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-DEViL- Expert Cheater
Reputation: 3
Joined: 21 Apr 2007 Posts: 185
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Posted: Mon May 28, 2007 11:32 am Post subject: |
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3A53E40=this address is not work
i know im gone delete alloc from my scripts but when i delete line alloc game is crashing!!!
is there a way to use this scripts in the trainer?
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Labyrnth Moderator
Reputation: 10
Joined: 28 Nov 2006 Posts: 6300
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Posted: Mon May 28, 2007 11:45 am Post subject: |
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| Not with alloc :S Thats the problem.
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-DEViL- Expert Cheater
Reputation: 3
Joined: 21 Apr 2007 Posts: 185
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Posted: Mon May 28, 2007 12:31 pm Post subject: |
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i know problem is alloc but when i delete alloc from my script game is crashing!!
is there another way?
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Labyrnth Moderator
Reputation: 10
Joined: 28 Nov 2006 Posts: 6300
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Posted: Mon May 28, 2007 12:35 pm Post subject: |
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Dont know man,
Your approaching it wrong by trying to use a registry symbol for the pointer if you are trying to make a trainer with it.
You have to find the pointer address. This is the only option i can see.
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-DEViL- Expert Cheater
Reputation: 3
Joined: 21 Apr 2007 Posts: 185
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Labyrnth Moderator
Reputation: 10
Joined: 28 Nov 2006 Posts: 6300
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Posted: Mon May 28, 2007 2:53 pm Post subject: |
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You cant use alloc, so you cant use insanity as symbol.
You cannot make the trainer unless you find the pointer man.
You can just have a CT.
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SXGuy I post too much
Reputation: 0
Joined: 19 Sep 2006 Posts: 3551
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Posted: Mon May 28, 2007 3:26 pm Post subject: |
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| Code: | [ENABLE]
registersymbol(insanity)
alloc(insanity,4)
label(returnhere)
label(originalcode)
label(exit)
| im sure 4 bytes is too small for what your trying to do
| Code: |
SufferingTTB.rfl+1B2FD:
jmp SufferingTTB.rfl+3A0
nop
returnhere:
| doesnt look right to me
| Code: |
SufferingTTB.rfl+3A0: //this is allocated memory, you have read,write,execute access
//place your code here
mov [insanity],esi //store the base address to insanity
| your moving the value of insanity into esi, but you havent actually defined what value insanty actually is, guessing thats written wrong too.
| Code: |
originalcode:
fstp [esi+0000048a]
| you need to find base pointer for this im guessing, i.e esi+48a
| Code: |
exit:
jmp returnhere
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
unregistersymbol(insanity)
dealloc(insanity)
SufferingTTB.rfl+1B2FD:
fstp [esi+0000048a] |
SufferingTTB.rfl+1B2FD really doesnt help trying to fix this AA. i suggest you define what the address is first and use that instead.
this is a wild guess cos i have no clue what game this is for.
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Labyrnth Moderator
Reputation: 10
Joined: 28 Nov 2006 Posts: 6300
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Posted: Mon May 28, 2007 3:54 pm Post subject: |
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Thats why your way off on what you said about some of the scripting.
This is right if your manually setting a code cave, so he doesnt need alloc.
He wants to make a trainer. He cannot use alloc for this.
| Code: | [ENABLE]
registersymbol(insanity)
alloc(insanity,4)
label(returnhere)
label(originalcode)
label(exit) |
Cant use alloc on the trainer, and it is not to small if insanity is a value only.
| Code: | SufferingTTB.rfl+1B2FD: <---- Address in the game
jmp SufferingTTB.rfl+3A0 <-------- Code cave address Jump to the cave and do the code that was written there.
nop
returnhere: <-- Jumping back into the original flo of the game code.
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| Code: |
SufferingTTB.rfl+3A0: //this is allocated memory, you have read,write,execute access
//place your code here
mov [insanity],esi //store the base address to insanity |
No he is moving the value of esi into insanity. And insanity is defined by alloc(insanity,4) That why it wont work on a trainer cause of alloc.
| Quote: | | SufferingTTB.rfl+1B2FD really doesnt help trying to fix this AA. i suggest you define what the address is first and use that instead. |
You have to define the address like this or your script will not work.
Code shifting my man..... This is how you defeat it. by using the base address of the module minus the address found. you get this for an address and you will find it everytime.
The only problem here is: You cant use alloc in a trainer. This screws up the whole registersymbol sequence.
The AA script works.
The game is called: "The Suffering"
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-DEViL- Expert Cheater
Reputation: 3
Joined: 21 Apr 2007 Posts: 185
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Posted: Tue May 29, 2007 12:34 am Post subject: |
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ok.i want to do this on the windows pinball because is the very easy and nice game to practice on it.
i use this scripts but not work and game is going to crash.
just my problem is i cant find base pointer when i find base pointer i dont need this scripts.
please help me to find base pointer.
im ask pointer question in this topic.
http://forum.cheatengine.org/viewtopic.php?t=90156
| Code: | [ENABLE]
registersymbol(ball)
label(ball)
label(exit)
Pinball.exe+175B7:
jmp Pinball.exe+2FE
mov [ball],esi
nop
ball:
exit:
jmp ball
[DISABLE]
unregistersymbol(ball)
Pinball.exe+175B7:
mov [esi+00000146],eax |
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Labyrnth Moderator
Reputation: 10
Joined: 28 Nov 2006 Posts: 6300
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Posted: Tue May 29, 2007 12:38 am Post subject: |
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You are totally messing up in that script, now i know you dont know what your doing.
Even after all of the scripts and stuff myself and others have posted.
Go look at DarkBytes script for Pinball. Study it and try again.
http://forum.cheatengine.org/viewtopic.php?t=4870
| Code: |
[ENABLE]
registersymbol(ball)
label(ball) <--- ball as a label ok, this could be used like that as a label.
label(exit) <--- If you are using ball as a label why make another one?
Pinball.exe+175B7:
jmp Pinball.exe+2FE <---- so you just jumping to any address huh?
mov [ball],esi <---- moving esi into [ball] ? Where did you define ball as and address?
nop
ball:
exit: <-- the other label ?
jmp ball <--- jump to ball ?
[DISABLE]
unregistersymbol(ball)
Pinball.exe+175B7:
mov [esi+00000146],eax
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Here is how it should look:
| Code: |
[ENABLE]
registersymbol(ball)
alloc(ball,4)
label(exit)
Pinball.exe+2FE:
mov [ball],esi
jmp exit
Pinball.exe+175B7:
jmp Pinball.exe+2FE:
nop
exit:
[DISABLE]
unregistersymbol(ball)
dealloc(ball)
Pinball.exe+175B7:
mov [esi+00000146],eax
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You need to learn the assembly so you can find the pointer. You cannot use alloc.
Also you need to learn how to do AA scripting before you can continue with what you want to accomplish.
Sorry but thats how it is. If you dont put in the time of learning your not going to wing your way through it.
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-DEViL- Expert Cheater
Reputation: 3
Joined: 21 Apr 2007 Posts: 185
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Posted: Tue May 29, 2007 1:53 am Post subject: |
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im do this to find base pointer
------------------------------------------------------------------------------------
1.i found that address and right click and select (find out what writs to this address
2.some code will pop up
i find that that value EXTRA INFO tels me
3.right click on my pointer and select((find out what access to this pointer))
4.some code will pop up
5.i find that value EXTRA INFO tels me
6.right click on my 2nd pointer and select ((find out what access to this pointer))
7.some code will pop up
8.i try to find that value EXTRA INFO tels me but i found nothing
this method is broken here
---------------------------------------------------------------------------------
i try to find base pointer by another way
in the 2nd pointer i try ((find out what reads from this address))
when i try ((find out what reads from this address)) game is crashing?!?!
this method is not work for me.
---------------------------------------------------------------------------------
that pointer i found is not static in the game when level has changed pointer is not work because that pointer is not static.
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Labyrnth Moderator
Reputation: 10
Joined: 28 Nov 2006 Posts: 6300
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Posted: Tue May 29, 2007 9:30 am Post subject: |
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| Try find what access's it.
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-DEViL- Expert Cheater
Reputation: 3
Joined: 21 Apr 2007 Posts: 185
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Posted: Tue May 29, 2007 11:15 am Post subject: |
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| in the 2nd pointer i try to find what access it and some code will pop up and when i try to find that value EXTRA INFO tells me i found nothing?
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