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Endlesskiss Grandmaster Cheater
Reputation: 0
Joined: 12 May 2007 Posts: 620 Location: Israel - CEF
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Posted: Fri Nov 14, 2008 2:09 pm Post subject: What the hell am I doing wrong here? |
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Hello everybody.
I am trying to make a DLL for Crysis, for infinite Ammo...
I found out that 3913B117 is "mov [eax+14], edx".
by changing this to nop [0x90] the ammo becomes infinite.
that's what I've made so far (after i searched the forum abit), It still doesn't work, it has no effect...
| Code: |
#include <Windows.h>
BOOL lQuit = false;
DWORD val;
void FreezeAmmo()
{
while(!lQuit)
{
*(char*)0x3913B117 = val;
*(char*)0x3913B118 = val;
*(char*)0x3913B119 = val;
Sleep(5);
}
}
BOOLEAN
WINAPI
DllMain(
HINSTANCE hDllHandle,
HMODULE hModule,
DWORD nReason,
LPVOID Reserved
)
{
switch ( nReason )
{
case DLL_PROCESS_ATTACH:
DisableThreadLibraryCalls( hModule );
val = 0x90;
CreateThread( NULL, 0, (LPTHREAD_START_ROUTINE)FreezeAmmo, NULL, 0, 0 );
return TRUE;
case DLL_PROCESS_DETACH:
lQuit = true;
return TRUE;
}
return TRUE;
}
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*code example is welcomed too!*
if you know why, please tell me.
Thanks from advance!
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Psy Grandmaster Cheater Supreme
Reputation: 1
Joined: 27 Mar 2008 Posts: 1366
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Posted: Fri Nov 14, 2008 2:18 pm Post subject: |
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This may not be a direct solution to your problem or that code, however, all Crytek games 'code-shift'. The module (crygame.dll in this case) gets rellocated.
A lot of the time with SP games, codeshifting only takes effect when comparing seperate PC's. Once installed and running the game usually maps its modules into the same memory spaces, however in my experience the Crysis games like to do it after restarts.
This might be something to do with it, I, your offset for ammo is no longer the right one. Kind of like a glorified DMA really for all intents and purposes. Might want to check that out before tearing up your work.
~Psy
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Endlesskiss Grandmaster Cheater
Reputation: 0
Joined: 12 May 2007 Posts: 620 Location: Israel - CEF
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Posted: Fri Nov 14, 2008 2:30 pm Post subject: |
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I restarted the game + my computer, 0x3913B117 is still "mov [eax+14], edx".
anyway, I used Step 6 to get the "static" address (its not the static address, but by changing that to nop we will solve the problem).
I also tried to scan and then change those addresses in the DLL _WITHOUT_ closing the game, and failed.
Do you have any code that will solve the problem, or do you think I should do also Step 7 in CE?
Thanks again, and sorry for my bad english.
EDIT:
Ok, I found out that 0x3928B5CC with offset 198 points to the ammo address.
How can I do 0x3928B5CC+198 if i have an Injected DLL? *(unsigned char*)0x3928B5CC+0x198 = 0x90; doesn't seems to compile...
any ideas?
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