You might be having issues. Works fine for me.
Search found 4797 matches
- Sun May 12, 2024 4:34 pm
- Forum: Tables
- Topic: Assassin's Creed Mirage [Engine:AnvilNEXT]
- Replies: 153
- Views: 38017
- Sun May 12, 2024 4:31 pm
- Forum: Tables
- Topic: The Invincible [Engine:Unreal 4.27.2]
- Replies: 0
- Views: 68
The Invincible [Engine:Unreal 4.27.2]
Kindly DO NOT POST this table on other forums/communities (e.g.: Nexus, OCD, 3DM forums). Much like you prefer those places, I prefer FRF and I have created this exclusively for this community. If you want to spread the news and let others enjoy all of this, help them, etc. then please link them to...
- Sun May 12, 2024 3:38 pm
- Forum: Single Player Cheat Requests
- Topic: Unity Flyhack
- Replies: 3
- Views: 107
- Sat May 11, 2024 10:46 pm
- Forum: General Gamehacking
- Topic: Question about assembler commands in games on the Unity engine
- Replies: 5
- Views: 343
Re: Question about assembler commands in games on the Unity engine
The lea rbp,[rbp+00] is just Cheat Engine showing it wrong there should not be anything there. CE isn't showing anything wrong. That's the mnemonic representation of the ASM bytes displayed on that line. Look for the same bytes in this snippet: https://masm32.com/board/index.php?topic=11153.msg1227...
- Sat May 11, 2024 10:27 pm
- Forum: Tables
- Topic: Horizon Forbidden West [Engine:Decima]
- Replies: 421
- Views: 83093
Re: Horizon Forbidden West [Engine:Decima]
Line 282 in [ Initialize ] script: replace "offset_WieldableItem" to "WieldableOrDroppableItemOffset".. or redownload table from main post.
- Fri May 10, 2024 6:13 pm
- Forum: Tables
- Topic: Horizon Forbidden West [Engine:Decima]
- Replies: 421
- Views: 83093
Re: Horizon Forbidden West [Engine:Decima]
It's a different issue. The FindNamedComponentByRTTIClass hook isn't working, as I reported. I don't have time to fix it, nor does SunBeam AFAICT. Look at lines 463-480 of the Initialize code, the offsets or byte arrays it's scanning for are wrong. Need to find the correct offsets. That wasn't the ...
- Tue May 07, 2024 12:09 pm
- Forum: Tables
- Topic: Lies of P [Engine:Unreal 4.27]
- Replies: 202
- Views: 73891
Re: Lies of P [Engine:Unreal 4.27]
Just FYI: when I say "it works with Steam and GamePass" I mean those specific Store versions.. and not 'cracked' packages someone put together. I mean the OFFICIAL builds from those Stores. I do not support 'cracked'-branded versions. P.S.: I say 'cracked' because these new-age teams love to teach t...
- Tue May 07, 2024 1:22 am
- Forum: Cheat Engine Lua Scripting
- Topic: Correctly using autoAssemble()?
- Replies: 4
- Views: 433
Re: Correctly using autoAssemble()?
You don't need to do the last two:
And this is incorrect:
It's just deAlloc(getAddress("mem")) ([DISABLE] won't read the symbols from [ENABLE]; you need to declare them as global, before the [ENABLE]). No need for a size when deallocating.
Code: Select all
scan = nil
mem = nil
Code: Select all
deAlloc(mem, 0x1000)
- Mon May 06, 2024 10:57 pm
- Forum: Single Player Cheat Requests
- Topic: [Request] Hades II Early Access
- Replies: 19
- Views: 4792
Re: [Request] Hades II Tecnical Test
The game shipped with a pdb. How hard is it to load it into a debugger and use the debug symbols to get to the functions of interest? Always CE.. non-stop CE.. T_T
- Mon May 06, 2024 9:49 pm
- Forum: Cheat Engine Lua Scripting
- Topic: Correctly using autoAssemble()?
- Replies: 4
- Views: 433
Re: Correctly using autoAssemble()?
There is no assembly mnemonic that would directly write a float into a SSE2 instruction: "movss xmm8,float_val". You need a memory immediate address that holds the float you want, which you would then read it from: {$lua} if syntaxcheck then return end [ENABLE] scan = "GameAssembly.dll+173031B" regi...
- Mon May 06, 2024 8:00 pm
- Forum: Tables
- Topic: Lies of P [Engine:Unreal 4.27]
- Replies: 202
- Views: 73891
Re: Lies of P [Engine:Unreal 4.27]
Yo, I'm playing on a version of the game where the file in -Lies of P\LiesofP\Binaries\Win64- is called "LOP-Win64-Test" instead of "LOP-Win64-Shipping". I think this is the reason why the table isnt working but im not sure. I Have a problem too... My LOP Version has a "LOP-Win64-Test.exe". I Dont ...
- Sat May 04, 2024 2:04 am
- Forum: Single Player Cheat Requests
- Topic: Age of Mythology: Tale of the Dragon Cheat Table Needed Pls !!
- Replies: 2
- Views: 222
Re: Age of Mythology: Tale of the Dragon Cheat Table Needed Pls !!
... If you're playing a specific version (I know you mentioned, but it's not enough), please post a reference to where you got it from. It doesn't help whomever will pick this up to read "I play version from 8 years ago". Specify the EXACT ISO/pack/image/link/etc. so they use the exact same stuff y...
- Sat May 04, 2024 1:45 am
- Forum: Single Player Cheat Requests
- Topic: Undertale Debug Mode
- Replies: 2
- Views: 2055
Re: Undertale Debug Mode
What the guy is saying is "tailor the tables/cheats to MY version of the game" instead of going "I should fucking update my version to MATCH the existing tools out there". Today cheater's logic. Check this out https://tcrf.net/Undertale/Debug_Mode#:~:text=A%20debug%20mode%20can%20be,ios%20(Mac%20OS%...
- Tue Apr 30, 2024 11:25 pm
- Forum: Tables
- Topic: HELLDIVERS 2
- Replies: 2700
- Views: 401896
Re: HELLDIVERS 2
Sometimes the stuff you write really makes it questionable how you appreciate some user here and what they do (when you mangle their nick-name). That above tells me "nah, he gives a fuck who ZoDDeL is.. just passing by".
- Tue Apr 30, 2024 4:54 pm
- Forum: Tables
- Topic: Assassin's Creed Mirage [Engine:AnvilNEXT]
- Replies: 153
- Views: 38017
Re: Assassin's Creed Mirage [Engine:AnvilNEXT]
... Thanks for the heads-up. I've had already included details about it in the instructions file from the Ko-Fi bundle, but I'm not sure how many people actually use it. A pre-made dump was made available, though, but I did say I won't maintain it because my table is not an "inventory editor". That...