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Is it even possible to ...
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Nota
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PostPosted: Sun Jun 05, 2016 1:59 pm    Post subject: Is it even possible to ... Reply with quote

Is it even possible to to create a button in the UI of a game and recompile it as an exe. Note: not a trainer.
_________________________________________So I highlight each value

[img]i67.tinypic dot com/xf0sg8.jpg[/img]
Picture Supposed to go here, But I'm Not Allowed To Post Urls Yet ............

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akumakuja28
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PostPosted: Sun Jun 05, 2016 6:58 pm    Post subject: Reply with quote

Yep but its ridiculously difficult.
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++METHOS
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PostPosted: Sun Jun 05, 2016 7:15 pm    Post subject: Reply with quote

Based on the information provided, I'm confused about what you're really asking.

If you're wanting to change (or add to) the function of an existing button, that's easy enough. Just find the code that checks if that button is pressed, and create a script that will do whatever you want when that bool is true.

If you're wanting to add a new button, but not as an overlay, then that's going to have a different kind of answer.
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Nota
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PostPosted: Sun Jun 05, 2016 11:57 pm    Post subject: Reply with quote

++METHOS wrote:
Based on the information provided, I'm confused about what you're really asking.

If you're wanting to change (or add to) the function of an existing button, that's easy enough. Just find the code that checks if that button is pressed, and create a script that will do whatever you want when that bool is true.

If you're wanting to add a new button, but not as an overlay, then that's going to have a different kind of answer.


Assuming you looked at picture, That button is a walk/run in place button;
would it be easier to figure out the command and then implement a hotkey?

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++METHOS
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PostPosted: Mon Jun 06, 2016 7:12 am    Post subject: Reply with quote

Easier? I have no idea, since I really don't understand what it is that you are trying to do. I could keep guessing, but that is not a good use of my time. Maybe akumakuja28 or someone else can decipher your posts, but I can't.

If you can provide more information, maybe I (or someone else) can help you better. Very Happy
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Cake-san
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PostPosted: Mon Jun 06, 2016 7:24 am    Post subject: Reply with quote

I see. Laughing

What game is it ? Confused

It's easier to make this function if it's a unity game or .net game because you can see many things using features implement in CE. Rolling Eyes

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ulysse31
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PostPosted: Mon Jun 06, 2016 7:25 am    Post subject: Reply with quote

++METHOS wrote:
Based on the information provided, I'm confused about what you're really asking.

If you're wanting to change (or add to) the function of an existing button, that's easy enough. Just find the code that checks if that button is pressed, and create a script that will do whatever you want when that bool is true.

If you're wanting to add a new button, but not as an overlay, then that's going to have a different kind of answer.

I guess for gui framework app that is true, but what about buttons in games, is it really easy to find the code that checks if the considered button is pressed for let's say an unreal engine 3 game ?
If yes, how would you do that ? Ultimap ? breakpoints on the graphical engine API ? breakpoints on the windows input API?
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++METHOS
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PostPosted: Mon Jun 06, 2016 8:24 am    Post subject: Reply with quote

I depends on the target and how that data is being handled. Ultimap, if you can run it, is very helpful for things like this. If you can't run ultimap, there should be a bool for when the button is pressed down (held), even if the function doesn't execute until the button is released, you should still be able to find that bool and then the function by analyzing the code that checks that bool. In fact, just finding the value for when you move your mouse over the button (not even clicking) may work.

If you can't find the boolean value, then try to find the code that handles the function and backtrace/analyze code to find the check for the button. Once you have the data that you need, you can manipulate it to perform whatever tasks that you want.

Really, depending on the target and how data is being handled etc., there are many different ways to approach this. Ultimap is a good, universally-viable option, especially for beginners...assuming you are only running CE. If you're comfortable with another debugger or analyzer etc., then you may have even more options.
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Nota
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PostPosted: Mon Jun 06, 2016 11:55 am    Post subject: Reply with quote

++METHOS wrote:
Easier? I have no idea, since I really don't understand what it is that you are trying to do. I could keep guessing, but that is not a good use of my time. Maybe akumakuja28 or someone else can decipher your posts, but I can't.

If you can provide more information, maybe I (or someone else) can help you better. Very Happy


i67.tinypic dot com/xf0sg8.jpg

Leaving my ultimate goals aside for now,
In Maxis Creature Creator There are Walk and Run "in place" buttons in the Creature description section.
I would like to capture the code for each, and implement at the least,
a hotkey that can be pressed in the test drive section of the Creator.

I have found what appear to be the six process.
However, when the "run/sprint" button is clicked, the values fluctuate erratically. The only time the value is "0" is when no action has taken place, then when clicked, it looks like The Matrix.
I am assuming the values represent,
1 Clicked
2 Play Audio
3 Run Animation
4 A Listener ?
5 ?
6 ?

When injecting any on the codes, there are no results.

At a loss...

Wish I could show the pics....

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++METHOS
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PostPosted: Mon Jun 06, 2016 12:22 pm    Post subject: Reply with quote

Nop'ing the instruction that handles character movement will probably achieve the same result. You'd have to incorporate a key/button function, though...but it's probably a lot easier. That, and if the test drive mode doesn't support the feature that you're looking for, you may not have much choice in the matter.
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Nota
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PostPosted: Fri Jun 10, 2016 7:36 pm    Post subject: Reply with quote

I tried Clicking the "run/sprint" button, then next scan Changed Value. Still left with thousands of results.

If I scan set to float, Initial scan at unknown value, I get over a million results. Next scan is Unchanged, continued Unchanged scans ends up at Zero results.

If I do not click a button in the game, should there not be at least one result in Unchanged?

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++METHOS
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PostPosted: Sat Jun 11, 2016 1:13 am    Post subject: Reply with quote

1. Did you try Nop'ing the instruction that handles character coordinates, as previously mentioned?

2. How does the button work? For example, can you click it once to turn on 'run-in-place', then click it again to turn it off? If so, a boolean search might work (float or byte type).
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Nota
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PostPosted: Sat Jun 11, 2016 8:54 am    Post subject: Reply with quote

++METHOS wrote:
1. Did you try Nop'ing the instruction that handles character coordinates, as previously mentioned?

2. How does the button work? For example, can you click it once to turn on 'run-in-place', then click it again to turn it off? If so, a boolean search might work (float or byte type).


Noping )( in tutorials and in this forum, I see noping defined as "having no action." I want to be able to run an action on command.

click it once to turn on 'run-in-place', then click it again to turn it off...

No click once, run cycle runs for 2 seconds and then goes into standby.

WoW... Is there a way to quickly find the process behind a button?

I scan for Unchanged till I'm down to a few thousand, then click the sprint button, then scan Changed Value, see values change wile clicking the Sprint/run button, Freeze the Value and crash the game....

Start over again....

KiLLINg me.....

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++METHOS
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PostPosted: Sat Jun 11, 2016 12:13 pm    Post subject: Reply with quote

NOP = no operation

NOP'ing the instruction that handles your coordinates value would give you the same effect (allow you to run/walk in place).

As previously mentioned, you CAN find the function that handles the button.

Based on your description of how the button works, the run-in-place is probably determined by a timer. If you can find the timer, you can run in place indefinitely. But, again, if you're looking to be able to run in place while in-game, where that feature is not available, you are best to either:

1. NOP the function that handles coordinates and just write a script to automate the walking part.
2. Find the function where the button is checked and/or where the walk-in-place is performed.

However, for all we know, the game may be performing the walk-in-place part the same way as outlined in option 1 above, just in a different manner (e.g. jumping over the coordinates instruction).
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Nota
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PostPosted: Sat Jun 11, 2016 3:10 pm    Post subject: Reply with quote

++METHOS wrote:
NOP = no operation

NOP'ing the instruction that handles your coordinates value would give you the same effect (allow you to run/walk in place).

As previously mentioned, you CAN find the function that handles the button.

Based on your description of how the button works, the run-in-place is probably determined by a timer. If you can find the timer, you can run in place indefinitely. But, again, if you're looking to be able to run in place while in-game, where that feature is not available, you are best to either:

1. NOP the function that handles coordinates and just write a script to automate the walking part.
2. Find the function where the button is checked and/or where the walk-in-place is performed.

However, for all we know, the game may be performing the walk-in-place part the same way as outlined in option 1 above, just in a different manner (e.g. jumping over the coordinates instruction).


Does this look like a keybord hot key?
6D 6F 64 65 6C 63 61 70 61 62 69 6C 69 74 79 6D 65 61 6E 00 21 00 00 00 B6 E5 C3 B1 58 AA 70 06 6B AA 70 06 6C AA 70 06 00 00 00 00 00 00 00 00 00 00 00 00 19 00 00 00 6B 65 79 62 6F 61 72 64 5A 6F 6F 6D 53 70 65 65 64 00 BA 00 21 00 00

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