[Memory Editing]Addresses 5/31/08 menu

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  1. #16
    butterpotato's Avatar Member
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    how would one compile this code?

    [Memory Editing]Addresses 5/31/08
  2. #17
    Sychotix's Avatar Moderator Authenticator enabled
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    um.... this isn't in any language... it is simply a list of some pointers.

  3. #18
    betawarz's Avatar Member
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    and, if you're refering to the assembly code, then it will not compile as-is. it's just a snippet taken from a disassembler.

    Sychotix, I haven't touched this since the most recent patch, because the game is sort of boring to me, but I had to manipulate the return values, as well as the input to achieve the desired affects. The input was the key pressed (try it a few times, and you'll get a list of all the directional keys), and the output was the position in the combo sequence that the pressed key satisfied if it was correct, otherwise it returns 0xFFFFFFFF, I believe. Changing the return value to the proper sequence value makes any input work for the output.

  4. #19
    Sychotix's Avatar Moderator Authenticator enabled
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    yeah i had it working when i changed a EAX register to 1. Its just too annoying though to set a breakpoint every time to modify the address >_<

  5. #20
    raindog's Avatar Active Member
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    Originally Posted by Sychotix View Post
    yeah i had it working when i changed a EAX register to 1. Its just too annoying though to set a breakpoint every time to modify the address >_<

    Perhaps thou shouldst consider a hook?

  6. #21
    raindog's Avatar Active Member
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    Code:
    .text:00469DE0                               sub_469DE0      proc near               ; CODE XREF: sub_4835C0+F0p
    .text:00469DE0                                                                       ; sub_511C70:loc_511CF6p ...
    .text:00469DE0 B8 01 00 00 00                                mov     eax, 1
    .text:00469DE5 84 05 B0 28 3A 01                             test    byte ptr dword_13A28B0, al
    .text:00469DEB 75 46                                         jnz     short loc_469E33
    .text:00469DED 09 05 B0 28 3A 01                             or      dword_13A28B0, eax
    .text:00469DF3 0F 57 C0                                      xorps   xmm0, xmm0
    .text:00469DF6 33 C0                                         xor     eax, eax
    .text:00469DF8 A3 94 28 3A 01                                mov     dword_13A2894, eax
    .text:00469DFD A3 98 28 3A 01                                mov     dword_13A2898, eax
    .text:00469E02 A2 9C 28 3A 01                                mov     byte_13A289C, al
    .text:00469E07 A2 9D 28 3A 01                                mov     byte_13A289D, al
    .text:00469E0C F3 0F 11 05 88 28 3A 01                       movss   dword_13A2888, xmm0
    .text:00469E14 F3 0F 11 05 8C 28 3A 01                       movss   dword_13A288C, xmm0
    .text:00469E1C F3 0F 11 05 90 28 3A 01                       movss   dword_13A2890, xmm0
    .text:00469E24 0F 28 05 A0 D8 5E 02                          movaps  xmm0, oword ptr oword_25ED8A0
    .text:00469E2B B8 A0 28 3A 01                                mov     eax, offset dword_13A28A0
    .text:00469E30 0F 11 00                                      movups  oword ptr [eax], xmm0
    .text:00469E33
    .text:00469E33                               loc_469E33:                             ; CODE XREF: sub_469DE0+Bj
    .text:00469E33 B8 88 28 3A 01                                mov     eax, offset dword_13A2888
    .text:00469E38 C3                                            retn
    .text:00469E38                               sub_469DE0      endp

    With this line:
    Code:
    .text:00469DF8 A3 94 28 3A 01                                mov     dword_13A2894, eax
    being the pointer to the n3Vehicle class mentioned above.

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