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rushb21
How do I cheat?
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Joined: 25 Mar 2021
Posts: 4

PostPosted: Thu Mar 25, 2021 5:38 am    Post subject: Saving Searched Addresses For Reuse Reply with quote

Good day, 1st time posting here and I'm not sure if I'm asking this right but here we go:

I am playing this game, let's call it XYZ123.

Everytime I play the game I have to manually input the skill hex codes.

Is there a way I could automate all of these such that I don't have to manually search these hex codes everytime I play?

P.S I've already tried saving em as Cheat Tables but they don't affect the game after loading (saved file) them up.

Thank you for those who will guide.


Last edited by rushb21 on Fri Mar 26, 2021 3:37 am; edited 1 time in total
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ParkourPenguin
I post too much
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Joined: 06 Jul 2014
Posts: 4718

PostPosted: Thu Mar 25, 2021 9:11 am    Post subject: Reply with quote

AA script:
Code:
[ENABLE]
aobscan(foo1,90 01 00 00 00 00 00 00 20 03)
aobscan(foo2,08 01 00 00 00 00 00 00 48 04)
...

foo1:
  db 01 23 45 67 89 AB CD EF 00 00
...

[DISABLE]
foo1:
  db 90 01 00 00 00 00 00 00 20 03
...

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rushb21
How do I cheat?
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Joined: 25 Mar 2021
Posts: 4

PostPosted: Thu Mar 25, 2021 12:55 pm    Post subject: Reply with quote

Thank you for replying, ParkourPenguin.


Your suggestion works!

Except there's one more I would like to clarify:

I followed the code structure you sent and:

1. If I execute the script via the auto-assembler, all the hex codes affect ALL the skills they correspond to, while
2. If execute the script via the cheat table (where the script is tied to via "assign to cheat table"), NOT ALL skills are affected by the cheat and I can see this not all instructions could be injected error message (see attached image)
Cool Cool



script1.png
 Description:
 Filesize:  102.05 KB
 Viewed:  1451 Time(s)

script1.png


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ParkourPenguin
I post too much
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Joined: 06 Jul 2014
Posts: 4718

PostPosted: Thu Mar 25, 2021 1:11 pm    Post subject: Reply with quote

You probably changed them without changing them back- executing the script in the AA window doesn't execute the disable section.

e.g. execute AA script from the AA script window, see it works, assign to cheat table, try to enable, fails because you already changed it and the aobscans aren't finding the patterns.

Restart the game if you didn't execute the disable section. You could also track down the changes you made and change them back manually. Whichever is less work.

(if this isn't the reason why, copy/paste the script you're using w/ any identifiable information for the game redacted)

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rushb21
How do I cheat?
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Joined: 25 Mar 2021
Posts: 4

PostPosted: Thu Mar 25, 2021 9:19 pm    Post subject: Reply with quote

thanks again ParkourPenguin.

can you look at the script if i miss anything?

Code:
[ENABLE]

THIS PART HAD BEEN REMOVED BY AUTHOR FF COMMUNITY GUIDELINES

[DISABLE]

[THIS PART HAD BEEN REMOVED BY AUTHOR FF COMMUNITY GUIDELINES]



somehow, foo3 and foo4 aren't affected.

as for any identifiable information for the game redacted, i still have no idea what this means or how to get this information


Last edited by rushb21 on Fri Mar 26, 2021 3:39 am; edited 1 time in total
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ParkourPenguin
I post too much
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Joined: 06 Jul 2014
Posts: 4718

PostPosted: Thu Mar 25, 2021 9:55 pm    Post subject: Reply with quote

Last I remember spaces aren't allowed before label definitions (but it's fine for instructions for whatever reason). Remove the spaces at the beginning of labels and see if it works (see my first post).

In my previous post redact means to remove information. Some AA templates generate a header that contains information that can be used to identify a game. This isn't allowed in the case of online games (see faq0), so I asked you to remove any such information before you posted.

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