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Trials Fusion

Posted: Wed May 17, 2017 7:36 pm
by STN
AOBScan scripts:
Cheat Table DOWNLOAD LINK

Made by mgr.inz.Player

I don't have this game (because it is DX11 only, min. req. on steam store page)

Stopwatch will revert to 00:00:00 after 25 seconds:

Code: Select all

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048)
label(returnhere)

aobscan(timehackpointAOB,8B 81 24 01 00 00 8B 48 14 6A 01)
registersymbol(timehackpointAOB)

newmem:
cmp eax,#1500     // = 25 seconds * 60
jle @f

xor eax,eax
mov [esi+14],eax

@@:
mov eax,[ecx+00000124]
jmp returnhere

//"trials_fusion.exe"+26A710:
timehackpointAOB:
jmp newmem
nop
returnhere:

[DISABLE]
//"trials_fusion.exe"+26A710:
timehackpointAOB:
mov eax,[ecx+00000124]
//Alt: db 8B 81 24 01 00 00

unregistersymbol(timehackpointAOB)

dealloc(newmem)

Fail Counter Always Zero:

Code: Select all

[ENABLE]
alloc(newmem,2048)

aobscan(codeAOB,C2 04 00 8D 88 04 08 00 00 E8 xx xx xx xx 5E 5D C2 04 00)
registersymbol(codeAOB)

newmem:
// we just overwrite previous call result
xor eax,eax // patch fail counter value to zero
pop esi
pop ebp
ret 0004


//"trials_fusion.exe"+4C73B:
codeAOB+E:
jmp newmem

[DISABLE]
//"trials_fusion.exe"+4C73B:
codeAOB+E:
db 5E 5D C2 04 00

dealloc(newmem)

unregistersymbol(codeAOB)

Re: Trials Fusion

Posted: Sat Aug 22, 2020 1:16 pm
by predprey
Fail Counter Always Zero (Updated for latest version as of 20200820)

Code: Select all

[ENABLE]
alloc(newmem,2048)
aobscan(codeAOB,8D 88 98 08 00 00 E8 * * * * 5E 5D C2 04 00)
registersymbol(codeAOB)
newmem:
// we just overwrite previous call result
xor eax,eax // patch fail counter value to zero
pop esi
pop ebp
ret 0004
//trials_fusion.exe+5B124
codeAOB+B:
jmp newmem
[DISABLE]
//trials_fusion.exe+5B124
codeAOB+B:
db 5E 5D C2 04 00
dealloc(newmem)
unregistersymbol(codeAOB)
mgr.inz.Player wrote: Original thread: [Link]
btw @mgr.inz Player, is there a chance you might remember the general process you found this address? In the original thread you said you found it by tracing, but I'm not sure where you started the trace from. Tried finding the value myself but wasn't able to find it too.

Re: Trials Fusion

Posted: Mon Jan 18, 2021 11:35 am
by chenzen667
predprey wrote:
Sat Aug 22, 2020 1:16 pm
Fail Counter Always Zero (Updated for latest version as of 20200820)

Code: Select all

[ENABLE]
alloc(newmem,2048)
aobscan(codeAOB,8D 88 98 08 00 00 E8 * * * * 5E 5D C2 04 00)
registersymbol(codeAOB)
newmem:
// we just overwrite previous call result
xor eax,eax // patch fail counter value to zero
pop esi
pop ebp
ret 0004
//trials_fusion.exe+5B124
codeAOB+B:
jmp newmem
[DISABLE]
//trials_fusion.exe+5B124
codeAOB+B:
db 5E 5D C2 04 00
dealloc(newmem)
unregistersymbol(codeAOB)
mgr.inz.Player wrote: Original thread: [Link]
btw @mgr.inz Player, is there a chance you might remember the general process you found this address? In the original thread you said you found it by tracing, but I'm not sure where you started the trace from. Tried finding the value myself but wasn't able to find it too.

The fail counter displays "0", but it still counts faults. When you reach 500 faults even if it is written "0" the game ends.

Re: Trials Fusion

Posted: Mon Jan 18, 2021 12:30 pm
by predprey
chenzen667 wrote:
Mon Jan 18, 2021 11:35 am
predprey wrote:
Sat Aug 22, 2020 1:16 pm
Fail Counter Always Zero (Updated for latest version as of 20200820)

Code: Select all

[ENABLE]
alloc(newmem,2048)
aobscan(codeAOB,8D 88 98 08 00 00 E8 * * * * 5E 5D C2 04 00)
registersymbol(codeAOB)
newmem:
// we just overwrite previous call result
xor eax,eax // patch fail counter value to zero
pop esi
pop ebp
ret 0004
//trials_fusion.exe+5B124
codeAOB+B:
jmp newmem
[DISABLE]
//trials_fusion.exe+5B124
codeAOB+B:
db 5E 5D C2 04 00
dealloc(newmem)
unregistersymbol(codeAOB)
mgr.inz.Player wrote: Original thread: [Link]
btw @mgr.inz Player, is there a chance you might remember the general process you found this address? In the original thread you said you found it by tracing, but I'm not sure where you started the trace from. Tried finding the value myself but wasn't able to find it too.

The fail counter displays "0", but it still counts faults. When you reach 500 faults even if it is written "0" the game ends.
Not sure, probably have another check somewhere else for the faults, but the 0 counter should work for score counting purposes which was needed for the Upl*y challenges when they were still around. As for the additional check, I wouldn't be able to find it as I wasn't able to find the original instruction by my own efforts either, I had to start off from mgr.inz player's previous work.

Re: Trials Fusion

Posted: Mon Jan 18, 2021 7:43 pm
by chenzen667
predprey wrote:
Mon Jan 18, 2021 12:30 pm
chenzen667 wrote:
Mon Jan 18, 2021 11:35 am
predprey wrote:
Sat Aug 22, 2020 1:16 pm
Fail Counter Always Zero (Updated for latest version as of 20200820)

Code: Select all

[ENABLE]
alloc(newmem,2048)
aobscan(codeAOB,8D 88 98 08 00 00 E8 * * * * 5E 5D C2 04 00)
registersymbol(codeAOB)
newmem:
// we just overwrite previous call result
xor eax,eax // patch fail counter value to zero
pop esi
pop ebp
ret 0004
//trials_fusion.exe+5B124
codeAOB+B:
jmp newmem
[DISABLE]
//trials_fusion.exe+5B124
codeAOB+B:
db 5E 5D C2 04 00
dealloc(newmem)
unregistersymbol(codeAOB)

btw @mgr.inz Player, is there a chance you might remember the general process you found this address? In the original thread you said you found it by tracing, but I'm not sure where you started the trace from. Tried finding the value myself but wasn't able to find it too.

The fail counter displays "0", but it still counts faults. When you reach 500 faults even if it is written "0" the game ends.
Not sure, probably have another check somewhere else for the faults, but the 0 counter should work for score counting purposes which was needed for the Upl*y challenges when they were still around. As for the additional check, I wouldn't be able to find it as I wasn't able to find the original instruction by my own efforts either, I had to start off from mgr.inz player's previous work.
So I tried on several different tracks but the problem is still the same. So yes when I finish a track if I made for example 3 or 4 faults and that I activate the cheat, at the end of the track there will be 0 faults counted. There is no problem on this side.

I recorded a video of the problem if you're interested.


In any case if you or someone else could find a solution to this problem would be infinitely grateful because obviously for the tracks of the solo mode I don't need it. It is especially for ninja tracks that it would be very useful to me. Thank you!