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Help with addresses that change please.

 
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Mclane
Newbie cheater
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Joined: 19 Oct 2008
Posts: 14

PostPosted: Thu Sep 27, 2012 11:42 am    Post subject: Help with addresses that change please. Reply with quote

Could some kind soul point me to a tutorial that's complete to show me how to find addresses for cheats that change with every load of the game.

I'm ok at finding the cheat for the game but not at solving how to find the real pointer to it when it changes the next time.

Thanks

Edit: maybe another kind soul could help me recognise the PC equiv of the DEC command or a way an address is being altered when you look at what the code is doing at this address.

I'm not sure what to nop...

Sorry, basic newbie stuff, I've seen some tutorials but pictures are missing etc.
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Mclane
Newbie cheater
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Joined: 19 Oct 2008
Posts: 14

PostPosted: Sun Sep 30, 2012 4:03 am    Post subject: Reply with quote

BUMP

Come on guys, I know many trainer makers have a bit of an elitist attitude but, cut an old trainer maker from days before you were born / playing a bit of slack.

Yes, I used to cheat Atari 8bit games and C64 and sometimes for Snes games as in hack the code, not using action replays, pure monitor based stuff.

Sadly I never made the leap up to PC coding and its too late to try, so come on guys and gals, give me a bit of help.
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Dark Byte
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PostPosted: Sun Sep 30, 2012 2:32 pm    Post subject: Reply with quote

Try the multilevel pointer tutorial
Or just use the pointerscanner if you have the time/can't debug

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Mclane
Newbie cheater
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Joined: 19 Oct 2008
Posts: 14

PostPosted: Thu Oct 04, 2012 4:34 am    Post subject: Reply with quote

Dark Byte wrote:
Try the multilevel pointer tutorial
Or just use the pointerscanner if you have the time/can't debug


Sorry I'm late with the reply..

Thank you, will do..
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orlaub
How do I cheat?
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Joined: 04 Oct 2012
Posts: 4

PostPosted: Thu Oct 04, 2012 10:45 am    Post subject: Reply with quote

Dark Byte wrote:
Try the multilevel pointer tutorial
Or just use the pointerscanner if you have the time/can't debug


And what if the pointerscanner does not work?

Trying to change my troops in Heroes of Might and Magic V, but I'm not getting anywhere. Maybe it's just because I'm not doing it the right way... Smile

Been through the multilevel pointer tut, and tried it by sticking with the quantity of a single troop. I did not get more than 1 step, then all the addresses pointed towards .. themselves?

Also tried the pointerscanner, the first scan after the initial one turns up 0 results.

Now I've searched this forum for previous attempts, and I've found one. Been trying to read it, although I'm a total noob at ASM, so there are some things I just really can't understand.

Code:
// Game Version  : 1.0
// Script Version: 1.0
// CE Version    : 5.4
// Resource e MP
// 29-Jun-2008

[ENABLE]
alloc(MyCode,1024)

label(_Resource)
label(_MovePoint)
label(_Res1)
label(_Res2)
label(_MovP1)
label(_BackR)
label(_BackMP)
label(_ExitR)
label(_ExitMP)
label(pOwner)
label(pLastOne)
label(pTroops)

registersymbol(MyCode)
registersymbol(pLastOne)
registersymbol(pTroops)

//=============================
// Hacking Points
H5_Game.exe+59ef98:
 jmp _Resource
_BackR:

H5_Game.exe+463d6d:
 jmp _MovePoint
 nop
_BackMP:

MyCode:
//=========================================
// # Bullet can increase, but not decrease
// base + 0x3c = iWood
// base + 0x40 = iOre
// base + 0x44 = iMercury
// base + 0x48 = iCrystal
// base + 0x4c = iSulfur
// base + 0x50 = iGems
// base + 0x54 = iGold
_Resource:
 mov ecx,eax
 mov eax,[ecx]

 mov [pOwner],eax

 push ecx
 push ebx

 mov ecx,00001388   // 5000
 mov ebx,6          // # of resource

_Res1:
 or ebx,ebx
 jz _Res2

 dec ebx
 cmp ecx,[eax+ebx*4+0000003c]
 jle _Res1

 mov [eax+ebx*4+0000003c],ecx
 jmp _Res1

_Res2:
 mov ecx,0000c350       // 50000
 cmp ecx,[eax+00000054] //Gold
 jle _ExitR

 mov [eax+00000054],ecx

_ExitR:
 pop ebx
 pop ecx
 ret                    // back to main code

//=========================================
// Free Movement
_MovePoint:
 mov [ecx+000000e0],eax

 mov eax,[ecx+000000dc]
 cmp eax,[pOwner]
 jne _ExitMP

 mov eax,[ecx+000000c4]
 or eax,eax
 jz _MovP1

 push ebx
 mov ebx,[eax]
 mov [pTroops],ebx
 mov ebx,[eax+04]
 mov [pTroops+04],ebx
 mov ebx,[eax+08]
 mov [pTroops+08],ebx
 mov ebx,[eax+0c]
 mov [pTroops+0c],ebx
 mov ebx,[eax+10]
 mov [pTroops+10],ebx
 mov ebx,[eax+14]
 mov [pTroops+14],ebx
 mov ebx,[eax+18]
 mov [pTroops+18],ebx
 pop ebx

_MovP1:
 mov eax,[ecx+000000e4]
 mov [ecx+000000e0],eax

 mov [pLastOne],ecx

_ExitMP:
 jmp _BackMP

//=========================================
// Variables
pOwner:
 dd 0
pLastOne:
 dd 0
pTroops:
 dd 0,0,0,0,0,0,0

//=========================================
// Original Codes

[DISABLE]
H5_Game.exe+59ef98:
 mov ecx,eax
 mov eax,[ecx]
 ret

H5_Game.exe+463d6d:
 mov [ecx+000000e0],eax

dealloc(MyCode)
unregistersymbol(MyCode)
unregistersymbol(pLastOne)
unregistersymbol(pTroops)


Can someone explain, first of all, how he defines his variables? -- Like pTroops, for example. It should be mentioned that he/she has this prerequisite of one moving his hero with the troops on it before you can change the troops the hero is holding onto.

If someone could walk me through the entire script, that would be awesome-sauce as well Smile

This probably warrants a new thread entirely.. but whatevs...
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