byte_Count - 5 = NOP's that you need to put

Thats all Smile



P.S if im wrong - PLEASE tell me that! its important to me. thanks.
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Wheel Of Fate
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Posts: 75

PostPosted: Sun Jul 06, 2014 10:13 am    Post subject: Reply with quote

LemonMan wrote:
Dude... your error is that you put there only 1 NOP you need to put there 3 NOP's - Why?

Because: when you inject the "jmp ***" (in your case the *** are "newmem") so it "holds" / "captures" 5 BYTES (remember, its important).

If you look in your original injection code:
Code:
00414025 - F3 0F7E 86 88010000 - movq xmm0,[esi+00000188]


you can see the 8 BYTES:
Code:
F3 0F7E 86 88010000
count: 1,2,3,4,5,6,7,8 Very Happy

so you need to know that: If your ORIGINALCODE's bytes count are MORE than 5 BYTES then: original_Code_Byte_Count - 5 = NOP's that you need to put

Thats all Smile

P.S if im wrong - PLEASE tell me that! its important to me. thanks.


Wow how could i miss something like this!? thanks alot Smile

but now script have no effect at all i mean nothing happen
what do you think? lemon Sad
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Rissorr
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Posts: 273
Location: Israel!

PostPosted: Sun Jul 06, 2014 12:12 pm    Post subject: Reply with quote

Thats probbly because you load the actually same value that you saved.
I will try to explain:

SAVE CODE:
you saving your current coords in the symbols (x_coord, y_coord, z_coord)

LOAD CODE:
you take the symbols and store each of them in the acording address.

WHAT IS ACTUALLY HAPPEN:
your current coords become your current coords. ( thats the point LOL )


Ill try to explain you how it NEEDS to be:

- Only 1 label: LOAD_COORDS that contains:

Code:

cmp [l_enable],1 //if the teleport is enabled?
jne exit //if NO - jump to EXIT, not originalcode

push ebx //all the rest is the same as you did
mov ebx,[x_coord]
mov [esi+00000180],ebx
mov ebx,[z_coord]
mov [esi+00000184],ebx
mov ebx,[y_coord]
mov [esi+00000188],ebx
pop ebx

mov [l_enable],0 //avoid loops and stucks


now: HOW TO USE IT?
in the table:
Code:

[ ] Teleport   <script>
    [ ] Teleport me!  (Symbol 'l_enable')  <4 Bytes> Value: 0 {change to 1 to teleport the player to the given below coords, after the Teleport this symbol will become 0}
    [ ] set X coord (symbol 'coord_x') <Float / Double> Value: ? {put here X coord that you want to teleport to it}
    [ ] set Y coord (symbol 'coord_y') <Float / Double> Value: ? {put here Y coord that you want to teleport to it}
    [ ] set Z coord (symbol 'coord_z') <Float / Double> Value: ? {put here Z coord that you want to teleport to it}

all you need to do is described in the {}

P.S you took the Z coord to be the injection point.
if you want for EVERY coord to execute this script: do multiple injections.

Thats all Smile Goodbye!
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++METHOS
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PostPosted: Sun Jul 06, 2014 2:27 pm    Post subject: Reply with quote

Wheel Of Fate-
Check the instruction to see if it is accessing other addresses (in memory viewer, right-click instruction).
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Rissorr
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PostPosted: Sun Jul 06, 2014 4:08 pm    Post subject: Reply with quote

++METHOS is super right!! this is important to check if the instruction is used only for you address, or also for others.

@++METHOS a question to you:
- I found my health in game
- found the address_changing instruction
- Checked the instruction to see if it is accessing other addresses
- and found some more addreses, (of NPC's health)

So how can i make my script work only if PLAYERS health address is accessed?
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++METHOS
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PostPosted: Sun Jul 06, 2014 5:16 pm    Post subject: Reply with quote

Dissect data structures. See CE tutorial (last step) and refer to Geri's guide on data structure dissection. You can also check register values, among other things.
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Wheel Of Fate
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PostPosted: Sun Jul 06, 2014 6:05 pm    Post subject: Reply with quote

LemonMan wrote:
Thats probbly because you load the actually same value that you saved.
I will try to explain:

SAVE CODE:
you saving your current coords in the symbols (x_coord, y_coord, z_coord)

LOAD CODE:
you take the symbols and store each of them in the acording address.

WHAT IS ACTUALLY HAPPEN:
your current coords become your current coords. ( thats the point LOL )


Ill try to explain you how it NEEDS to be:

- Only 1 label: LOAD_COORDS that contains:

Code:

cmp [l_enable],1 //if the teleport is enabled?
jne exit //if NO - jump to EXIT, not originalcode

push ebx //all the rest is the same as you did
mov ebx,[x_coord]
mov [esi+00000180],ebx
mov ebx,[z_coord]
mov [esi+00000184],ebx
mov ebx,[y_coord]
mov [esi+00000188],ebx
pop ebx

mov [l_enable],0 //avoid loops and stucks


now: HOW TO USE IT?
in the table:
Code:

[ ] Teleport   <script>
    [ ] Teleport me!  (Symbol 'l_enable')  <4 Bytes> Value: 0 {change to 1 to teleport the player to the given below coords, after the Teleport this symbol will become 0}
    [ ] set X coord (symbol 'coord_x') <Float / Double> Value: ? {put here X coord that you want to teleport to it}
    [ ] set Y coord (symbol 'coord_y') <Float / Double> Value: ? {put here Y coord that you want to teleport to it}
    [ ] set Z coord (symbol 'coord_z') <Float / Double> Value: ? {put here Z coord that you want to teleport to it}

all you need to do is described in the {}

P.S you took the Z coord to be the injection point.
if you want for EVERY coord to execute this script: do multiple injections.

Thats all Smile Goodbye!


Actually I Used What Accesses To Y Coordinate (sorry for misunderstanding)
and yes it only accesses the player location
Sorry I Can’t really Understand Can you Put Full Script?
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Rissorr
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PostPosted: Sun Jul 06, 2014 6:10 pm    Post subject: Reply with quote

yes you CAN inject only on Y, then only modify +188 offset and use the Y symbol only.

That the table with the script that TELEPORTS you to a specific coords:

P.S what is the name of the game? that will b enice to play it too : D

EDIT:
i wish yo give you a fully working TP hack/table but i "powerless" wothout the game (dont worry im already downloading it Very Happy)


Last edited by Rissorr on Sun Jul 06, 2014 6:27 pm; edited 1 time in total
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++METHOS
I post too much
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Posts: 4197

PostPosted: Sun Jul 06, 2014 6:13 pm    Post subject: Reply with quote

Use a different injection point:

Code:
004E0ACE - F3 0F11 07 - movss [edi],xmm0


Let CE auto-build the script for you:

Tools/Auto assemble...Template/Cheat table framework code/Template/Code injection

You will need a filter.

Tip: before building your script...in memory viewer, click on 'View' in the drop-down menu, and select 'show module addresses'.
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Wheel Of Fate
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PostPosted: Mon Jul 07, 2014 7:17 pm    Post subject: Reply with quote

LemonMan wrote:
yes you CAN inject only on Y, then only modify +188 offset and use the Y symbol only.

That the table with the script that TELEPORTS you to a specific coords:

P.S what is the name of the game? that will b enice to play it too : D

EDIT:
i wish yo give you a fully working TP hack/table but i "powerless" wothout the game (dont worry im already downloading it Very Happy)


Table already have working Pointers for coordinates
game name i already mentioned it at the title "Dynasty Warriors 6"
Reloaded Version it is really a good game i guess you going to like it
but i still can’t understand how to make full script please after you download the game please post a a full script

++METHOS wrote:
Use a different injection point:

Code:
004E0ACE - F3 0F11 07 - movss [edi],xmm0


Let CE auto-build the script for you:

Tools/Auto assemble...Template/Cheat table framework code/Template/Code injection

You will need a filter.

Tip: before building your script...in memory viewer, click on 'View' in the drop-down menu, and select 'show module addresses'.


thank you i will try this and i will report back
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++METHOS
I post too much
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Joined: 29 Oct 2010
Posts: 4197

PostPosted: Mon Jul 07, 2014 7:41 pm    Post subject: Reply with quote

The injection point will work as it is the same location that I used for my trainer. By the way, the filter that I used:

Code:
cmp [ebx],0071F684
jne enemy
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Wheel Of Fate
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PostPosted: Tue Jul 08, 2014 7:26 am    Post subject: Reply with quote

++METHOS wrote:
The injection point will work as it is the same location that I used for my trainer. By the way, the filter that I used:

Code:
cmp [ebx],0071F684
jne enemy


your trainer is not working with my game
i already ran it as administrator
i just wanted full script from the sample i posted above
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Rissorr
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PostPosted: Tue Jul 08, 2014 9:03 am    Post subject: Reply with quote

Hey! I made a table for teleport (myself edition).
Here is it:

#NOTE: the teleport of the Z coord sometimes crashes the game *still in proggress*
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++METHOS
I post too much
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PostPosted: Tue Jul 08, 2014 11:03 am    Post subject: Reply with quote

Wheel Of Fate wrote:
your trainer is not working with my game
i already ran it as administrator
-I find that hard to believe...seeing as one of the available injection points in your OP is identical to the one that I used in my script. There also isn't a lot of different versions of this game floating around. You said you were running reloaded, which is what my trainer was designed for. Did you try any of the other cheats?

Wheel Of Fate wrote:
i just wanted full script from the sample i posted above
-You already have a script that should work, or close to it. You just need to figure out where to inject it. From there, adding a filter is easy. You will have a hard time learning anything if you are not willing to put in the work.
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