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themandem Cheater Reputation: 0
Joined: 06 Dec 2019 Posts: 35
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Posted: Tue Jun 21, 2022 8:29 am Post subject: dont know why this code is not working (fld, fstp) |
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i don't get why this is working:
Code: | movss xmm0,[rbx+40] // teleport in air to prevent falling through ground
addss xmm0,[yincrease]
movss [rbx+40],xmm0 |
but this isn't:
Code: | fld [rbx+40] // teleport in air to prevent falling through ground
fadd [yincrease]
fstp [rbx+40] |
[rbx+40] is my y coordinate btw, the up and down/height one. im trying to make him teleport a bit higher so he doesn't fall through the ground. Let me know if you need more info. here's the rest of the code if u need to zoom out.
Code: | newmem:
cmp rbx,[LibertyCity.exe+4BF7218] // isPlayer check
jne code
cmp byte ptr [enable_save],1
je save
cmp byte ptr [enable_load],1
je load
cmp byte ptr [enable_load2],1
je undo_load
push rax
lea rax,[rbx+38]
mov [pCoords],rax
pop rax
cmp byte ptr [WpTeleportFlag],1 // Teleport to Waypoint
jne @f
mov byte ptr [WpTeleportFlag],0
push rax
mov rax,[wpCoords] // write waypoint X coordinate to player X coordinate
mov rax,[rax+0]
mov [rbx+38],rax
mov rax,[wpCoords] // write waypoint Z coordinate to player Z coordinate
mov rax,[rax+4]
mov [rbx+3C],rax
mov rax,[wpCoords] // write waypoint Y coordinate to player Y coordinate
mov rax,[rax+10]
mov [rbx+40],rax
fld [rbx+40] // teleport in air to prevent falling through ground
fadd [yincrease]
fstp [rbx+40]
pop rax |
Last edited by themandem on Tue Jun 21, 2022 8:43 am; edited 1 time in total |
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LeFiXER Grandmaster Cheater Supreme Reputation: 20
Joined: 02 Sep 2011 Posts: 1053 Location: 0x90
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Posted: Tue Jun 21, 2022 8:39 am Post subject: |
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The instructions fld,fadd,fstp all use the FPU stack. It could be that the game doesn't use the FPU stack and based on what you have written, it uses the xmm registers to do floating-point calculations.
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ParkourPenguin I post too much Reputation: 138
Joined: 06 Jul 2014 Posts: 4275
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Posted: Tue Jun 21, 2022 11:33 am Post subject: |
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You should add dword ptr / qword ptr to make explicit the size of the data being accessed. (dword ptr is for floats, qword ptr is for doubles)
I'm not sure what could be wrong. "It doesn't work" doesn't help at all- does it crash or no? What happens when you step through the code? There might be some weird floating point exception.
Regardless, you really shouldn't be using x87 instructions in a 64-bit process. Pretty much everything related to the x87 FPU environment isn't relevant anymore and only exists for backwards compatibility in 32-bit code.
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I don't know where I'm going, but I'll figure it out when I get there. |
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themandem Cheater Reputation: 0
Joined: 06 Dec 2019 Posts: 35
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Posted: Tue Jun 21, 2022 11:52 am Post subject: |
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ParkourPenguin wrote: | You should add dword ptr / qword ptr to make explicit the size of the data being accessed. (dword ptr is for floats, qword ptr is for doubles)
I'm not sure what could be wrong. "It doesn't work" doesn't help at all- does it crash or no? What happens when you step through the code? There might be some weird floating point exception.
Regardless, you really shouldn't be using x87 instructions in a 64-bit process. Pretty much everything related to the x87 FPU environment isn't relevant anymore and only exists for backwards compatibility in 32-bit code. |
i meant my cheat works except for that `fld fadd fstp` part that i posted. im teleporting fine but not in the air like i expect it to. yeah i tried adding dword ptr to it, if i remember correctly but still didn't do anything
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Frouk Master Cheater Reputation: 5
Joined: 22 Jun 2021 Posts: 489 Location: mov dword ptr [Ukraine]
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Posted: Wed Jun 22, 2022 12:42 pm Post subject: |
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y might be 0 since it doesn't calculate the height of the waypoint
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themandem Cheater Reputation: 0
Joined: 06 Dec 2019 Posts: 35
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Posted: Wed Jun 22, 2022 4:33 pm Post subject: |
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Frouk wrote: | y might be 0 since it doesn't calculate the height of the waypoint |
No, the waypoint has all x,y,z coordinates, but even if it didn't that wouldn't matter anyway, it should still teleport me in the air.
ParkourPenguin wrote: | You should add dword ptr / qword ptr to make explicit the size of the data being accessed. (dword ptr is for floats, qword ptr is for doubles)
I'm not sure what could be wrong. "It doesn't work" doesn't help at all- does it crash or no? What happens when you step through the code? There might be some weird floating point exception.
Regardless, you really shouldn't be using x87 instructions in a 64-bit process. Pretty much everything related to the x87 FPU environment isn't relevant anymore and only exists for backwards compatibility in 32-bit code. |
i figured out the problem and have been trying to tell you guys but it wouldn't allow me to double post. Take a look at the code section. xmm0 was overwriting all my fld, fadd, fstp stuff. sorry for wasting yall's time
Code: | code:
movss [rbx+40],xmm0
jmp return |
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LeFiXER Grandmaster Cheater Supreme Reputation: 20
Joined: 02 Sep 2011 Posts: 1053 Location: 0x90
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Posted: Thu Jun 23, 2022 3:48 am Post subject: |
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You said in your initial post:
themandem wrote: |
i don't get why this is working:
Code: |
movss xmm0,[rbx+40] // teleport in air to prevent falling through ground
addss xmm0,[yincrease]
movss [rbx+40],xmm0
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But here you said:
themandem wrote: |
i figured out the problem and have been trying to tell you guys but it wouldn't allow me to double post. Take a look at the code section. xmm0 was overwriting all my fld, fadd, fstp stuff. sorry for wasting yall's time
Code: | code:
movss [rbx+40],xmm0
jmp return |
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You didn't post that code in your initial post so it's not possible that we could have told you what the problem was. In any case, at least it is resolved now. For future reference, you can use the edit button to the right-hand side of your post to add more information.
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