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What methods could be used to find Gravity\Velocity?

 
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Kriogenic
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PostPosted: Sat Jun 23, 2012 10:32 pm    Post subject: What methods could be used to find Gravity\Velocity? Reply with quote

Hey everyone,

I am making some codes for prototype and have come across a little problem.

I am trying to find out how I can change the gravity\velocity.

I am not sure which one to call it. but I would like your thoughts on how you would go about finding such a value\routine.
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Fresco
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PostPosted: Sun Jun 24, 2012 9:49 am    Post subject: Reply with quote

i don't know the game, but you can find gravity only if you can change it's value in the game.
if it's a constant (value that never changes) your probability to find the address of gravity is less than 0.00000000000000001%
unless you plan to study the entire assembly code.

as for velocity it's the same thing.

but if the game have a console "`" or "~" that can change those values, it's very simple.
before i go on with the "how do you find the addresses", please answer to the above questions.

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Kriogenic
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PostPosted: Sun Jun 24, 2012 7:42 pm    Post subject: Reply with quote

The game does not have a console so I cant change the gravity

I am calling it velocity at this point because it is changing. I can change my Z location very high and the longer you fall the faster you start to fall.

I have done some searching for values and I get a list of about 10 addresses all which seem to change according to how fast I am falling or rising. when I am rising the values are negative, when I am falling the values rise.

The problem is I must be missing something as when I freeze all the addresses they have no effect in game which usually means I have not found the correct address\es

I have repeated this many times to make sure I'm not messing up my scan and accidentally removing a correct value and I am always left with 10 results
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Fresco
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PostPosted: Mon Jun 25, 2012 4:10 pm    Post subject: Reply with quote

since you can't change the gravity value, you can't make a code that affects it, unless there are some levels in the game that have different gravity values and the gravity address is static (green).
as for the velocity try nopping the code that writes to those addresses you found perhaps the code writes twice as fast as cheat engine does.
i can tell that even it it works, it won't affect how fast the player walks or runs, so it's a dead end, because it's the gravity that affects that speed, not the key "w" that you press to make your character walk or run.
sometime you just give up till you have better knowledge of assembly lua or whatever it is that requires the speed hack.
it's worth trying though, i might be wrong!

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Kriogenic
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PostPosted: Mon Jun 25, 2012 8:01 pm    Post subject: Reply with quote

I hear what your saying and you are totally correct the game was writting faster then CE, when I nopped the values I am not falling

This is perfect, now I would like to know if it is possible in another language like c++ or VB .NET on how to inject these ASM codes?
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Fresco
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PostPosted: Tue Jun 26, 2012 6:48 am    Post subject: Reply with quote

yes there is a way, i don't know much about c++, maybe you should start a new thread abut that Smile
i'm glad your problem was solved Smile
anyways if you would want to make a trainer, cheat engine can do that. just go file > generate trainer ...

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Kriogenic
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PostPosted: Tue Jun 26, 2012 8:11 pm    Post subject: Reply with quote

Yeah I know CE can create a trainer and it makes very nice ones at that.

My main goal here is learning about ASM and memory editing from external sources other then using CE. CE is just a VERY great debgging tool to find the correct memory locations.

I will look into ASM injection in vb .net and thanks for your help I was just wondering do you know how fast CE writes a value when frozen?
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Fresco
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PostPosted: Wed Jun 27, 2012 4:16 am    Post subject: Reply with quote

Kriogenic wrote:
[...] do you know how fast CE writes a value when frozen?

yes, you can edit that spend and set it to min 1 millisecond, by default the value is 100.
but still, the code will write faster Smile
because it could be the the code does not an increase to the current value, but sets it to the current speed, the result will be ce sets it to min code sets it to max, and for 0,0000001 ms the code will prevail over ce and you player will fall like a rock Smile

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sprotz
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PostPosted: Sat Aug 15, 2020 1:54 pm    Post subject: Reply with quote

Kriogenic wrote:
I hear what your saying and you are totally correct the game was writting faster then CE, when I nopped the values I am not falling

This is perfect, now I would like to know if it is possible in another language like c++ or VB .NET on how to inject these ASM codes?


It's THAN, not THEN., Banana English !
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