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vegettadbz Cheater
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Joined: 01 Dec 2010 Posts: 28
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Posted: Sun Apr 20, 2014 5:19 pm Post subject: CE Code list |
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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.
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++METHOS I post too much
Reputation: 92
Joined: 29 Oct 2010 Posts: 4197
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Posted: Sun Apr 20, 2014 6:15 pm Post subject: |
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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 Grandmaster Cheater
Reputation: 23
Joined: 29 Jun 2010 Posts: 891
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Posted: Sun Apr 20, 2014 7:11 pm Post subject: |
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What version of CE are you using? I haven't seen that directX button there for a while, I think.
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++METHOS I post too much
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Joined: 29 Oct 2010 Posts: 4197
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Posted: Sun Apr 20, 2014 7:13 pm Post subject: |
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If I had to guess...5.6.1.
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justa_dude Grandmaster Cheater
Reputation: 23
Joined: 29 Jun 2010 Posts: 891
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Posted: Sun Apr 20, 2014 8:43 pm Post subject: |
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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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A nagy kapu mellett, mindig van egy kis kapu.
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++METHOS I post too much
Reputation: 92
Joined: 29 Oct 2010 Posts: 4197
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Posted: Sun Apr 20, 2014 9:36 pm Post subject: |
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Yes...vegettadbz should consider using the latest version.
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vegettadbz Cheater
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Joined: 01 Dec 2010 Posts: 28
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Posted: Mon Apr 21, 2014 2:36 am Post subject: |
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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... .
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 I post too much
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Joined: 07 Nov 2008 Posts: 4438 Location: W kraju nad Wisla. UTC+01:00
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Posted: Mon Apr 21, 2014 5:52 am Post subject: |
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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 Grandmaster Cheater Supreme
Reputation: 31
Joined: 17 Sep 2012 Posts: 1358
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Posted: Mon Apr 21, 2014 6:37 am Post subject: |
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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 Cheater
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mgr.inz.Player I post too much
Reputation: 222
Joined: 07 Nov 2008 Posts: 4438 Location: W kraju nad Wisla. UTC+01:00
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Posted: Mon Apr 21, 2014 12:29 pm Post subject: |
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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 Cheater
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Joined: 01 Dec 2010 Posts: 28
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Posted: Mon Apr 21, 2014 1:37 pm Post subject: |
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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 I post too much
Reputation: 222
Joined: 07 Nov 2008 Posts: 4438 Location: W kraju nad Wisla. UTC+01:00
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Posted: Mon Apr 21, 2014 2:27 pm Post subject: |
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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 Cheater
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Joined: 01 Dec 2010 Posts: 28
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Posted: Mon Apr 21, 2014 3:38 pm Post subject: |
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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 I post too much
Reputation: 222
Joined: 07 Nov 2008 Posts: 4438 Location: W kraju nad Wisla. UTC+01:00
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Posted: Mon Apr 21, 2014 4:03 pm Post subject: |
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post another screenshot. Maybe some codes are different after restart.
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