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Value getting reset, potential workarounds?

 
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aVataR_eHYeh
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PostPosted: Thu Jul 24, 2025 3:38 pm    Post subject: Value getting reset, potential workarounds? Reply with quote

Noob here, only been using CE when other people have made tables, but now I tried to make it so that an Endless mode in a shmup (REDNEG ALLSTARS SWING-BY EDITION) could begin at Rank 100 instead of 0 right from the get-go (rank decides the difficulty of the game and goes up with time/score/progression).

Thing is, as soon as I change the value to another number than the given one, then the "rank down" message that shows up when dying starts spamming when playing, the rank number starts oscillating between the correct one and the one I put it, but really the gameplay stays the same as if the rank was never tampered to begin with.

Ideas as to what I could try? I tried changing around some other numbers, like score, "magic item", etc, because I thought that maybe rank was somehow tied to those, but that doesn't seem to be the case, and the other numbers can be changed around without much problem.
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ParkourPenguin
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PostPosted: Fri Jul 25, 2025 1:12 am    Post subject: Reply with quote

As you suspect, that means you found the wrong value.

If the rank can both increase and decrease, then try unknown initial value and increased / decreased scans.

Otherwise, maybe changed / unchanged scans would work, but the real value could be strictly increasing (e.g. time) and therefore always changing. Scanning for it would be pretty difficult then- specifically filtering out unrelated results. Worst case, pausing the game might let you filter out a few more.

I'd look at what instructions write to the value you found and backtrace from there until I found the comparison testing whether or not the rank should increase. Looking at what accesses the value and scanning forward for the comparison that ranks you down might be faster- hard to say. Whatever is used in that comparison is probably related to the real value. Even with quite a bit of experience working with assembly, that's often easier said than done.

Maybe the game was written using unity, and you can use CE's mono features to gather more information as to how the game is implemented (there would be a "Mono" menu at the top if you could use it). Or maybe it was written in some other language/engine that can be decompiled with third party tools.

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aVataR_eHYeh
How do I cheat?
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PostPosted: Fri Jul 25, 2025 3:29 am    Post subject: Reply with quote

ParkourPenguin wrote:
As you suspect, that means you found the wrong value.

If the rank can both increase and decrease, then try unknown initial value and increased / decreased scans.

Otherwise, maybe changed / unchanged scans would work, but the real value could be strictly increasing (e.g. time) and therefore always changing. Scanning for it would be pretty difficult then- specifically filtering out unrelated results. Worst case, pausing the game might let you filter out a few more.

I'd look at what instructions write to the value you found and backtrace from there until I found the comparison testing whether or not the rank should increase. Looking at what accesses the value and scanning forward for the comparison that ranks you down might be faster- hard to say. Whatever is used in that comparison is probably related to the real value. Even with quite a bit of experience working with assembly, that's often easier said than done.

Maybe the game was written using unity, and you can use CE's mono features to gather more information as to how the game is implemented (there would be a "Mono" menu at the top if you could use it). Or maybe it was written in some other language/engine that can be decompiled with third party tools.


Thanks. Smile So, I've come to realize that the rank in fact NEVER goes down, only up, and that it goes up when you gather magic items. But if I raise the magic items, it doesn't affect rank.

I'm always pausing when doing anything here because otherwise I would die very quickly.

Could you elaborate on what you wrote here? "I'd look at what instructions write to the value you found and backtrace from there until I found the comparison testing whether or not the rank should increase. Looking at what accesses the value and scanning forward for the comparison that ranks you down might be faster."

I have *no* clue what you're talking about. Razz Well, okay, I found the "find out what accesses this address" part for the rank address, and a bunch of instructions showed up, five for which the count just went up all the time, even when the game was paused, and then every now and then some other instruction showed up, to a total of maybe a dozen. And I replaced them with "code that does nothing" and the rank numbers started spazzing and after I changed one thing then "rank up" was spamming super fast, but STILL the game seemed to be working as usual otherwise because the rank was actually still regular, and when I reverted the code that did nothing, the rank even picked up where it feasibly was raised to naturally before I changed things up.

How could I go about realizing what I have to do to change the rank?
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ParkourPenguin
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PostPosted: Fri Jul 25, 2025 12:05 pm    Post subject: Reply with quote

The instructions that access that value isn't important. You'd want to look for code around such instructions, but that might be hundreds or thousands of instructions away in another function entirely. If you don't know how to read assembly or the basics of reverse engineering (e.g. calling conventions), you probably shouldn't try this.

Your best bet is to scan for unknown initial value and increased / unchanged next scans for various data types. You can configure what the "All" type includes in Edit -> Settings. Most values you'd want to find are probably 4-byte or double, maybe float.

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aVataR_eHYeh
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PostPosted: Fri Jul 25, 2025 2:45 pm    Post subject: Reply with quote

Yeah, looks like I might have to give up this one, after all. Whenever is AI coming to us out with this kind of stuff? Razz I feel like I could use a helping hand. Very Happy

Thanks for your replies, though.
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aVataR_eHYeh
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PostPosted: Sun Jul 27, 2025 1:14 am    Post subject: Reply with quote

ParkourPenguin wrote:
The instructions that access that value isn't important. You'd want to look for code around such instructions, but that might be hundreds or thousands of instructions away in another function entirely. If you don't know how to read assembly or the basics of reverse engineering (e.g. calling conventions), you probably shouldn't try this.

Your best bet is to scan for unknown initial value and increased / unchanged next scans for various data types. You can configure what the "All" type includes in Edit -> Settings. Most values you'd want to find are probably 4-byte or double, maybe float.


I tried a workaround - making myself invincible, and speeding up the game A LOT. And it WORKED! Only, then I can't seem to be able to change the speed again - no matter what I do, the speed is stuck at whatever speed I changed to in the beginning. Like it can only be changed one time.

Any ideas what to try next? How can I disable the speedhack, or change around the speed any way I want during a session? Like I have been able to do that during some other games without a problem, and here it's not a question of extreme speed brokenness either, because it applies also to much more normal speed hacks.
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