|
Cheat Engine The Official Site of Cheat Engine
|
View previous topic :: View next topic |
Author |
Message |
kappalord How do I cheat? Reputation: 0
Joined: 10 Jul 2016 Posts: 1
|
Posted: Sun Jul 10, 2016 9:56 am Post subject: Lua Script should NOT nop the incomplete Opcodes |
|
|
Hey! I basically make some trainers for a game. Now i have found an opcode, if i change the opcode in the single line assembler, it asks me if i want to replace the incomplete opcodes with nops. If i press no, the opcode works. But if i press yes, the game crashes. But by default, lua script replace the incomplete opcodes with nops. How do i set it up, that lua wont replace the incomplete opcodes with ops?
My method to add the opcode to my table:
I press CTRL+A on the opcode, go to template and select Cheat Table framework code. Then i press CTRL + I and press enter. Now i change on originalcode the things what i change when i normally change the opcode in memory viewer. If i want to nop it, i put //. Then i assign it to my current cheat table.
Thank you.
|
|
Back to top |
|
|
Zanzer I post too much Reputation: 126
Joined: 09 Jun 2013 Posts: 3278
|
Posted: Sun Jul 10, 2016 10:09 am Post subject: |
|
|
That's not Lua.
You're probably overwriting two instructions and the game is trying to jump to the second instruction.
However, since you injected a JMP in there, the game jumps to the middle of your instruction and crashes.
If all you're trying to do is NOP one instruction, don't use the entire injection template.
Count the number of bytes that the one instruction uses by looking in the memory viewer.
For example, if it's four bytes:
Code: | [ENABLE]
game.exe+offset:
db 90 90 90 90
[DISABLE]
game.exe+offset:
db blah blah |
|
|
Back to top |
|
|
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum
|
|