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Eighty7 How do I cheat?
Reputation: 0
Joined: 27 Jun 2026 Posts: 1 Location: United States
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Posted: Sat Jun 27, 2026 1:58 pm Post subject: Chaning protected value in an IL2Cpp Unity game |
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I have this function from my game that spawns an enemy, but the value is protected.
This is my original method of changing the enemy size, which worked.
| Code: | [ENABLE]
alloc(newmem,1024,GameAssembly.dll+1394EAB) // MasterSpawn
alloc(enemysize,4)
registersymbol(enemysize)
label(return)
enemysize:
dd (float)1
newmem:
movss xmm3,[enemysize]
jmp return
GameAssembly.dll+1394EAB:
jmp newmem
nop 3
return:
[DISABLE]
GameAssembly.dll+1394EAB:
db F3 0F 10 1D B5 F3 61 02
unregistersymbol(enemysize)
dealloc(enemysize)
dealloc(newmem) |
Although this worked, I wanted to just use Lua to change the value directly since the function already technically had a valid pointer to the value, but when I went to change it, my screen just starts distorting, and my audio bugs out. This is what I used to do it (I had to use fullAccess for it to even change)
| Code: | function valuemodifier(address, writetype, fullAccessbool)
local value = getAddressSafe(address)
local input = inputQuery("Value modifier", "New value:", "")
local inputvalue = tonumber(input)
if fullAccessbool then
fullAccess(value)
end
writetype(value, inputvalue)
end
valuemodifier("GameAssembly.dll+39B4268", writeFloat, true) |
Here's the original game instruction
| Code: | | GameAssembly.dll+1394EAB - F3 0F10 1D B5F36102 - movss xmm3,[GameAssembly.dll+39B4268] { (1.00) } |
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ParkourPenguin I post too much
Reputation: 155
Joined: 06 Jul 2014 Posts: 4774
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Posted: Sun Jun 28, 2026 1:45 am Post subject: |
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Some other instruction(s) likely read from the same address.
You registered the symbol "enemysize", so write to that address instead.
| Code: | | writeFloat("enemysize", 2) |
_________________
I don't know where I'm going, but I'll figure it out when I get there. |
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Csimbi I post too much
Reputation: 98
Joined: 14 Jul 2007 Posts: 3399
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Posted: Sun Jun 28, 2026 4:17 am Post subject: |
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What ParkourPenguin said.
There is no "load float 1.0 constant into xmm register" instruction in ASM. (unlike fld1 in FPU)
So, what games do is they store the constant 1.0 in memory once and load it into XMM register for that single memory location.
When you change the constant, any code using that constant will get the wrong constant. Those distortions you see are happening exactly because of this. I learned this the hard way (debugging crashes) when I started out with newer games using XMM registers a long time ago...
Mind you, this is true for any constant so when you see an instruction taking a fixed value from the image itself, you should always try avoiding changing the value. Instead, try to analyze and see how that value is used in a specific context and modify it there.
Good luck!
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