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Championship Manager 97/98 (dosbox) morale hack

 
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stuckinmud
How do I cheat?
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Joined: 14 Sep 2012
Posts: 4

PostPosted: Sat Sep 15, 2012 8:49 am    Post subject: Championship Manager 97/98 (dosbox) morale hack Reply with quote

Hi.

This is a very old game. It's quite complicated, too. My aim is to change the way "morale" is calculated for each individual football player within sides controlled by human managers. For computer managers their morale boosting ability depends on the parameter called "motivating ability" which can be changed using the included editor but afaik it's not possible to edit the default human manager profile using that editor.
There are thousands of players in the game, each with morale at some level. These levels are: Very Low, Low, Ok, Good, Very Good, Superb. However, searching for these strings produces only 2 useful addresses per value. 1 of these addresses holds the morale value as seen on player's factfile, the other as seen in squad view sorted by morale. These 2 addresses obviously by default hold the same string, only differently formatted, though that can be changed. Any of these addresses is accessed always by the same instruction, i.e.
Code:
mov al, [eax+ecx]
but is never written to. Trying to dissect data/structures using addresses of managers' names yields no good results. I just ran out of ideas what else to try. Could someone at least point me in the right direction? The game is free to download (google cm9798)
--EDIT---
These obviously must be pointers, but the pointer scanner thinks otherwise.
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Studio80
Advanced Cheater
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Joined: 12 Sep 2012
Posts: 83

PostPosted: Sun Sep 16, 2012 9:45 am    Post subject: Reply with quote

Maybe you need to look for what affects the levels like skill points or something like that so you don't have to deal with the fact that all players have super skills.
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stuckinmud
How do I cheat?
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Joined: 14 Sep 2012
Posts: 4

PostPosted: Sun Sep 16, 2012 10:52 am    Post subject: Reply with quote

Thanks for replying. The problem with this game is that all player skills seem to be static values and as such difficult to trace. In later versions of CM they do change, but not in this one. What certainly changes are match statistics during a match, but there's plenty of factors at work here. It seems there is a hidden parameter which does the same for human managers that 'motivating ability' does for AI ones. The editor stores this value in a peculiar way. It ranges from 1 through 200 dec but if it goes beyond 7 bits, i.e.128, it starts counting from zero and the preceding byte is incremented. I tried to change some values near the string of my name but it was a hit and miss and no success there. I guess my newbie skills are simply inadequate at this point. But one day I hope to crack it.
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