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pozzum Newbie cheater Reputation: 0
Joined: 19 Jun 2015 Posts: 22
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Posted: Thu Apr 28, 2016 9:08 am Post subject: Permanently changing a memory region? |
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So I found a part of a games memory that I'd like to change without having to load a trainer each time.
I'm not 100% sure if it's saved in a file loaded by the game, but I was wondering if there would be any pointers for trying to figure that out. Is there some bit of assembly that would show loading the file into memory, or is stuff like that located in the actual exe...
I know this is pretty general, but just a direction to start in would be great even if it may end up being a dead end.
Game in question is wwe 2k16
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STN I post too much Reputation: 42
Joined: 09 Nov 2005 Posts: 2672
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Posted: Thu Apr 28, 2016 10:37 am Post subject: |
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Use xdbg64, it can patch files.
And yes the code is in exe unless you're using pointers even then the base of pointer could be on disk.
Dynamically generated code on other hand is generated at run time and not present on disk (exceptions of course) _________________
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pozzum Newbie cheater Reputation: 0
Joined: 19 Jun 2015 Posts: 22
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Posted: Thu Apr 28, 2016 11:00 am Post subject: |
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STN wrote: | Use xdbg64, it can patch files.
And yes the code is in exe unless you're using pointers even then the base of pointer could be on disk.
Dynamically generated code on other hand is generated at run time and not present on disk (exceptions of course) |
I'll take a look into xdbg64, but the information I'm looking to change is not actually code, but a table of values that is referenced by the code. Would that be the same situation or could that be loaded by a file in the installation folder. |
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