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[Request] Wall World

Posted: Wed Apr 05, 2023 9:51 pm
by Lord Blade


Infinite Spider Health
Freeze enemy timer
Infinite Vacuum Space
Max Resources

Re: [Request] Wall World

Posted: Thu Apr 06, 2023 12:26 am
by Panzerdragoon2000
+1

Re: [Request] Wall World

Posted: Thu Apr 06, 2023 1:16 am
by washnn
+1

Re: [Request] Wall World

Posted: Thu Apr 06, 2023 3:02 am
by Lord Blade
I've been able to find resources as 4 byte. Though after playing a bit the values seem to change addresses (so the addresses I had that were showing the values for the resources suddenly all showed 0, and I'd have to re-search for them).

No luck finding the health of the Spider or the timer.

Re: [Request] Wall World

Posted: Thu Apr 06, 2023 4:02 am
by BabyGroot
Interesting

Re: [Request] Wall World

Posted: Thu Apr 06, 2023 4:36 am
by WarStalkeR
Lord Blade wrote:
Thu Apr 06, 2023 3:02 am
I've been able to find resources as 4 byte. Though after playing a bit the values seem to change addresses (so the addresses I had that were showing the values for the resources suddenly all showed 0, and I'd have to re-search for them).

No luck finding the health of the Spider or the timer.
I've found that you can change top timer (not wave timer) by searching how much time passed in float in seconds. I.e. if you have 20 minutes, 0 passed, if you have 10 minutes left, 600 passed & etc. You can easily set it to -2000 to get more time.

For some reason, same thing regarding waves doesn't work.

Re: [Request] Wall World

Posted: Thu Apr 06, 2023 5:07 am
by WarStalkeR
You can freeze wave timer with this:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>14</ID>
      <Description>"Stop Wave Timer"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscan(StopTicks,F3 0F 11 6E 5C F3 0F 10 46 5C F3 0F 5A C0)
alloc(newmem,$1000)

label(code)
label(return)

label(stopval)
registerSymbol(stopval)

newmem:

code:
  movss xmm5, [stopval]
  movss [rsi+5C],xmm5
  movss xmm0,[rsi+5C]
  cvtss2sd xmm0,xmm0
  jmp return

stopval:
  dd (float)0

StopTicks:
  jmp far newmem
return:
registersymbol(StopTicks)

[DISABLE]

StopTicks:
  db F3 0F 11 6E 5C F3 0F 10 46 5C F3 0F 5A C0

unregistersymbol(StopTicks)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: TimeEntity:Zenject.ITickable.Tick+fe

TimeEntity:Zenject.ITickable.Tick+d3: F3 0F 10 5D F4           - movss xmm3,[rbp-0C]
TimeEntity:Zenject.ITickable.Tick+d8: F3 0F 5A DB              - cvtss2sd xmm3,xmm3
TimeEntity:Zenject.ITickable.Tick+dc: F2 0F 58 D3              - addsd xmm2,xmm3
TimeEntity:Zenject.ITickable.Tick+e0: F2 0F 5E CA              - divsd xmm1,xmm2
TimeEntity:Zenject.ITickable.Tick+e4: F2 0F 58 C1              - addsd xmm0,xmm1
TimeEntity:Zenject.ITickable.Tick+e8: F2 0F 5A E8              - cvtsd2ss xmm5,xmm0
TimeEntity:Zenject.ITickable.Tick+ec: F3 0F 11 6D F4           - movss [rbp-0C],xmm5
TimeEntity:Zenject.ITickable.Tick+f1: F3 0F 10 45 F4           - movss xmm0,[rbp-0C]
TimeEntity:Zenject.ITickable.Tick+f6: F3 0F 5A C0              - cvtss2sd xmm0,xmm0
TimeEntity:Zenject.ITickable.Tick+fa: F2 0F 5A E8              - cvtsd2ss xmm5,xmm0
// ---------- INJECTING HERE ----------
TimeEntity:Zenject.ITickable.Tick+fe: F3 0F 11 6E 5C           - movss [rsi+5C],xmm5
// ---------- DONE INJECTING  ----------
TimeEntity:Zenject.ITickable.Tick+103: F3 0F 10 46 5C           - movss xmm0,[rsi+5C]
TimeEntity:Zenject.ITickable.Tick+108: F3 0F 5A C0              - cvtss2sd xmm0,xmm0
TimeEntity:Zenject.ITickable.Tick+10c: F2 0F 5A E8              - cvtsd2ss xmm5,xmm0
TimeEntity:Zenject.ITickable.Tick+110: F3 0F 11 6D F4           - movss [rbp-0C],xmm5
TimeEntity:Zenject.ITickable.Tick+115: F3 0F 10 45 F4           - movss xmm0,[rbp-0C]
TimeEntity:Zenject.ITickable.Tick+11a: F3 0F 5A C0              - cvtss2sd xmm0,xmm0
TimeEntity:Zenject.ITickable.Tick+11e: F3 0F 10 0D 6A 00 00 00  - movss xmm1,[TimeEntity:Zenject.ITickable.Tick+190]
TimeEntity:Zenject.ITickable.Tick+126: F3 0F 5A C9              - cvtss2sd xmm1,xmm1
TimeEntity:Zenject.ITickable.Tick+12a: 66 0F 2F C8              - comisd xmm1,xmm0
TimeEntity:Zenject.ITickable.Tick+12e: 7A 13                    - jp TimeEntity:Zenject.ITickable.Tick+143
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
But Be careful: it freezes all the ticks, not only wave timer specifically. I don't know what else it might affect.

Re: [Request] Wall World

Posted: Thu Apr 06, 2023 5:08 am
by WarStalkeR
Basically, wave timer is float that goes from 0 to 1. And at 1 it resets and monster wave starts.

Re: [Request] Wall World

Posted: Thu Apr 06, 2023 5:28 am
by BabyGroot
My table : Here