(Request] Ghosts 'n Goblins Resurrection
Posted: Tue Jun 01, 2021 6:03 am
+1
Community Cheat Tables of Cheat Engine
https://fearlessrevolution.com/
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>899</ID>
<Description>" [Enable] "</Description>
<Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
<LastState Activated="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : makaimura_GG_RE.exe
Version:
Date : 2021-06-01
Author : cfe
This script does blah blah blah
}
[ENABLE]
aobscanmodule(aobGetPlayerPos,makaimura_GG_RE.exe,F3 41 0F 10 68 04 33) // should be unique
alloc(newmem,$1000,aobGetPlayerPos)
label(code)
label(return)
label(pPlayerPos)
registersymbol(pPlayerPos)
newmem:
code:
movss xmm5,[r8+04]
mov [pPlayerPos],r8
jmp return
pPlayerPos:
dq 0
aobGetPlayerPos:
jmp newmem
nop
return:
registersymbol(aobGetPlayerPos)
//
aobscanmodule(aobInv,makaimura_GG_RE.exe,80 78 60 00 48 89 74 24 70) // should be unique
alloc(newmem3,$1000,aobInv)
label(code3)
label(return3)
label(bIgnoreDamage)
registersymbol(bIgnoreDamage)
label(pPlayerStruct)
registersymbol(pPlayerStruct)
newmem3:
code3:
mov [pPlayerStruct],rax
push rbx
mov bl,[bIgnoreDamage]
mov byte ptr[rax+60],bl
mov byte ptr[rax+7C],bl
pop rbx
cmp byte ptr[rax+60],00 // playeronly
mov [rsp+70],rsi
jmp return3
bIgnoreDamage:
db 0
pPlayerStruct:
dq 0
aobInv:
jmp newmem3
db 90 90 90 90
return3:
registersymbol(aobInv)
[DISABLE]
aobGetPlayerPos:
db F3 41 0F 10 68 04
unregistersymbol(aobGetPlayerPos)
unregistersymbol(bGod)
unregistersymbol(pPlayerPos)
dealloc(newmem)
aobInv:
db 80 78 60 00 48 89 74 24 70
unregistersymbol(aobInv)
dealloc(newmem3)
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>900</ID>
<Description>"Activate NoClip"</Description>
<LastState Activated="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript Async="1">{$lua}
if syntaxcheck then return end
[ENABLE]
bActive = readBytes(getAddressSafe("bIgnoreDamage"),0x01)
AutoAssemble([[
bIgnoreDamage:
db 01
aobscanmodule(aobInstantDeath,makaimura_GG_RE.exe,48 89 5C 24 10 57 48 83 EC 30 48 8B D9 48 8B FA 48 8B 0D ** ** ** ** 48 8B 43 50 48 83 78 18 00 0F 85 4E 02 00 00 48 85 C9 75 18) // should be unique
aobInstantDeath:
db C3
registersymbol(aobInstantDeath)
alloc(ThreadCave,$1000,makaimura_GG_RE.exe)
registersymbol(ThreadCave)
label(StartAgain)
label(EndThread)
createthread(ThreadCave)
label(bStop)
registersymbol(bStop)
label(xmmword)
label(xmm_multiplier)
label(fSpeed)
label(fInvert)
label(fTemp)
registersymbol(fSpeed)
ThreadCave:
sub rsp,28
StartAgain:
xor rsi,rsi
cmp byte ptr[bStop],1
je EndThread
mov rbx,pPlayerPos
mov rbx,[rbx]
test rbx,rbx
je StartAgain
//
// W = UP
mov rcx,57
call GetAsyncKeyState
shr ax,#15
cmp al,1
cmove esi,[fSpeed]
//
// S = DOWN
mov rcx,53
call GetAsyncKeyState
shr ax,#15
cmp al,1
movss xmm2,[fSpeed]
mulss xmm2,[fInvert]
movss [fTemp],xmm2
cmove esi,[fTemp]
mov [xmmword+4],esi
//
// A = Left
mov rcx,41
xor rsi,rsi
call GetAsyncKeyState
shr ax,#15
cmp al,1
movss xmm2,[fSpeed]
mulss xmm2,[fInvert]
movss [fTemp],xmm2
cmove esi,[fTemp]
mov [xmmword],esi
//
// D = Right
mov rcx,44
call GetAsyncKeyState
shr ax,#15
cmp al,1
cmove esi,[fSpeed]
mov [xmmword],esi
//
// Write Vec2
movups xmm0,[rbx]
movups xmm1,[xmmword]
movups xmm2,[xmm_multiplier]
mulps xmm1,xmm2
addps xmm0,xmm1
movups [rbx],xmm0
jmp StartAgain
EndThread:
add rsp,28
ret
bStop:
db 0
xmmword:
dd 0
dd 0
dd 0
dd 0
fSpeed:
dd (float)5
xmm_multiplier:
dd (float)0.00001
dd (float)0.00001
dd 0
dd 0
fInvert:
dd (float)-1
fTemp:
dd 0
///
aobscanmodule(aobWriteVec2,makaimura_GG_RE.exe,89 47 30 41 8B 46 04 89 47 34 41 8B 46 08 89 47 38 80 BF D2 00 00 00 00 C6 87 D1 00 00 00 01 75 08 48 8B CF E8 ** ** ** ** 48 8B 8C 24 E0 00 00 00) // should be unique
alloc(newmem,$1000,aobWriteVec2)
label(code)
label(return)
label(NoData)
label(NotPlayer)
newmem:
code:
push rbx
mov rbx,pPlayerPos
mov rbx,[rbx]
test rbx,rbx
je short NoData
lea rbx,[rbx-30]
cmp rbx,rdi
je short NotPlayer
NoData:
mov [rdi+30],eax
mov eax,[r14+04]
mov [rdi+34],eax
NotPlayer:
pop rbx
jmp return
aobWriteVec2:
jmp newmem
nop 5
return:
registersymbol(aobWriteVec2)
]])
[DISABLE]
if (bActive == 0) then
writeBytes(getAddressSafe("bIgnoreDamage"),0x00)
end
writeBytes(getAddressSafe("bStop"),0x01)
writeBytes(getAddressSafe("aobInstantDeath"),0x48)
writeBytes(GetAddressSafe("aobWriteVec2"), 0x89,0x47,0x30,0x41,0x8B,0x46,0x04,0x89,0x47,0x34)
sleep(300)
fullAccess( getAddressSafe("ThreadCave") , 0x1000)
executeCodeEx( 0, nil, getAddressSafe( "RtlZeroMemory" ), getAddressSafe( "ThreadCave" ), 0x1000 )
UnregisterSymbol("bStop")
UnregisterSymbol("fSpeed")
UnregisterSymbol("aobInstantDeath")
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>901</ID>
<Description>"Speed:"</Description>
<LastState Value="5" RealAddress="7FF706AA013C"/>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Float</VariableType>
<Address>fSpeed</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>906</ID>
<Description>"Ignore Damage"</Description>
<LastState Activated="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
bIgnoreDamage:
db 01
[DISABLE]
bIgnoreDamage:
db 00
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>902</ID>
<Description>"Pointer: Health"</Description>
<LastState Value="2" RealAddress="1341BC06450"/>
<ShowAsSigned>0</ShowAsSigned>
<Color>C0C0C0</Color>
<VariableType>4 Bytes</VariableType>
<Address>[pPlayerStruct]+70</Address>
</CheatEntry>
<CheatEntry>
<ID>903</ID>
<Description>"Pointer: Pos X"</Description>
<LastState Value="10.57922173" RealAddress="1341BC07C10"/>
<ShowAsSigned>0</ShowAsSigned>
<Color>C0C0C0</Color>
<VariableType>Float</VariableType>
<Address>[pPlayerPos]</Address>
</CheatEntry>
<CheatEntry>
<ID>904</ID>
<Description>"Pointer: Pos Y"</Description>
<LastState Value="-3.663839579" RealAddress="1341BC07C14"/>
<ShowAsSigned>0</ShowAsSigned>
<Color>C0C0C0</Color>
<VariableType>Float</VariableType>
<Address>[pPlayerPos]+4</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
u mean like fly hack!!!TheLastCheatMaster wrote: ↑Tue Jul 06, 2021 7:00 pmThanks man but really for this game we really need unlimited jumps. You know like you can keep to jump for unlimited times.
Thanks for the help!