Search found 48 matches

by FreeER
Tue Oct 03, 2017 1:10 am
Forum: General Discussions
Topic: Cheat Engine Discord https://discord.gg/4ZxuPKK
Replies: 7
Views: 2763

Re: Cheat Engine Discord https://discord.gg/AdMkF6y

None of these seem to work now :)
by FreeER
Fri Sep 29, 2017 9:11 pm
Forum: General Gamehacking
Topic: How to trigger auto save or save menu?
Replies: 12
Views: 306

Re: How to trigger auto save or save menu?

Make sure you're clicking the + next to the call and looking at the last instructions there, I imagine just having the call selected shows the registers at the time of the call (though I'm not certain). It's also possible that it simply reached the max instruction count before reaching the instructi...
by FreeER
Fri Sep 29, 2017 7:01 pm
Forum: General Discussions
Topic: Cheat Engine Bug
Replies: 3
Views: 149

Re: Cheat Engine Bug

yeah, completely different instructions/bytes. My guess is that "Terraria.UI.ItemSlot::MouseHover" is an overloaded function, meaning the same name is used for multiple functions that are distinguished by only by the types of the parameters... I don't really work with mono much so the best I can do ...
by FreeER
Fri Sep 29, 2017 4:13 pm
Forum: General Gamehacking
Topic: How to trigger auto save or save menu?
Replies: 12
Views: 306

Re: How to trigger auto save or save menu?

call qword ptr[xxxxxxx] is just calling a function using a 64 bit address. Most likely you had "step over" checked so CE didn't actually trace through all the instructions in that function, just ran it and then checked the stop condition, since it was true it stopped. So it was something in that fu...
by FreeER
Fri Sep 29, 2017 12:15 pm
Forum: General Gamehacking
Topic: How to trigger auto save or save menu?
Replies: 12
Views: 306

Re: How to trigger auto save or save menu?

TheByteSize wrote:
Fri Sep 29, 2017 9:39 am
Is it possible to trace until a register become certain number?
Sure, just set the stop condition Image
by FreeER
Fri Sep 29, 2017 12:08 pm
Forum: General Discussions
Topic: Multiple value at same memory address ?
Replies: 1
Views: 102

Re: Multiple value at same memory address ?

Generally, backtrace. Meaning look at the code that's running using break+trace (or ultimap if you've got an Intel CPU that can use it) and see where that function is getting it's value from. Alternatively find a table/trainer that's doing what you want and see how it works (then try to figure out h...
by FreeER
Fri Sep 29, 2017 1:47 am
Forum: General Discussions
Topic: Multiple aobscan results
Replies: 1
Views: 93

Re: Multiple aobscan results

Code: Select all

local results = aobscan(...)
registerSymbol("item1", results[1])
results.destroy()
by FreeER
Mon Sep 25, 2017 11:36 am
Forum: Cheat Engine Lua Scripting
Topic: writeBytes to address without timer
Replies: 5
Views: 318

Re: writeBytes to address without timer

You've got the basic idea there. To read a pointer path in assembly you have to do each offset separately (well I believe CE supports the combined format but it only calculates the address when you enable the script so if it changes that's useless because it'd still be using the old address after it...
by FreeER
Mon Sep 25, 2017 11:03 am
Forum: Cheat Engine Lua Scripting
Topic: writeBytes to address without timer
Replies: 5
Views: 318

Re: writeBytes to address without timer

without the createTimer object, sure you can use createThread and sleep to reimplement your own timer, but without the general idea of repeatedly checking it... no. At least not without hooking the assembly actual code that changes it and doing the check/assignment there but that's not necessarily l...
by FreeER
Sat Sep 23, 2017 7:08 pm
Forum: General Gamehacking
Topic: Health regeneration
Replies: 8
Views: 466

Re: Health regeneration

Fruitpunch wrote:
Sat Sep 23, 2017 3:56 pm
Still it doesn't make sense why upon injection health goes to 0 or Nan when using add [ecx+118], (float)50 in the code.

Is there any way to get around this?
Hm, I just woke up but you're using fadd (or addss for x64 sse) not just the normal add, which works on integer values not floats, right? :)
by FreeER
Sat Sep 23, 2017 3:06 am
Forum: General Discussions
Topic: "The EU Commission couldn't prove piracy affects sales" - PcGameN
Replies: 1
Views: 133

Re: "The EU Commission couldn't prove piracy affects sales" - PcGameN

Why I never! How dare you insinuate that such an upstanding community of people would have anything to do with such a thing as, as, that! :x

:lol:
by FreeER
Sun Sep 17, 2017 3:55 pm
Forum: General Gamehacking
Topic: Health regeneration
Replies: 8
Views: 466

Re: Health regeneration

It's possible that once your health reaches 0 the game sets some other values that declare you as dead and checks those, moving 0 into your health if it considers you dead. Just a guess however.
by FreeER
Sun Sep 10, 2017 10:59 pm
Forum: General Gamehacking
Topic: Health regeneration
Replies: 8
Views: 466

Re: Health regeneration

sigh, not sure how that email got marked as spam but whatever, fixed now.

Yeah, you'll want to hook something that runs often like an access used to display health on the screen.
by FreeER
Sat Sep 09, 2017 5:57 pm
Forum: General Gamehacking
Topic: Health regeneration
Replies: 8
Views: 466

Re: Health regeneration

[note: written last] hm... this may be simpler but I didn't think of it immediately :D Alternative to using a thread you may be able to store the result of GetTickCount somewhere and then subtract the stored value from the current value and if the result is greater than 1500 (if ticks are in millise...
by FreeER
Mon Sep 04, 2017 11:33 am
Forum: Cheat Engine
Topic: movss help
Replies: 2
Views: 258

Re: movss help

or something could be use xmm0 as the most up to date value instead of reading from memory, try "movss xmm0, xmm3" instead of moving xmm3 into memory. If that doesn't work then check out where xmm0's value is coming from (rsp+44)