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Finished first tutorial in series, need a little guidance

 
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dspsx
How do I cheat?
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Joined: 31 Dec 2019
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PostPosted: Tue Dec 31, 2019 5:38 pm    Post subject: Finished first tutorial in series, need a little guidance Reply with quote

I was doing some research on how to find player coordinates and came to this tutorial on finding them(I can't post a link to it, but it's on the cheat engine wiki and it's called "Creating a cheat table - coordinates"), conveniently using the same game as me (Dishonored 1).

I followed it, but near the end, more specifically at the Find an Injection Point section, it gets a bit too advanced for my level.

I managed to find an instruction in the what accessed this menu that, when NOP'd, prevented me from moving, or my X coord from changing, which I assume is what I was supposed to find, so I added it to my code list.

After that part, however, I don't understand what he is talking about regarding "AOB scans" and such.

Additionally, in the next tutorial, he seems to have managed to get the Coord Hook into his table, with pointers instead of addresses, a ptrCoordBase(what is that..?) and three X coords for some reason. He also has an address called Static: L1 coordinates(no idea what that is).

The tutorial never explained how to get these pointers or three x coords and all of that. I'm very confused. Can anybody help?

I'm still quite new to Cheat Engine. I only started a few days ago and have done the built-in tutorials a few times, albeit with the help of video tutorials on YouTube.[/url]

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ParkourPenguin
I post too much
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PostPosted: Tue Dec 31, 2019 7:22 pm    Post subject: Reply with quote

A value stored at one address might be stored at a different address the next time the game is run. Part of the work that goes into making tables/trainers is creating a means to automatically find that value.

In this case, that person sounds like they're using a technique commonly referred to as an injection copy. The basic idea is that you find code that accesses that value (preferably only that value) and add code there that will copy the address of the value to some memory location you control (i.e. "ptrCoordBase"). Once the game runs that code, you'll have the address of the value and can do whatever you want to the value.

This shifts the problem onto automatically finding where that code is. This is typically much easier: just a few machine instructions (code) comprise a sequence of bytes that is usually uniquely identifiable in programs large or small. Just scan for where the bytes are located (array-of-bytes scan) and the code can be automatically found.

Search for "injection copy" / "injection copies"; there are plenty of tutorials out there.

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