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DemoKing700 Cheater
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Joined: 17 Dec 2014 Posts: 33 Location: 127.0.0.1
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Posted: Tue Sep 29, 2015 10:19 am Post subject: Help with trainer making |
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I have recently been working on a a trainer for Far Cry 4 for uploading on my blog. It scans for the ammo aob and NOPs it, works flawlessly in the cheat table but the game and CE freeze for 1-2 seconds and then the cheat is activated...as i said before it works in the cheat table.But make a trainer out of it and try enabling the cheat in the trainer the same thing happens(the game and CE freeze for 1-2 seconds)and once they both are responding i notice that the script hasn't been executed....help please
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Rydian Grandmaster Cheater Supreme
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Joined: 17 Sep 2012 Posts: 1358
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Posted: Tue Sep 29, 2015 10:24 am Post subject: |
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You didn't name the trainer the same thing as the game?
Like if the game is named farcry4.exe or something, don't name the trainer farcry4.exe too, then the trainer will find and try to edit itself instead of the game.
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DemoKing700 Cheater
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Joined: 17 Dec 2014 Posts: 33 Location: 127.0.0.1
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Posted: Tue Sep 29, 2015 10:29 am Post subject: |
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@Rydian nope it isnt its called Far Cry 4 Trainer.exe
can u help me in pm for a minute
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Rydian Grandmaster Cheater Supreme
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Posted: Tue Sep 29, 2015 11:48 am Post subject: |
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I don't have the game so I can't really troubleshoot it.
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STN I post too much
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Joined: 09 Nov 2005 Posts: 2676
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Posted: Wed Sep 30, 2015 6:17 am Post subject: |
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When scanning for aob, are you scanning the module only or the whole memory ?. i.e aobscanmodule or simple aobscan ?
Ammo option is really simple in Far cry 4. Use aobscanmodule targeting FC64.dll and it should be really fast.
Also if you have an antivirus running, they can really fuck up your PC resources so that might be a reason for slow scanning.
If you are coding your own trainer then maybe your sigscanning function is slow versus CE's.
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DemoKing700 Cheater
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Joined: 17 Dec 2014 Posts: 33 Location: 127.0.0.1
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Posted: Thu Oct 01, 2015 11:23 am Post subject: |
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STN wrote: | When scanning for aob, are you scanning the module only or the whole memory ?. i.e aobscanmodule or simple aobscan ?
Ammo option is really simple in Far cry 4. Use aobscanmodule targeting FC64.dll and it should be really fast.
Also if you have an antivirus running, they can really fuck up your PC resources so that might be a reason for slow scanning.
If you are coding your own trainer then maybe your sigscanning function is slow versus CE's. |
I have tried both (aobscan & aobscanmodule) in trainer but no success
No antivirus installed
4 gb ram
i5 3470S
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Last edited by DemoKing700 on Sun Oct 04, 2015 3:14 am; edited 1 time in total |
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DemoKing700 Cheater
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Joined: 17 Dec 2014 Posts: 33 Location: 127.0.0.1
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Posted: Sun Oct 04, 2015 3:12 am Post subject: |
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Guys??????????
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STN I post too much
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Joined: 09 Nov 2005 Posts: 2676
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Posted: Sun Oct 04, 2015 6:47 am Post subject: |
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Post your script.
The game was piss easy to hack so not sure why you are having issues with it.
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DemoKing700 Cheater
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Joined: 17 Dec 2014 Posts: 33 Location: 127.0.0.1
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Posted: Sat Oct 10, 2015 9:34 pm Post subject: |
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[ENABLE]
aobscanmodule(medkit,FC64.dll,89 81 C8 00 00 00) // should be unique
alloc(newmem,$1000,"FC64.dll"+C4B1FF)
label(code)
label(return)
newmem:
code:
mov [rcx+000000C8],eax
jmp return
medkit:
db 90 90
return:
registersymbol(medkit)
[DISABLE]
medkit:
db 89 81 C8 00 00 00
unregistersymbol(medkit)
dealloc(newmem)
-------------------------------------------------------------------------------------
[ENABLE]
aobscan(medkit, 89 81 C8 00 00 00 E8 76 94 FC FF 48 8B 87 D0 00 00 00 48 8B 58 10 E8 96 27 C3 FF 48 8B CB) // should be unique
alloc(newmem,$1000)
label(code)
label(return)
newmem:
code:
mov [rcx+000000C8],eax
jmp return
medkit:
db 90 90 90 90 90 90
return:
registersymbol(medkit)
[DISABLE]
medkit:
db 89 81 C8 00 00 00
unregistersymbol(medkit)
dealloc(newmem)
↑↑↑↑↑↑↑↑↑↑↑↑Tried both of them, doth are not working↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑
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Rydian Grandmaster Cheater Supreme
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Joined: 17 Sep 2012 Posts: 1358
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Posted: Sat Oct 10, 2015 9:59 pm Post subject: |
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That's a template for code injection, not normal byte replacement.
If you want to effectively nop something with the template then just remove or comment-out the existing code under code:
Not at another place and not inserting or jumping to other stuff.
The template copies the original code and then injects it under code: so edit what's under code: to edit the code that gets run instead.
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STN I post too much
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Joined: 09 Nov 2005 Posts: 2676
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Posted: Sun Oct 11, 2015 7:51 am Post subject: |
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[ENABLE]
aobscanmodule(medkit,FC64.dll,89 81 C8 00 00 00) // should be unique
registersymbol(medkit)
medkit:
nop
nop
nop
nop
nop
nop
[DISABLE]
medkit:
db 89 81 C8 00 00 00
I am guessing the number of NOPs from your disable bytes, no idea if 6 is what you need. You haven't posted the instruction either so hard to tell what instruction the bytes translates to but this should work.
If you wanted to do code injection, just use AOB template generated by CE and write to game code in code: section.
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DemoKing700 Cheater
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Joined: 17 Dec 2014 Posts: 33 Location: 127.0.0.1
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Posted: Sun Oct 11, 2015 9:21 am Post subject: |
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Oh thank you so much @STN you saved me another time, THANKS!
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