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[Release]MapleStory MP & HP Instant Regain hacks DLL sou
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Symbol
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PostPosted: Fri Mar 07, 2008 4:27 am    Post subject: Reply with quote

mOnSoOn wrote:
Lol?
I thought your address updating method is different, this method is really bad... You really need to think about which errors can cause through this scanning ( not compiling errors.. ).
anyway.. Why don't you make a function that update addresses? Why do you have to write it again and again? Neutral
Anyway, the address updating method will fail next version or more 2 versions.

Why will it fail? I don't like try/except, but if I point to an empty memory, will it return null or an error? Surprised
I can also scan the main module size, instead of specific memory.
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lurc
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PostPosted: Fri Mar 07, 2008 9:11 am    Post subject: Reply with quote

BlackD wrote:
Did I do this right?
Code:

      WORD OnOff[2] = { 0x00, 0x28, 0x23 };  //<-------
     
      while ( !bWantQuit )
      {
         if (GetAsyncKeyState(VK_F8))
          {
            InstantRegainON = !InstantRegainON;

            *(BYTE*)HPAddress = OnOff[InstantRegainON];
            *(BYTE*)MPAddress = OnOff[InstantRegainON];

            Sleep(300);
         }


No, your WORD array's size is defined "2" which means you cannot have the third. Also InstantRegainON Bool can only return 0 and 1 so you cant get the third one even if you wanted to (because the OnOff[InstantRegainON]) you'll have to use a different method of turning it on.

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Symbol
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PostPosted: Fri Mar 07, 2008 9:18 am    Post subject: Reply with quote

lurc wrote:
BlackD wrote:
Did I do this right?
Code:

      WORD OnOff[2] = { 0x00, 0x28, 0x23 };  //<-------
     
      while ( !bWantQuit )
      {
         if (GetAsyncKeyState(VK_F8))
          {
            InstantRegainON = !InstantRegainON;

            *(BYTE*)HPAddress = OnOff[InstantRegainON];
            *(BYTE*)MPAddress = OnOff[InstantRegainON];

            Sleep(300);
         }


No, your WORD array's size is defined "2" which means you cannot have the third. Also InstantRegainON Bool can only return 0 and 1 so you cant get the third one even if you wanted to (because the OnOff[InstantRegainON]) you'll have to use a different method of turning it on.

Its wrong, but use xor, (see flyte's source) its better. Smile

Edit: Flyte, why did you used unsigned char instead of byte? its exacly the same...


Last edited by Symbol on Fri Mar 07, 2008 9:47 am; edited 1 time in total
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DebugMe
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PostPosted: Fri Mar 07, 2008 9:36 am    Post subject: Reply with quote

Question to Flyte: why did you use __declspec(noinline)/__declspec(noreturn), couldn't you just used "void"?
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GMZorita
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PostPosted: Fri Mar 07, 2008 1:34 pm    Post subject: Reply with quote

DebugMe wrote:
Question to Flyte: why did you use __declspec(noinline)/__declspec(noreturn), couldn't you just used "void"?

Cuz it doesnt have to be called it will always be "enabled"

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BlackD
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PostPosted: Fri Mar 07, 2008 4:00 pm    Post subject: Reply with quote

I tried to compile Flyte's source just to see what would happen and it compiles and all, but when i press the button in game it just goes to that blackhole error. Shouldn't it at least work for a little then dc?
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Flyte
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PostPosted: Fri Mar 07, 2008 11:24 pm    Post subject: Reply with quote

Symbol wrote:
Edit: Flyte, why did you used unsigned char instead of byte? its exacly the same...


BYTE is a #define that requires a header, get rid of the header... OH SHI- ERRORS.

DebugMe wrote:
Question to Flyte: why did you use __declspec(noinline)/__declspec(noreturn), couldn't you just used "void"?


__declspec(noinline): Causes the calling function to be smaller, and the function itself a tad bit faster (but bigger).

__declspec(noreturn): Tells the compiler the function will never ever return, so the standard epilogue isn't generated.
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