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Autem Expert Cheater
Reputation: 1
Joined: 30 Jan 2023 Posts: 155
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Posted: Wed Dec 13, 2023 2:56 am Post subject: Asking for feedback on my 1st StealthEdit scripts, plz |
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I got Stealth Edit working with CE 7.5 and wrote a couple scripts that are working nicely but I was wondering if this is the most efficient way to write them before I continue making more.
My understanding is that if you disable a Stealth Edit script, you can't re-enable it again until you restart the game (per the original SE post). I think this applies to both AA options stealthedit and stealtheditex, correct? If this is NOT the case and I can just toggle it freely using stealtheditex or some other way, please let me know. Otherwise, since I want to be able to toggle scripts on and off, I had to use two scripts so the SE script never needs to be disabled or re-enabled.
These work for what I want in the game, but please take a look and let me know how I can improve them.
First script, enable SE where I will need it:
| Code: | [ENABLE]
stealtheditex(seww1,game.exe+10837B1,1)
registersymbol(scopy1)
label(scopy1)
seww1:
scopy1:
stealtheditex(seww2,game.exe+10860FE,1)
registersymbol(scopy2)
label(scopy2)
seww2:
scopy2:
[DISABLE]
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Second script, now I can toggle my desired changes on/off:
| Code: | [ENABLE]
scopy1:
db EB
scopy2:
db 90 90 90
[DISABLE]
scopy1:
db 74
{
// ORIGINAL CODE - INJECTION POINT: game.exe+10835A1
game.exe+108357E: 48 83 C0 30 - add rax,30
game.exe+1083582: 41 83 F9 03 - cmp r9d,03
game.exe+1083586: 72 EE - jb game.exe+1083576
game.exe+1083588: 41 FF C2 - inc r10d
game.exe+108358B: 48 81 C2 D0 00 00 00 - add rdx,000000D0
game.exe+1083592: 41 83 FA 02 - cmp r10d,02
game.exe+1083596: 72 D8 - jb game.exe+1083570
game.exe+1083598: 66 83 FF FF - cmp di,-01
game.exe+108359C: 74 42 - je game.exe+10835E0
game.exe+108359E: 83 FD 02 - cmp ebp,02
// ---------- INJECTING HERE ----------
game.exe+10835A1: 74 0C - je game.exe+10835AF
// ---------- DONE INJECTING ----------
game.exe+10835A3: 0F B7 CF - movzx ecx,di
game.exe+10835A6: E8 15 C1 3B FF - call game.exe+43F6C0
game.exe+10835AB: 3B C5 - cmp eax,ebp
game.exe+10835AD: 75 31 - jne game.exe+10835E0
game.exe+10835AF: 8B 96 3C 06 00 00 - mov edx,[rsi+0000063C]
game.exe+10835B5: 85 D2 - test edx,edx
game.exe+10835B7: 74 23 - je game.exe+10835DC
game.exe+10835B9: 4C 8B 86 28 06 00 00 - mov r8,[rsi+00000628]
game.exe+10835C0: 8B C3 - mov eax,ebx
game.exe+10835C2: 48 6B C8 58 - imul rcx,rax,58
}
scopy2:
db 44 8B D8
{
// ORIGINAL CODE - INJECTION POINT: game.exe+1085EEE
game.exe+1085ED1: 74 0D - je game.exe+1085EE0
game.exe+1085ED3: 66 3B CE - cmp cx,si
game.exe+1085ED6: 77 08 - ja game.exe+1085EE0
game.exe+1085ED8: 42 80 7C 12 0A 04 - cmp byte ptr [rdx+r10+0A],04
game.exe+1085EDE: 77 09 - ja game.exe+1085EE9
game.exe+1085EE0: FF C0 - inc eax
game.exe+1085EE2: 41 3B C1 - cmp eax,r9d
game.exe+1085EE5: 72 D9 - jb game.exe+1085EC0
game.exe+1085EE7: EB 08 - jmp game.exe+1085EF1
game.exe+1085EE9: E8 D2 97 3B FF - call game.exe+43F6C0
// ---------- INJECTING HERE ----------
game.exe+1085EEE: 44 8B D8 - mov r11d,eax
// ---------- DONE INJECTING ----------
game.exe+1085EF1: 48 8B 74 24 30 - mov rsi,[rsp+30]
game.exe+1085EF6: 48 8B 0B - mov rcx,[rbx]
game.exe+1085EF9: 45 8B C3 - mov r8d,r11d
game.exe+1085EFC: 0F B7 D7 - movzx edx,di
game.exe+1085EFF: 4C 8B 89 98 06 00 00 - mov r9,[rcx+00000698]
game.exe+1085F06: 48 8B CB - mov rcx,rbx
game.exe+1085F09: 48 8B 5C 24 38 - mov rbx,[rsp+38]
game.exe+1085F0E: 48 83 C4 20 - add rsp,20
game.exe+1085F12: 5F - pop rdi
game.exe+1085F13: 49 FF E1 - jmp r9
}
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Is there anything I should change or could improve on with these? I'm basically going to expand on this idea with many more codes if this is the most efficient way.
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Autem Expert Cheater
Reputation: 1
Joined: 30 Jan 2023 Posts: 155
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Posted: Thu Dec 14, 2023 9:07 pm Post subject: |
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Just a quick update. When I started to expand on the above idea with more cheats using CE 7.5, I started running into crashes in a couple select areas. I went back to trying full module copy with CE 7.5 and also got crashes.
After more testing it turns out I'm having the best luck with a full module copy rather than small region, but I have to use to CE 6.7 in order to get the full module copy to work without a crash.
Not sure if there's anything more that can be done for my situation other than to just stick with 6.7. Good news is it's working perfectly with 6.7 even after I added a lot of codes to really test it out. I am still open to suggestions for getting it working with more recent versions of CE, but either way, I figured I'd document my experience here in case it helps anyone else down the line too.
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