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(updated) Crashing while modifying monsters X/Y/Z coords?

 
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WhyNot132
How do I cheat?
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Joined: 31 Oct 2015
Posts: 1

PostPosted: Sun Nov 01, 2015 4:09 am    Post subject: (updated) Crashing while modifying monsters X/Y/Z coords? Reply with quote

Edit;
Seems like I've found a better one that constantly pushes out the Z coordinates but it crashes whenever I attempt to change it, this is what the code looks like;

Code:

engine.exe+292015 - 52                    - push edx
engine.exe+292016 - E8 9908E3FF           - call engine.exe+C28B4
engine.exe+29201B - 8B 45 E4              - mov eax,[ebp-1C]
engine.exe+29201E - 8B 4D E8              - mov ecx,[ebp-18]
engine.exe+292021 - 8B 55 EC              - mov edx,[ebp-14]
engine.exe+292024 - 89 86 60040000        - mov [esi+00000460],eax
engine.exe+29202A - 89 8E 64040000        - mov [esi+00000464],ecx
engine.exe+292030 - 89 96 68040000        - mov [esi+00000468],edx
engine.exe+292036 - F3 0F10 45 08         - movss xmm0,[ebp+08]
engine.exe+29203B - 0F57 C9               - xorps xmm1,xmm1
engine.exe+29203E - 0F2E C1               - ucomiss xmm0,xmm1
engine.exe+292041 - 9F                    - lahf
engine.exe+292042 - F6 C4 44              - test ah,44
engine.exe+292045 - 7B 12                 - jnp engine.exe+292059
engine.exe+292047 - 84 DB                 - test bl,bl
engine.exe+292049 - 75 0E                 - jne engine.exe+292059
engine.exe+29204B - D9 45 DC              - fld dword ptr [ebp-24]
engine.exe+29204E - D8 65 F4              - fsub dword ptr [ebp-0C]
engine.exe+292051 - D9E1                  - fabs
engine.exe+292053 - D9 9E 20050000        - fstp dword ptr [esi+00000520]
engine.exe+292059 - 80 BE 54050000 00     - cmp byte ptr [esi+00000554],00
engine.exe+292060 - F3 0F10 55 F4         - movss xmm2,[ebp-0C]
engine.exe+292065 - F3 0F11 96 2C040000   - movss [esi+0000042C],xmm2 // This appearntly sends out all the Z floats for monsters
engine.exe+29206D - 74 0C                 - je engine.exe+29207B
engine.exe+29206F - 0F2F C1               - comiss xmm0,xmm1
engine.exe+292072 - 76 07                 - jna engine.exe+29207B
engine.exe+292074 - 8B CE                 - mov ecx,esi
engine.exe+292076 - E8 95FAFFFF           - call engine.exe+291B10
engine.exe+29207B - 80 7D E3 00           - cmp byte ptr [ebp-1D],00
engine.exe+29207F - 74 17                 - je engine.exe+292098
engine.exe+292081 - 8B CE                 - mov ecx,esi
engine.exe+292083 - E8 F8DFFFFF           - call engine.exe+290080
engine.exe+292088 - 83 BE 5C040000 00     - cmp dword ptr [esi+0000045C],00
engine.exe+29208F - 74 07                 - je engine.exe+292098
engine.exe+292091 - 8B CE                 - mov ecx,esi
engine.exe+292093 - E8 68F8FFFF           - call engine.exe+291900
engine.exe+292098 - 8B 4D FC              - mov ecx,[ebp-04]
engine.exe+29209B - 5E                    - pop esi
engine.exe+29209C - 33 CD                 - xor ecx,ebp
engine.exe+29209E - 5B                    - pop ebx
engine.exe+29209F - E8 2E08E3FF           - call engine.exe+C28D2
engine.exe+2920A4 - 8B E5                 - mov esp,ebp
engine.exe+2920A6 - 5D                    - pop ebp
engine.exe+2920A7 - C2 0800               - ret 0008


So far I've manage to make it so the monster constantly jumps by doing this;
Code:

alloc(newmem,2048)
label(returnhere)
label(originalcode)
label(value)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access

//addss xmm2 [value]
//movss [esi+0000042C],xmm2
mov [esi+0000042C],(float)100
jmp exit

//-------

originalcode:
movss [esi+0000042C],xmm2

exit:
jmp returnhere

value:
dd (float)3

"engine.exe"+292065:
jmp newmem
nop
nop
nop
returnhere:



Edit, When I attempt to edit the X, Y positions they both seem to be in a "mov [ecx],eax" format, attempting to edit it crashes.
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