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ParkourPenguin I post too much
Reputation: 152
Joined: 06 Jul 2014 Posts: 4695
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Posted: Tue Oct 01, 2024 11:27 am Post subject: |
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The easiest thing is to set it to a constant value.
Code: | ...
newmem:
cmp eax,008C775C
jne exit
mov ecx,(float)67.46270752
exit:
mov [eax+08],ecx
ret 0004
... | You could also change this so that it sets ecx to the value of a registered symbol so you can control it from the address list.
If you need the game to control it, that's going to be annoying. I don't think what you're trying will work- I'd guess the `fld` / `fsub` instructions that access that address probably indirectly affect the value being written to that same address in the `mov` instruction.
Perhaps one of those two instructions is used to render the view, while the other is used to update the value.
Try injecting code at `fld dword ptr [ecx+08]` instead (again, use either the full injection or the aobscan templates). The injected code will look something like this:
Code: | alloc(newmem,2048)
alloc(offsetVal,4)
label(exit)
registersymbol(offsetVal) // don't forget `unregistersymbol` in disable
offsetVal:
dd (float)30
newmem:
fld dword ptr [ecx+08]
cmp ecx,008C775C // this might not be necessary if the previous `fld` doesn't access any other addresses
jne exit
fadd dword ptr [offsetVal]
exit:
// other original code here
jmp return
... | (try only this- don't have other code injections active)
If that doesn't work, you could try the same thing on the `fsub` instruction, but instead of `fadd dword ptr [offsetVal]` you'd use `fsub dword ptr [offsetVal]` (because `a - ( b + c ) == a - b - c`) _________________
I don't know where I'm going, but I'll figure it out when I get there. |
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icebox616 How do I cheat?
Reputation: 0
Joined: 28 Sep 2024 Posts: 6
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Posted: Tue Oct 29, 2024 11:21 am Post subject: |
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As un update on this, I ultimately did manage to successfully achieve what I wanted to make and wouldn't had done it without your help, so thank you truly.
I am now in the process of doing the same (camera) mod for another game, given I now know how the general implementation of it will be, based off the previous one, I figured it would be pretty quick work.
But I'm stuck on something.
This is the original code of interest
Similarly to what I ended up doing for the other game.
I just need to take r10d and increase it by X amount (defined by the value of my addvalCamZ address before pushing it into rdx).
I assume something similar to what we did previously, but I can't quite figure out how to adapt this code to this new 64-bit context
Code: |
// backup xmm0
sub esp,10
movups [esp],xmm0
//we get our increased ecx
movd xmm0,ecx
addss xmm0,[addvalCamZ]
movd ecx,xmm0
// restore xmm0
movups xmm0,[esp]
add esp,10
mov [eax+08],ecx
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Edit:
Figured it out, it wasn't that hard after all
Code: |
// backup xmm4
sub rsp,10
movups [rsp],xmm4
//we get our increased r10d
movd xmm4,r10d
addss xmm4,[addvalCamZ]
movd r10d,xmm4
// restore xmm4
movups xmm4,[rsp]
add rsp,10
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but on the other hand while trying to do a compare I can't seem to compile
Code: |
cmp rdx,29273C1C240
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while used to work just fine |
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