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How to Enable/Disable a script from within auto assembly

 
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raiderr1
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PostPosted: Wed Nov 28, 2018 5:28 pm    Post subject: How to Enable/Disable a script from within auto assembly Reply with quote

I'd like to be able to enable/disable a script from withing a code injection that I'm writing with the auto assembler. Is there a way to do this?

The reason I want to do this, is I want to enable/disable a script based on a game controller button press. I found the assembly code in memory that is running when I hold a button down and when I release it. So I'm hoping to inject some code into those two places that will enable/disable a different CE script.

Thank you
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OldCheatEngineUser
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PostPosted: Fri Nov 30, 2018 6:16 am    Post subject: Reply with quote

you probably need lua, and you may want another script to enable/disable the second script.

or from within the script you can use some lua code to allocate/free the allocated memory, but remember the script will be active and it will wait for a key press or so to re-allocate the memory.

the best thing to do is condition code (cc) in the first line of the script, you will need the following:
- allocate a byte or more
- register a symbol
- add the symbol to address-list
- assign a hotkey
- compare if the value is 0 if so exexute the original code (otherwise execute your own code)

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Roogue
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PostPosted: Fri Jun 07, 2019 8:28 pm    Post subject: Reply with quote

I think he was asking about the [ENABLE] / [DISABLE] sections in code injection

Get to the address where you want to make a code injection, press CTRL + A,
go to template -> Cheat table framework code and then go to template again and choose code injection.

Do your things, and once you executed your code go to file -> assign to current cheat table

You can now enable / disable your CE script if that was your question
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