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#26
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Okay. Dropping down attitude. Time to get more formal than 'egotistic'. I don't have any good impressions on me, since : a. I can't code; b. I use backtracing on mostly reversing programs, not games (walking blindly).
@TippeX: Won't "bark" at you, relax Am open minded. Okay, will use only push/pop on a register I use (in this case, ebx). Regarding the other issue, it's a bit complicated to store dwords in full ebx and compare against "enemy". I thought going through the string byte by byte and scanning for what I'm interested would pay off. Also, let me point out that for people that don't know how/what to look for in the game's memory, the method I posted is more than sufficient. Speaking of which, I trained a game a while ago, called Enemy Infestation with a similar opcode on HP (sub [ecx+9C],eax), and in that game you have 2 races - colonists and aliens. ecx held the top of the player structure, and ecx+4 was the ID of the colonist/alien (C01, A03). So, a simple check for "C" on ecx+4 would've been enough to make god mode.Am not saying there aren't better ways to do it, as sheep fore-mentioned it, am just saying some of you guys are looking for game training closer to your "beliefs" (using player pointers, retrieving offsets to locate it, fiddling with memory), all of which I am not capable of quite doing yet. I always go for the easy way out... @sheep: I don't know why you like to pick on people for what they try to show others. Also, speaking of "stealing" name what I stole in specific. 'Cuz, you know, writing an article about using WriteProcessMemory on a trainer for updating purposes is not called stealing. Admit you're just pissed. Come to think about it, you're one hell of a person when it comes to letting go ![]() P.S: Who says you have to be sheep or any scholar to write an article ? This "tutorial" is more like informal, and as I mentioned it, I want others to share the experience. If they want to learn anything from it, fine. Am not shoving it up their mouths... Last edited by کunβeam; 19-04-2007 at 16:11. |
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