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CE Code list
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vegettadbz
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PostPosted: Sun Apr 20, 2014 5:19 pm    Post subject: CE Code list Reply with quote

Hello guys!
I have a problem training a game. Actually, I have a problem with CE code list in which I can't find the addresses to make the trainer. See photo.
I think that in the ''address'' field it should be the proccess name+address and in the ''name'' field in should be the code.
Well, in the address filed there only an address (no process name) which is changing every time I restart the game. The code is always the same. What can I do to fix that? Every time I try to make a cheat I end up with the same code but different address. I know the code is correct since it does work when i change it.



ce_code.png
 Description:
 Filesize:  122.84 KB
 Viewed:  17933 Time(s)

ce_code.png


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++METHOS
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PostPosted: Sun Apr 20, 2014 6:15 pm    Post subject: Reply with quote

In Memory Viewer, select 'View' from the drop-down menu and make sure that 'Show module addresses' is checked.
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justa_dude
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PostPosted: Sun Apr 20, 2014 7:11 pm    Post subject: Reply with quote

What version of CE are you using? I haven't seen that directX button there for a while, I think.
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PostPosted: Sun Apr 20, 2014 7:13 pm    Post subject: Reply with quote

If I had to guess...5.6.1.

Very Happy
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justa_dude
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PostPosted: Sun Apr 20, 2014 8:43 pm    Post subject: Reply with quote

mmm... In 6.3, I believe, module names are always used for the code list if they are available. I'm not sure about the other versions.
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PostPosted: Sun Apr 20, 2014 9:36 pm    Post subject: Reply with quote

Yes...vegettadbz should consider using the latest version.
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vegettadbz
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PostPosted: Mon Apr 21, 2014 2:36 am    Post subject: Reply with quote

Thanks for the support guys. As you guessed, I use CE 5.6.1. I have tried also CE 6.3 The problem is that both of them didn't help...Sad.
Well, it shows the module address but not for all addresses... After some address the module just disappeared. Is there a way to fix that or find the module in some way?
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mgr.inz.Player
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PostPosted: Mon Apr 21, 2014 5:52 am    Post subject: Reply with quote

You just found JIT compiled code. Those doesn't have "module+offset".

Quote:
The code is always the same. What can I do to fix that? Every time I try to make a cheat I end up with the same code but different address. I know the code is correct since it does work when i change it.

For such things you have to use signature scanning method. aobscan AutoAssemble command.



Do it this way:
- In memory viewer. Be sure we can see at the same time 15 lines before and 15 lines after the instruction mov [eax+30],ecx

- do screenshot,
- upload somehere
- post link (if you can not post links, you can still post obfuscated URL link)

Then, I or someone else can give you AA script.

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Rydian
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PostPosted: Mon Apr 21, 2014 6:37 am    Post subject: Reply with quote

I learned how to do basic AOB edits for JIT games like Terraria. If you want to learn how to do it yourself, I wrote a guide on the technique I use explaining why what is done.
http://forum.cheatengine.org/viewtopic.php?p=5510987

But if this is just a one-time thing then yeah somebody here can make the script.

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vegettadbz
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PostPosted: Mon Apr 21, 2014 12:00 pm    Post subject: Reply with quote

I have just post an image.

http://i171.photobucket.com/albums/u291/vegettobdz/diafora/ce_photo_zps8ee343c5.png

@Rydian. I will have a look at the tutorial too. I have to learn a few more things. Smile
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mgr.inz.Player
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PostPosted: Mon Apr 21, 2014 12:29 pm    Post subject: Reply with quote

Code:
[ENABLE]
aobscan(code,83 c4 08 89 45 c0 8b c8 8b 45 c8 89 48 30 8b 40 6c 85 c0 74)
registersymbol(code)
alloc(newmem,512)
label(back)

newmem:
 mov [eax+30],ecx
 mov eax,[eax+6C]

 // your code here

 jmp back


code+B:
 jmp newmem
 nop
 back:

[DISABLE]
code+B:
 mov [eax+30],ecx
 mov eax,[eax+6C]

dealloc(newmem)
unregistersymbol(code)

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vegettadbz
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PostPosted: Mon Apr 21, 2014 1:37 pm    Post subject: Reply with quote

Thanks for the reply. However I have a question and I get an error too.
Question: What does "code+B" means? Go B bytes from the beginning? If that so, I suppose I have to go 16 bytes (10 in hex), so I end to the code I want to edit (89 48 30 --> mov[eax+30],ecx). Is that correct?

I also get this error when I try to assign the cheat table from Auto Assemble to the CE List.
ERROR: ''0000000 was supposed to added to the symbollist but it isn't declared''
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mgr.inz.Player
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PostPosted: Mon Apr 21, 2014 2:27 pm    Post subject: Reply with quote

Because this script is for CE6.3


For CE6.2 it will be:
Code:

[ENABLE]
aobscan(code,83 c4 08 89 45 c0 8b c8 8b 45 c8 89 48 30 8b 40 6c 85 c0 74)

label(codeLabel)
registersymbol(codeLabel)
alloc(newmem,512)
label(back)

newmem:
 mov [eax+30],ecx
 mov eax,[eax+6C]

 // your code here

 jmp back


code+B:
codeLabel:
 jmp newmem
 nop
 back:

[DISABLE]
codeLabel:
 mov [eax+30],ecx
 mov eax,[eax+6C]

dealloc(newmem)
unregistersymbol(codeLabel)

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vegettadbz
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PostPosted: Mon Apr 21, 2014 3:38 pm    Post subject: Reply with quote

I have installed CE 6.3. I wrote the code but for some reason I am not allowed to toggle it on...:/
P.S. What about the ''code+B" instruction? What is it? :/
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mgr.inz.Player
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PostPosted: Mon Apr 21, 2014 4:03 pm    Post subject: Reply with quote

post another screenshot. Maybe some codes are different after restart.
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