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superspeed facing problem

 
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vergilganesh
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PostPosted: Mon Jul 15, 2013 11:41 am    Post subject: superspeed facing problem Reply with quote

I played mark of ninja game. I have tried to make superspeed hack..,,
i have found perfect address and opcodes (see the picture). but that address writes 60 times per second. If i set value as 1000., my character is always moving. he does skating in a flat plane. i just want to double or triple the moving seed.

speed when standing 0
walking 432
running 864


how to double or tripple?



mon.jpg
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 Viewed:  4328 Time(s)

mon.jpg



mon.jpg
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 Filesize:  243.04 KB
 Viewed:  4327 Time(s)

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jgoemat
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PostPosted: Mon Jul 15, 2013 2:56 pm    Post subject: Reply with quote

You need to create a memory address with a floating point value of 2.0 or 3.0, then do a multiply by that address before storing the result.

Code:
alloc(newmem,$1000)

label(code)
label(return)

newmem:
  dd (float)2.0

code:
  fmul dword ptr [newmem]
  fstp dword ptr [eax+00000194]
  jmp return

game.exe+1B98CB:
  jmp code
  nop
return:
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vergilganesh
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PostPosted: Tue Jul 16, 2013 1:55 am    Post subject: superjump Reply with quote

yep.., i have succeeded in superspeed. that instruction controls speed of enemy and player i have dissected data structures and got success by this code
Code:

alloc(newmem,2048) //2kb should be enough
alloc(value1,$1000)
alloc(value2,$1000)
label(returnhere)
label(originalcode)
label(exit)
value1:
dd (float)4.0
value2:
dd (float)0.5
newmem: //this is allocated memory, you have read,write,execute access
//place your code here
cmp [eax+1a4],0
je originalcode
fmul dword ptr [value1]
originalcode:
fmul dword ptr [value2]
fstp dword ptr [eax+194]
exit:
jmp returnhere

"game.exe"+1B98CB:
jmp newmem
returnhere:


how to do superjump hack?
because there are three variable speeds so i can easily figure out by inc/dec scan. but in jump there is only one. i have searched for current value of height but there are 45 float values controls height all the values are increased by 200 when jump. Any ideas?
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daspamer
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PostPosted: Tue Jul 16, 2013 8:06 am    Post subject: Reply with quote

Code:
alloc(newmem,2048)
alloc(value1,$1000)
alloc(value2,$1000)
label(returnhere)
label(originalcode)
label(exit)

newmem:
   cmp [eax+1a4],0
   je originalcode
   fmul dword ptr [value1]
   fstp dword ptr [eax+194]
jmp exit
originalcode:
   fmul dword ptr [value2]
   fstp dword ptr [eax+194]
jmp exit

value1:
   dd (float)4.0

value2:
   dd (float)0.5

exit:
jmp returnhere

"game.exe"+1B98CB:
jmp newmem
returnhere:

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vergilganesh
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PostPosted: Tue Jul 16, 2013 8:19 am    Post subject: Reply with quote

how to do superjump hack?


because there are three variable speeds so i can easily figure out by inc/dec scan. but in jump there is only one. i have searched for current value of height but there are 45 float values controls height all the values are increased by 200 when jump. Any ideas?
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daspamer
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PostPosted: Tue Jul 16, 2013 11:57 am    Post subject: Reply with quote

Try freezing it, if you see that it effects jump, then you're on the right road.
Freeze each one manually and check which one effects jump directly.
Once you find it, multiply it or increase it.

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vergilganesh
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PostPosted: Wed Jul 17, 2013 3:09 am    Post subject: Reply with quote

out of those values some values are depends upon head movement(sitting decreases and standing increases) and some are hand movment(changes in climbing) some are leg movement some are unknown. i freezed one leg movement control value that prevents from jumping. i increased with the multiplier but the game crashed. i tried to fix all remaining values but they cannot be fixed., there is increase and decrease of values in jumping even they are fixed
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vergilganesh
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PostPosted: Fri Jul 19, 2013 4:59 am    Post subject: Reply with quote

the address writes to that height is one instruction which accesses a lot of addresses at that time. more than 50 addresses
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