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X/Y coords found! Somebody can share a teleporthack script?
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aikoncwd
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PostPosted: Sat Nov 22, 2014 9:14 am    Post subject: Reply with quote

mgr.inz.Player wrote:
I can make "forcefield" option if you want. (I don't even have to have this game to do this)


If you can share something like a template of forcefield... Razz

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mgr.inz.Player
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PostPosted: Sat Nov 22, 2014 9:29 am    Post subject: Reply with quote

OK. the only thing I need.

Find an enemy position (in bindingofisaac game). Do "find out what accesses ....".

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aikoncwd
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Joined: 21 Dec 2012
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PostPosted: Sat Nov 22, 2014 9:37 am    Post subject: Reply with quote

mgr.inz.Player wrote:
OK. the only thing I need.

Find an enemy position (in bindingofisaac game). Do "find out what accesses ....".


Don't worry about that, I'm not interesed on working script. Just a template is better so I can learn and apply on every game. Imagine that [eax+C1] = 0 when basepointer points to hero/isaac and [eax+C1] = 1 when basepointer (eax) points to enemy.

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mgr.inz.Player
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PostPosted: Sat Nov 22, 2014 1:27 pm    Post subject: Reply with quote

Code:
alloc(newmem,2048)
label(returnhere)
label(originalcode)
label(exit)

label(forcefield_code)
label(forcefield_enable)    //  Used to know when I need to keep enemies in distance
label(forcefield_exit_code)
label(storeXMMregisters)
label(radius)  // forcefield radius
label(playerCoords)

newmem:

  cmp [forcefield_enable],1 //  Check if "forcefield" byte is ON
  je forcefield_code

  jmp originalcode






forcefield_code:
// store xmm regs
movups [storeXMMregisters+00],xmm0
movups [storeXMMregisters+10],xmm1
movups [storeXMMregisters+20],xmm2
//


// if player, store coords and quit
cmp [eax+C1],0
jne @f
movq xmm0,[eax+00000414]
movq [playerCoords],xmm0
jmp forcefield_exit_code
//
@@:

cmp [playerCoords],(float)NaN
je forcefield_exit_code   // jump when player coords are not known

movq xmm0,[eax+00000414]  // load enemy coords
movq xmm1,[playerCoords]  // playerCoords is a copy of player coords

subps xmm0,xmm1           // now xmm0 has a vector

// calc distnace
movaps xmm1,xmm0
mulps xmm1,xmm1
movss xmm2,xmm1
shufps xmm1,xmm1,01
addps xmm2,xmm1
sqrtss xmm2,xmm2
//

movss xmm1,[radius] // move radius to xmm1


comiss xmm2,xmm1        // compare distance with forcefield radius
ja forcefield_exit_code // distance is bigger than radius -> just quit

divss xmm1,xmm2         // ratio

shufps xmm1,xmm1,0
mulps xmm0,xmm1        // set vector length to radius

movq xmm1,[playerCoords]
addps xmm0,xmm1        // move player coord by vector

movq [eax+00000414],xmm0

forcefield_exit_code:
// restore xmm regs
movups xmm0,[storeXMMregisters+00]
movups xmm1,[storeXMMregisters+10]
movups xmm2,[storeXMMregisters+20]
//


originalcode:
mov ecx,[eax+00000414]

exit:
jmp returnhere

// init
forcefield_enable:
dd 0

storeXMMregisters:
dq 0 0 0 0 0 0

playerCoords:
dd (float)NaN (float)NaN

radius:
dd (float)10.0

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nathan713
How do I cheat?
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Joined: 29 Nov 2014
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PostPosted: Tue Dec 09, 2014 11:19 pm    Post subject: Reply with quote

++METHOS wrote:
Yeah, vac cheats can be used for a lot of things. They are especially great for hack-and-slash games where enemies can move freely. You have to be careful, though, because some games will lag really badly and even cause the game to crash...especially if you throw a grenade in to the crowd or something. Other games, however, it's not an issue at all.


Hey METHOS. I'm new and can't pm you yet, but I saw some of your posts and have something I'd like to ask (maybe for an arrangement where we can both benefit). Seems like I can pm you if I get a pm from you first, so maybe send me a line when you're free? It's about reverse-engineering and possibly some coding.
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++METHOS
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PostPosted: Tue Dec 09, 2014 11:47 pm    Post subject: Reply with quote

If you need help with something, just ask...this forum is free and there are a lot of people here that can help. If you need something done, like a job, that's not something that I do...sorry. There are others that can help with that, though...just start a thread.
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