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Cant find an static adress due to levels changing adress.

 
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sxky
How do I cheat?
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Joined: 24 Dec 2024
Posts: 4

PostPosted: Tue Dec 24, 2024 3:19 am    Post subject: Cant find an static adress due to levels changing adress. Reply with quote

I'm not sure if this has been talked about before, however I am yet to find a solution. I am currently trying to create a cheat HP cheat for "Castle Crashers" Scanning and finding the base address for HP is not difficult at all, however I start to have problems when trying to find a static address over both levels, going to the menu and back into a level, and game restarts. It is easy to find a pointer through pointer scanning for a static HP address in level one when i exit to the menu and re-enter level 1. When the game restarts, the level pointer changes again, making it hard to get a static pointer. Any Help?

Edit: I have tried viewing the code in the disassembler and injecting code to stop reducing HP when I'm attacked. However, it seem that this instruction changes multiple (when i change this me or enemies are unable to move) address values.

EDIT: I have found out that i can find static pointers based on EACH LEVEL not a static pointer across all levels. Why is this and how do i get a static pointer which goes across all levels? Also, most of the addresses are very close together as shown in the screenshot (over levels and game restarts)



Screenshot 2024-12-24 202742.png
 Description:
The addresses between levels don't change much at all.
 Filesize:  673.01 KB
 Viewed:  3122 Time(s)

Screenshot 2024-12-24 202742.png


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Xx XoTiC V1 xX
Advanced Cheater
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Joined: 03 Aug 2012
Posts: 56

PostPosted: Tue Dec 24, 2024 12:05 pm    Post subject: Reply with quote

You can make an Array of Byte (AOB) script. Then you filter out the shared addresses doing compares in said script. There's plenty of tutorials on it DarkByte was even kind enough to give a handful of tutorials in the program itself (they're in the help options, top where the toolbar is).

There is no explanation as to "why" because it varies between games, it's all developer based, however they programmed it is how it's going to work. Usually dynamic memory is used for better flexibility & efficiency with other benefits to it. Not beneficial to someone wanting to make cheats though, it's more work. There might not be a pointer that works for the entire game session.

If you're new to CE I would try to learn some more about ASM scripting because you're gonna need it for like most of the games.

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sxky
How do I cheat?
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Joined: 24 Dec 2024
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PostPosted: Tue Dec 24, 2024 6:16 pm    Post subject: Thank you Reply with quote

Thanks for the help. I have look into code injection but have ran into a few issues. Firstly, I found the opcode that damages the players health and then found the addresses of enemy's through "find out what also accesses this code". So at this point, I have 3 enemy health addresses, and my player address. I then scan for commonalities between them, however, there are thousands and thousands of similarities between the player and the 3 enemies. Some are 0 "Player" and 1 "Enemy" however there are thousands of results like this making it difficult to find the real address. I then have to inject code, however it also makes it difficult as a xmm register is being moved which cant be edited like a normal address.
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sxky
How do I cheat?
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Joined: 24 Dec 2024
Posts: 4

PostPosted: Thu Dec 26, 2024 4:51 am    Post subject: XOTIC UPDATE Reply with quote

You were 100% correct. When i saw your first message, I had no clue what you were talking about with the AoB script. After research and multiple hours of crashing my game, I figured that i needed to filter addresses out as this opcode also shared the games movement and thousands of other functions (literally). After many more game crashes and hours trying how to make multiple comparisons and even find what to compare an address too, I did it. A screenshot below is my method, which I also used on a different game too!

NOTE: Let me know if the script is shit, or if a few improvements could be made, saying this, it seems to be working now. Laughing



castlecrasher.png
 Description:
Finally.
 Filesize:  62.93 KB
 Viewed:  2990 Time(s)

castlecrasher.png


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