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How to hack RPG maker VX ace or VX
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zillion
How do I cheat?
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Joined: 17 Jan 2017
Posts: 5

PostPosted: Thu Jan 19, 2017 6:56 pm    Post subject: Reply with quote

i know this dumb any way find out the No random encounters or add more random encounters to rpg maker game with CE or can it not be done?
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leign
How do I cheat?
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Joined: 30 Dec 2015
Posts: 4

PostPosted: Sat Jun 09, 2018 5:41 pm    Post subject: Dark Elf Reply with quote

I just got this game to practice. Finding gold was no issue. However, when I try for health I always get a dynamic address which i could change no problem. I just cant seem to make my way to a static address. Im a noob too but it seems that when doing writes/accesses this address I just get blanks. Any ideas?
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The1Roars
How do I cheat?
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Joined: 24 Aug 2019
Posts: 1

PostPosted: Sat Aug 24, 2019 5:03 pm    Post subject: Cheat Engine Trainer is big no no Reply with quote

Sadly, using both binary and the RPG VX value type, you can not make a cheat engine trainer, despite me going through the steps countless times and never seeming to get the end result I wanted (even after watching countless tutorials). Evil or Very Mad Crying or Very sad Evil or Very Mad Exclamation
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slitherhence
How do I cheat?
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Joined: 20 Jun 2020
Posts: 1

PostPosted: Sat Jun 20, 2020 3:48 am    Post subject: Reply with quote

Sorry for the necro. I tried to post as a new topic and link back here, but I can't add urls to my text yet... so necroing is the only option left to me.

I'm using the custom value type described in the third entry in this thread. The problem is I've run into a game that actually uses a signed value for some stuff and this custom value type doesn't seem to work with the "show as signed" toggle. Toggled on or off the value shown is the same.

I have only a passing knowledge of assembly... what would I need to change to make signed values display correctly for this custom type?
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dista
Cheater
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Joined: 25 Apr 2012
Posts: 43

PostPosted: Mon Nov 29, 2021 9:42 am    Post subject: Reply with quote

Dark Byte wrote:
If that's true then if you're lazy you can just use the binary type to find it

Just wondering, is it always +1 ? Are there cases where it's just *2? Because what you describe is just a bitshift by 1 and there's a random bit in front of it

Here's a custom type (adapted from my *8 custom type) that may work with this thing
Code:

alloc(TypeName,256)
alloc(ByteSize,4)
alloc(PreferedAlignment, 4)
alloc(ConvertRoutine,1024)
alloc(ConvertBackRoutine,1024)

TypeName:
db 'RPG VX type',0

ByteSize:
dd 4

PreferedAlignment:
dd 1


//The convert routine should hold a routine that converts the data to an nteger (in eax)
//function declared as: stdcall int ConvertRoutine(unsigned char *input);

//Note: Keep in mind that this routine can be called by multiple threads at the same time.

ConvertRoutine:
[32-bit]
push ebp
mov ebp,esp
push ecx
mov ecx,[ebp+8]
[/32-bit]

//at this point ecx contains the address where the bytes are stored

//put the bytes into the eax register
mov eax,[ecx] //second fun fact, addressing with 32-bit registers doesn't work in 64-bit, it becomes a 64-bit automatically (most of the time)
shr eax,1 //shift right by 1 bit (divide by 2)

//and now exit the routine
[64-bit]
ret
[/64-bit]
[32-bit]
pop ecx
pop ebp
ret 4
[/32-bit]

//The convert back routine should hold a routine that converts the given integer back to a row of bytes (e.g when the user wats to write a new value)
//function declared as: stdcall void ConvertBackRoutine(int i, unsigned char *output);
ConvertBackRoutine:
[32-bit]
push ebp
mov ebp,esp
push edx //save the registers
push ecx
mov edx,[ebp+0c]
mov ecx,[ebp+08]
[/32-bit]

//at this point edx contains the address to write the value to
//and ecx contains the value

push eax
push edx


mov edx,[edx] //edx now contains the original value
and edx,1 //only save the first bit

mov eax,ecx //eax gets the user input value
shl eax,1 //shift left by 1 bit (multiply by 2)
or eax,edx //add the bits of the original value

pop edx
mov [edx],eax //write the new value into the old value
pop eax

[64-bit]
//everything is back to what it was, so exit
ret
[/64-bit]

[32-bit]
//cleanup first
pop ecx
pop edx
pop ebp
ret 8
[/32-bit]


this for RPG VX Type. can you add script for MZ type?
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