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BeleRegis How do I cheat?
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Posted: Mon Oct 03, 2022 9:43 am Post subject: Help with coding injection breaking the game (Elona+ Custom) |
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I'm fairly noob at game hacking, and i'm trying to make basic scripts such as damage and defence multipliers and such in Elona+ Custom, but everytime i try to inject a code, or change the tiniest thing in the code, the game gets graphic bugs and ends up crashing. I'd attach a screenshot of the code i try to change, but would be pointless since the problem persist with ANY instruction.
I honestly have no idea what i'm missing
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ParkourPenguin I post too much
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Joined: 06 Jul 2014 Posts: 4643
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Posted: Mon Oct 03, 2022 12:13 pm Post subject: |
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You're missing an example script for others to look at.
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I don't know where I'm going, but I'll figure it out when I get there. |
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BeleRegis How do I cheat?
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Posted: Mon Oct 03, 2022 3:14 pm Post subject: |
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ParkourPenguin wrote: | You're missing an example script for others to look at. |
Ok, i've attached screenshot of the code in question, an instruction substracting my PC health. Completely unchanged, as any minor change in any part will cause a crash for some reason
although i've read somewhere in the forum that this exact problem could be because the injection should be before the instruction is executed or something alike, but i'm at a loss, since i'm not proficient with assembly
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ParkourPenguin I post too much
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Joined: 06 Jul 2014 Posts: 4643
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Posted: Mon Oct 03, 2022 3:33 pm Post subject: |
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From the sound of it, enabling the script as is with no modifications to the original code is fine (i.e. does not crash the game). If so, right click on the instruction `sub [eax],ecx` in the disassembler and select "Find out what addresses this instruction accesses". Play the game for a little bit and see if any other addresses come up. If it does access more addresses than you want to affect, see step 9 of the CE tutorial.
Minor note: I'd recommend using the "Full injection" template over the "Code injection" template as it asserts the code at the address is what you presume it to be. This won't fix your problem; it's just better practice.
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BeleRegis How do I cheat?
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Joined: 03 Oct 2022 Posts: 7
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Posted: Mon Oct 03, 2022 3:59 pm Post subject: |
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ParkourPenguin wrote: | From the sound of it, enabling the script as is with no modifications to the original code is fine (i.e. does not crash the game). If so, right click on the instruction `sub [eax],ecx` in the disassembler and select "Find out what addresses this instruction accesses". Play the game for a little bit and see if any other addresses come up. If it does access more addresses than you want to affect, see step 9 of the CE tutorial.
Minor note: I'd recommend using the "Full injection" template over the "Code injection" template as it asserts the code at the address is what you presume it to be. This won't fix your problem; it's just better practice. |
Thanks a lot for your time! I'll give it a try and see how it goes
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BeleRegis How do I cheat?
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Joined: 03 Oct 2022 Posts: 7
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Posted: Tue Oct 04, 2022 7:14 am Post subject: |
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ParkourPenguin wrote: | From the sound of it, enabling the script as is with no modifications to the original code is fine (i.e. does not crash the game). If so, right click on the instruction `sub [eax],ecx` in the disassembler and select "Find out what addresses this instruction accesses". Play the game for a little bit and see if any other addresses come up. If it does access more addresses than you want to affect, see step 9 of the CE tutorial.
Minor note: I'd recommend using the "Full injection" template over the "Code injection" template as it asserts the code at the address is what you presume it to be. This won't fix your problem; it's just better practice. |
it worked out! I'm truly grateful!
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