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Nota
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PostPosted: Wed Jun 15, 2016 2:14 pm    Post subject: Reply with quote

++METHOS wrote:


A very simple workaround would be to use the existing buttons and find where they are handled in code.


The code is obfuscated. That's the main reason I have so much time in the game.

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++METHOS
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PostPosted: Wed Jun 15, 2016 3:35 pm    Post subject: Reply with quote

You can work around that, too. Very Happy
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Nota
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PostPosted: Thu Jun 16, 2016 1:29 pm    Post subject: Reply with quote

Do you believe there is a way to keep the land from moving when in test drive mode so that no matter where you click, the creature animation is played but does not travel any distance?

ie, a way to keep the land and skybox static.

I'm assuming I'll need the Intel machine.

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++METHOS
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PostPosted: Thu Jun 16, 2016 2:27 pm    Post subject: Reply with quote

If you're asking if there is a way to cancel out mobility so that your character stays in the same spot, then yes...just as previously described, NOP the instruction that handles character coordinates/movement. Find one of the XYZ coordinates and right-click it to see what is writing to it. Write a script to NOP that instruction (assuming it is exclusive to character coordinates). You don't need ultimap for this...it's really quite easy.
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Nota
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PostPosted: Mon Jul 04, 2016 1:47 am    Post subject: Reply with quote

FYI

Power supply burned up last week, starting fresh with Intel.

Sucks we can't just plug in the old fully loaded OS hard drive from an AMD chip set into a new Intel board.

Took months to get that HD where I wanted it...

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Nota
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PostPosted: Sat Jul 09, 2016 4:14 pm    Post subject: Reply with quote

Is the an Intel glitch?

K, swapped over to Intel, so far I'm using the bare min Win OS.

When starting (double click or run as Admin.) the trainer, windows runs 3 trainer exes at a time. Now when initiating an action, 3 trainers are trying to run the same action at once, glitching the entire operation.

Why would Windows open 3 trainer exes at one time?

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++METHOS
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PostPosted: Sat Jul 09, 2016 4:31 pm    Post subject: Reply with quote

Three instances of CE is normal when running a trainer:

mgr.inz.Player wrote:
one of them: SFX level 1
second: SFX level 2
third: cheatengine-i386.exe (renamed)
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Nota
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PostPosted: Fri Jul 22, 2016 7:15 pm    Post subject: Reply with quote

I exported an exe of the hotkey listener, works great.
Why is it that when I run it on an other computer, I get the message "can not run, please update Cheateangine.
why does Cheatengine need to be on a computer running nothing more than the exe made with Cheatengine?

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ParkourPenguin
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PostPosted: Fri Jul 22, 2016 7:25 pm    Post subject: Reply with quote

Because you probably chose a tiny trainer size and failed to read the fine print saying "The user must have Cheat Engine installed to run this trainer."
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++METHOS
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PostPosted: Sat Jul 23, 2016 4:39 am    Post subject: Reply with quote

Just make sure to check the gigantic option when creating your trainer.
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Nota
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PostPosted: Thu Aug 11, 2016 2:27 am    Post subject: Reply with quote

++METHOS wrote:
If you're asking if there is a way to cancel out mobility so that your character stays in the same spot, then yes...just as previously described, NOP the instruction that handles character coordinates/movement. Find one of the XYZ coordinates and right-click it to see what is writing to it. Write a script to NOP that instruction (assuming it is exclusive to character coordinates). You don't need ultimap for this...it's really quite easy.

Found 55 XYZ, some are display, some are atmospheric elements, some are character. Did not find surrounding/skybox.
Want to be able to see the animation play out while the character stays in one position. I think there were 10 addresses, that if an X was added to the check box, just made the animations very jerky. The surroundings/skybox quickly jerked left to right with the character.
What is the quickest way to simply keep the entire screen frozen while still being able to play out the animations?

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PostPosted: Thu Aug 11, 2016 3:36 pm    Post subject: Reply with quote

To find character coordinates, you must move around.

Search for an unknown initial value (float type). Move your character in one direction (e.g. to the north) and search for increased value. Move back to where you were and search decreased. Keep doing this until you find one of your coordinate values. If this doesn't work, try switching (e.g. move north and search for decreased value instead of increased value). Once you have found one of the coordinates, the other coordinate values should be 4 bytes apart.
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Nota
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PostPosted: Fri Aug 12, 2016 2:14 pm    Post subject: Reply with quote

++METHOS wrote:
To find character coordinates, you must move around.

Search for an unknown initial value (float type). Move your character in one direction (e.g. to the north) and search for increased value. Move back to where you were and search decreased. Keep doing this until you find one of your coordinate values. If this doesn't work, try switching (e.g. move north and search for decreased value instead of increased value). Once you have found one of the coordinates, the other coordinate values should be 4 bytes apart.


That just ended up freezing all movement.
I need the animations in tact. Just wanting to stop the character from covering any ground.
(all animations in a static position)

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PostPosted: Fri Aug 12, 2016 9:03 pm    Post subject: Reply with quote

Not likely. It should work as intended (unless the developers did something really stupid). Be sure that you are not freezing multiple addresses at the same time. I know what you need, no need to keep repeating yourself.
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Nota
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PostPosted: Fri Aug 12, 2016 11:53 pm    Post subject: Reply with quote

++METHOS wrote:
Not likely. It should work as intended (unless the developers did something really stupid). Be sure that you are not freezing multiple addresses at the same time. I know what you need, no need to keep repeating yourself.

54 all the same, start nopping, freeze and paint.
Also tried camera movement only, searching changed value=67,0000 results.
Is it just the way the game was made?
How does one distinguish between the character & the environment?


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