Swtor xyz memory hacking menu

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  1. #1
    modey3's Avatar Member
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    Swtor xyz memory hacking

    Hello everyone. I'm new to using CE. So far I can implement a speedhack by searching for the memory address which stores 'player speed' and finding/NOPing the memory address that points to it.

    I'm trying to do the same with the x-coordinate and I'm running into several problems.

    First, I'm having trouble narrowing down the addresses on a consistent basis; I either will get 1-3 address or I will get 15-20 addresses. In the second case, there will be like 12 addresses say at exactly 1.55 and 3 addresses at exactly 1.52. I'm assuming that 1.52 is actually my characters position, however both values change when I move my character. Is my assumption correct and how can I better scan the memory so that I don't get so many addresses? When I scan I am searching for a floating variable.

    Second, let's say I find the correct address. I click 'find what writes to this address', debugger opens, I move my character, and some addresses with some code pop up in the debugger. I NOP those addresses as I would with the speedhack. Then I change the value in the memory address and nothing happens. However, eventually my character will fall through the floor causing me to restart the game. Why doesn't my character move when I edit the value of the address?

    Sorry for the book, but I would be grateful for any help. Thanks.

    Modey3

    Swtor xyz memory hacking
  2. #2
    trlol's Avatar Master Sergeant
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    i saw a trooper using some kind of teleport hack (server: Canderous Ordo) today, similiar to the ones that used to work ('falling' animation)

    i guess people found out how to use it again, but aint sharing =p

  3. #3
    rootmasteruk's Avatar Corporal
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    hi, this is what i did and it worked last time i checked(haven't checked after 1.2)

    use cheat engine, search for a float of postions/10 if your x is 8999, you search 899.9

    there is 1 static address(you cannot change this, but it will change when you edit the correct mem location)

    narrow your search down to around 40 locations

    1 location is your x position 1 location is your camera position(the rest seem to be pointers or some kind of references to check)

    there is a few ways ive found are effective at finding the exact location you need to change, once you have you list of 40ish locations. For starters you can edit each one 1 at a time, some will change, some will not. Have your companion out and when you edit the correct location you will see your companion move onscreen(try not to move your character to far (1-5m tops) to start with, this will help you locate the correct address alot easier.

    in the list you have, usually, the CameraX and the CharacterX positions are right next to each other.

    ok so ive managed this myself so far, rinse and repeat for y and z axis

    i am no pro when it comes to memory editing but i have been messing about and i am slowly figuring out the way they have stored their pointers(there is alot of them as far as i can tell and they are always changing.) If i get any further ill post my findings.

    At the moment this will help get your +10 datacron, that is basically all i wanted it to do.

    Thanks, scot-
    Last edited by rootmasteruk; 04-13-2012 at 02:16 PM.

  4. #4
    Distiny's Avatar Site Donator Cheat or Die!
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    I just freeze 50% of the found address, if i still can move, unfreeze and delete, untill i find the one that makes me frozen on the x axis

    once found, Y and Z are just +0x4 away for example: x: 0x12AA0 then y : 0x12AA4 and z : 0x12AA8

  5. #5
    modey3's Avatar Member
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    Distiny,

    Are you saying that the static addresses for character location 0x4 apart? Also, does this relative offset change with patching ? Thanks

    modey3

  6. #6
    Distiny's Avatar Site Donator Cheat or Die!
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    up to 1.2 (haven't gotten around to get the addresses yet) it was always 0x4 away from eachother

  7. #7
    Apoc's Avatar Angry Penguin
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    Its a Vector3.

    Code:
    struct Vector3 {
    float X;
    float Y;
    float Z;
    }
    They'll always be one after another.

  8. #8
    modey3's Avatar Member
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    Originally Posted by Apoc View Post
    Its a Vector3.

    Code:
    struct Vector3 {
    float X;
    float Y;
    float Z;
    }
    They'll always be one after another.
    We are talking about direct memory editing using CE as opposed to using C++ programming.

  9. #9
    Apoc's Avatar Angry Penguin
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    Originally Posted by modey3 View Post
    We are talking about direct memory editing using CE as opposed to using C++ programming.
    I'm aware. The fact that you're using CE has no bearing on why they're 4 bytes apart. Its a structure in memory, defined as I posted. Find the X address, then add 4/8 to get Y and Z.

  10. #10
    rootmasteruk's Avatar Corporal
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    ok i figured it out

    the static address for x is swtor.exe+1096B24
    the static address for y is swtor.exe+1096B2C
    the static address for z is swtor.exe+1096B28

    you wanna do a code injection at the address "swtor.exe"+3B6F2A
    save the ecx register to an empty space in memory(the value stored in ecx is the base address you need)
    i choose "swtor.exe"+F50000 as my empty space in memory
    now set your pointers using "swtor.exe"+F50000 as your address of the pointer

    here are teh offsets are:

    x - 2c
    y - 34
    z - 30

    Camera X - 80
    Camera Y - 88
    Camera Z - 84

    here is a snippet of the script

    Code:
    [ENABLE]
    //code from here to '[DISABLE]' will be used to enable the cheat
    alloc(newmem,2048) //2kb should be enough
    label(returnhere)
    label(originalcode)
    label(exit)
    
    newmem: //this is allocated memory, you have read,write,execute access
    //place your code here
    movq [esi+3C],xmm0
    mov ["swtor.exe"+F50000],ecx
    originalcode:
    movq [esi+3C],xmm0
    
    exit:
    jmp returnhere
    
    "swtor.exe"+3B6F2A:
    jmp newmem
    
    
    returnhere:
    
    [DISABLE]
    //code from here till the end of the code will be used to disable the cheat
    dealloc(newmem)
    "swtor.exe"+3B6F2A:
    movq [esi+3C],xmm0
    //Alt: db 66 0F D6 46 3C
    im very new to this and this is the first time ive ever used assembly language really, there might be an easier way to do this or not but this works for me, i just save this and run it and i can edit my xyz with ease doin this.



    i am interested in 1 thing tho......

    seems there is a range on how far i can teleport, i am expecting there is another memory location that hold a value to check against ?? moving to far from the last known position will throw it off and revert you back to where you were?

    as of the now by doin this i can move in any direction but only by a certain amount, anyone got any ideas?
    Last edited by rootmasteruk; 04-15-2012 at 06:15 AM.

  11. #11
    Distiny's Avatar Site Donator Cheat or Die!
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    Apoc suggested/said that the built in teleport through script calling has no limits.

    edit: tested your script/method and it works, ty this will allow me to learn some from it.
    Last edited by Distiny; 04-15-2012 at 07:56 AM.

  12. #12
    rootmasteruk's Avatar Corporal
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    Originally Posted by Distiny View Post
    edit: tested your script/method and it works, ty this will allow me to learn some from it.
    hi, i replied to your pm and im glad my method worked for you !

    as i said this is my first attempt at actuall code injections and the time i spent on this little project has helped me alot in understanding what is goin on
    there may be an easier way to do this but as for the now i can open my client at any time and just run this and with my pre-set pointers, just waiting on the code running, just pop up with the editable memory locations instantly

    checked this alot on 2 computers and worked everytime

    the information i got on this site helped me ALOT.

    ty

    Originally Posted by Distiny View Post
    Apoc suggested/said that the built in teleport through script calling has no limits.
    as for this bit, it really is getting me stuck for the now, when editing the values that changes your characters on the given axis, it seems to rubberband you back to original location if you go to far

    any tips here would be helpfull
    Last edited by rootmasteruk; 04-15-2012 at 08:25 AM.

  13. #13
    Distiny's Avatar Site Donator Cheat or Die!
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    I was talking about the engine script calling functions (look in the "spoon feeding" thread by apoc)

  14. #14
    modey3's Avatar Member
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    rootmasteruk,

    "seems there is a range on how far i can teleport, i am expecting there is another memory location that hold a value to check against ?? moving to far from the last known position will throw it off and revert you back to where you were?"

    I noticed that there are two pertinent addresses for each coordinate. While playing in my spaceship I could teleport my toon 1 unit in the x-direction by editing one address. My character would move according to the map, but would not appear to move on the screen. In order to be able to teleport smoothly both addresses need to be edited.

    modey3

  15. #15
    rootmasteruk's Avatar Corporal
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    Originally Posted by modey3 View Post
    rootmasteruk,

    "seems there is a range on how far i can teleport, i am expecting there is another memory location that hold a value to check against ?? moving to far from the last known position will throw it off and revert you back to where you were?"

    I noticed that there are two pertinent addresses for each coordinate. While playing in my spaceship I could teleport my toon 1 unit in the x-direction by editing one address. My character would move according to the map, but would not appear to move on the screen. In order to be able to teleport smoothly both addresses need to be edited.

    modey3
    Originally Posted by rootmasteruk View Post
    x - 2c
    y - 34
    z - 30

    Camera X - 80
    Camera Y - 88
    Camera Z - 84

    these ones?

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