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SuperJump problem! Please Help.
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Freakfrash
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Joined: 18 Nov 2013
Posts: 11

PostPosted: Mon Jan 27, 2014 5:00 pm    Post subject: SuperJump problem! Please Help. Reply with quote

Hey Guys. I've got a problem in a script. And I have no clue how to fix it because Iam new in the ASM Scripting section. So I wanted to ask these questions:

This here is my SuperJump script. Usually it work but if I jump I won't stop flying up. I come always higher and higher. But I want that I fall down when I stop clicking the Jump-Button (Spacebar). So what to do? There is my script:

Code:
[ENABLE]

alloc(newmem,2048)
label(returnhere)
label(originalcode)
label(exit)

aobscan(SuperJump, F3 0F 10 95 04 10 00 00 0F 2F D3 76 54)
label(_SuperJump)
registersymbol(_SuperJump)


newmem:
cmp dword ptr [ebp+00001004],(float)0
jng originalcode
mov dword ptr [ebp+00001004],(float)25
jmp originalcode

originalcode:
movss xmm2,[ebp+00001004]

exit:
jmp returnhere

SuperJump:
_SuperJump:
jmp newmem
nop
nop
nop
returnhere:


 
 
[DISABLE]

_SuperJump:
movss xmm2,[ebp+00001004]
//Alt: db F3 0F 10 95 04 10 00 00



Thanks in Advance Smile
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++METHOS
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Joined: 29 Oct 2010
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PostPosted: Mon Jan 27, 2014 5:28 pm    Post subject: Reply with quote

If you want to incorporate the spacebar in to your assembly script, then you need to find the address that handles that. To find the address, search for hex/4byte value of 3f800000 (while pressed) and 0 (while not pressed). Keep doing that until you find it. If you can't find it that way, search for 4byte unknown initial value, then searched for increased (while pressed) and decreased (while not pressed).

When you find the address for spacebar, simply incorporate that in to your script so that the value at [ebp+00001004] changes to (float)25 when pressed, and resets to its default value when the spacebar is not being pressed.

If you need any help, just ask.
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Freakfrash
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Joined: 18 Nov 2013
Posts: 11

PostPosted: Mon Jan 27, 2014 6:02 pm    Post subject: Reply with quote

Ye this would be a way. But l0wb1t made also SuperJump but on another way I forgot how and now I have a problem do you have any Idea without searching the spacebar address? That I fall down? After Jumping? Better said, I will that when I jump that I jump a little bit higher and then I fell down like normal jumping just with a little boost..
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++METHOS
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PostPosted: Mon Jan 27, 2014 6:51 pm    Post subject: Reply with quote

What game? Can you show me l0wb1t's table? Does the address at [ebp+00001004] handle (-)gravity? Does the default value (while not jumping) at [ebp+00001004] equal (float) 0.0, and is it constant? Is the spacebar used for jumping?

I can only assume, without knowing much. The approach may differ depending on the circumstances.

If my speculations are correct, this won't work, but you can try it:

Code:
[ENABLE]

alloc(newmem,2048)
label(returnhere)
label(originalcode)

aobscan(SuperJump, F3 0F 10 95 04 10 00 00 0F 2F D3 76 54)
label(_SuperJump)
label(reset)
registersymbol(_SuperJump)

newmem:
cmp dword ptr [ebp+00001004],(float)0
jng originalcode
cmp dword ptr [ebp+00001004],(float)25.0
je reset
push edx
mov edx,(float)1.0
add [ebp+00001004],edx
pop edx
jmp originalcode

reset:
push edx
mov edx,(float)0.0
mov [ebp+00001004],edx
pop edx
jmp originalcode

originalcode:
movss xmm2,[ebp+00001004]
jmp returnhere

SuperJump:
_SuperJump:
jmp newmem
nop
nop
nop
returnhere:
 
[DISABLE]

_SuperJump:
movss xmm2,[ebp+00001004]
//Alt: db F3 0F 10 95 04 10 00 00

unregistersymbol(_SuperJump)
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Freakfrash
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PostPosted: Tue Jan 28, 2014 12:28 pm    Post subject: Reply with quote

thx alot you will earn credits after my release! Smile

//Edit: There is one problem I can't jump higher.. I will try to fix it. And I can't see the table of l0wb1t because he put it into one script and he made a big creazy script from that so :/

To understand. This opcode movss xmm2,[ebp+00001004] is the jump opcode. I found it in the Player Class. If I click spacebar for jumping I jump higher with my script. But the problem is I jump endless. If I turn the script off I fell down. I know these are not enough information but I also can't tell more. (Btw when I change the spacebar to another button I am also flying higher. So it's 100% the jump opcode. The Value is always 0 but when I jump it get higher.. only while jumping.
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++METHOS
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PostPosted: Tue Jan 28, 2014 1:26 pm    Post subject: Reply with quote

Glad it's working. Thanks for letting me know.

If you're still having problems or need help with anything else, let me know. I do think we could improve on this, but I'm still uncertain about what is going on, exactly.
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Freakfrash
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PostPosted: Tue Jan 28, 2014 3:54 pm    Post subject: Reply with quote

It's working but not correctly.. please read my EDIT post "There is one problem I can't jump higher.. " But I probably could fix it on my own.
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++METHOS
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PostPosted: Tue Jan 28, 2014 4:12 pm    Post subject: Reply with quote

You said you were going to fix that, so I did not comment on that.

Try this:

Code:
[ENABLE]

alloc(newmem,2048)
label(returnhere)
label(originalcode)

aobscan(SuperJump, F3 0F 10 95 04 10 00 00 0F 2F D3 76 54)
label(_SuperJump)
label(reset)
registersymbol(_SuperJump)

newmem:
cmp dword ptr [ebp+00001004],(float)0
jng originalcode
cmp dword ptr [ebp+00001004],(float)25.0
je reset
push edx
mov edx,(float)25.0
mov [ebp+00001004],edx
pop edx
jmp originalcode

reset:
push edx
mov edx,(float)0.0
mov [ebp+00001004],edx
pop edx
jmp originalcode

originalcode:
movss xmm2,[ebp+00001004]
jmp returnhere

SuperJump:
_SuperJump:
jmp newmem
nop
nop
nop
returnhere:
 
[DISABLE]

_SuperJump:
movss xmm2,[ebp+00001004]
//Alt: db F3 0F 10 95 04 10 00 00

unregistersymbol(_SuperJump)


Alternatively, we could implement the spacebar like we talked about, and you shouldn't have this problem.
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Freakfrash
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PostPosted: Tue Jan 28, 2014 7:16 pm    Post subject: Reply with quote

Probably. I could try to do that. If it also won't work. And still I thought I could set a hotkey from the numpad or something.
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++METHOS
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PostPosted: Tue Jan 28, 2014 8:50 pm    Post subject: Reply with quote

Sure, you could set a hotkey using any key...but that wouldn't be any different than constantly enabling/disabling the script. However, if the spacebar is used for jumping in the game, and you incorporate that in to your script, we can write it so that your character keeps rising until you let go of the spacebar...and once the spacebar is released, your character will start falling back to the ground etc., ...kind of like a propulsion system. Very Happy

This is all based on speculation, of course, since I can't take a look at the game to see what is really going on.
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Freakfrash
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PostPosted: Wed Jan 29, 2014 8:53 am    Post subject: Reply with quote

Can u add me on skype? I can't send private massages so I wrote this text here:
There we could talk together.. just my thinking.
Skypename:

Freakfrashᵀᴴᴱ ᴼᴿᴵᴳᴵᴻᴬᴸ
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++METHOS
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PostPosted: Wed Jan 29, 2014 9:01 am    Post subject: Reply with quote

No. Sorry.

Anything we discuss we can discuss here so that everyone can benefit. Besides, I use Skype for my business.
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Freakfrash
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PostPosted: Wed Jan 29, 2014 12:31 pm    Post subject: Reply with quote

So then not. Cause the I could show u through screentransfer some problems. Btw the script makes me not able to jump. If I press spacebar for jumping (which I set in the settings) then I can't jump. The first animation comes and the sound too but my character isn't moving higher.

As example here. But here is the guy who made it Sanduk.. he made a trainer still u see what I mean (probably).

youtube /watch?v=lK2JVB_B3Lg
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++METHOS
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PostPosted: Wed Jan 29, 2014 1:54 pm    Post subject: Reply with quote

What happened with the first script? Were you able to jump at all? How high? Default height?

If you were able to jump with the first script, try this:

Code:
[ENABLE]

alloc(newmem,2048)
label(returnhere)
label(originalcode)

aobscan(SuperJump, F3 0F 10 95 04 10 00 00 0F 2F D3 76 54)
label(_SuperJump)
label(reset)
registersymbol(_SuperJump)

newmem:
cmp dword ptr [ebp+00001004],(float)0
jng originalcode
cmp dword ptr [ebp+00001004],(float)75.0
je reset
push edx
mov edx,(float)1.0
add [ebp+00001004],edx
pop edx
jmp originalcode

reset:
push edx
mov edx,(float)0.0
mov [ebp+00001004],edx
pop edx
jmp originalcode

originalcode:
movss xmm2,[ebp+00001004]
jmp returnhere

SuperJump:
_SuperJump:
jmp newmem
nop
nop
nop
returnhere:
 
[DISABLE]

_SuperJump:
movss xmm2,[ebp+00001004]
//Alt: db F3 0F 10 95 04 10 00 00

unregistersymbol(_SuperJump)
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Freakfrash
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PostPosted: Wed Jan 29, 2014 3:26 pm    Post subject: Reply with quote

I got it working now. I got the player highed x.x! Not the jump opcodes it was one above this opcode :I . But thx with your script Iam able to use this script.
Thank you so much I got it working atleast. I put u in the credits Very Happy.
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