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LUA SCRIPT

 
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LADY BLACK
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PostPosted: Thu Oct 22, 2015 4:14 am    Post subject: LUA SCRIPT Reply with quote

Hello everyone I have a question :
I have this
Aobscan(Instant,D0 30 5D C1 43 D0 66 A6 1E 46)
Instant+02:
db 24 64 48

This is used to speed up the time in this cooking tale _( game fb)
but with which function of the cheat is obtained ?
I tried again and again , I state that has little use cheat engine in trying to make lua script , but do not understand how to make a script , similar to the one posted , to accelerate the function of time .
thanks to those who can help me Embarassed
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Rydian
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PostPosted: Thu Oct 22, 2015 7:53 pm    Post subject: Reply with quote

Enable the script, then go to the memory browser, in the top-half right-click and choose to go to an address, then type in "Instant" for the address and it should go to the code. Then disable the script.

You'll see what the original code there is.
Enable it to see what it changes to.

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LADY BLACK
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PostPosted: Thu Oct 22, 2015 11:19 pm    Post subject: Reply with quote

Enable the script, then go to the memory browser, in the top-half right-click and choose to go to an address, then type in "Instant" for the address and it should go to the code. Then disable the script.

You'll see what the original code there is.
Enable it to see what it changes to.

----------------------
hello Rydian you are very kind , but my problem is that I do not know how to get to that code ( like the one posted above)
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atom0s
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PostPosted: Sun Oct 25, 2015 10:06 pm    Post subject: Reply with quote

This is not a tutorial, moved.
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Rydian
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PostPosted: Sun Oct 25, 2015 10:17 pm    Post subject: Reply with quote

Which part of the instructions are you stuck on?
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ParkourPenguin
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PostPosted: Sun Oct 25, 2015 10:40 pm    Post subject: Reply with quote

-OP-
If you're wondering how to use that code:
Open up the auto assembler (Ctrl + Alt + A or open Memory View, Tools -> Auto Assemble), and paste this inside it:
Code:
[ENABLE]
aobscan(Instant,D0 30 5D C1 43 D0 66 A6 1E 46)
registersymbol(Instant)

Instant+02:
db 24 64 48

[DISABLE]
Instant+02:
db 5D C1 43

unregistersymbol(Instant)


Then go to File -> Assign to current cheat table, and the script should be in the bottom part of the CE window. You can enable/disable it by selecting the "Active" box on the left side.

If you're wondering how to make codes like these:
I'm fairly certain this is avm2 bytecode, so whoever made this probably ripped the .swf, decompiled it, and found the bytecode by looking through the source. If you're new to computer science in general, I'd recommend studying the basics of cheat engine first.

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LADY BLACK
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PostPosted: Mon Oct 26, 2015 3:01 am    Post subject: Reply with quote

Rydian wrote:
Which part of the instructions are you stuck on?


how to get to this ---> Aobscan(Instant,D0 30 5D C1 43 D0 66 A6 1E 46)

there is no guidance ? I'm looking at the site but can not find
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Rydian
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PostPosted: Mon Oct 26, 2015 3:27 am    Post subject: Reply with quote

Well for basic stuff on AOBs and finding bytes and stuff...
http://forum.cheatengine.org/viewtopic.php?t=570083

But for flash stuff specifically I'm not sure what they do as I've never done it myself.

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LADY BLACK
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PostPosted: Mon Oct 26, 2015 9:15 am    Post subject: Reply with quote

ParkourPenguin wrote:
-OP-
If you're wondering how to use that code:
Open up the auto assembler (Ctrl + Alt + A or open Memory View, Tools -> Auto Assemble), and paste this inside it:
Code:
[ENABLE]
aobscan(Instant,D0 30 5D C1 43 D0 66 A6 1E 46)
registersymbol(Instant)

Instant+02:
db 24 64 48

[DISABLE]
Instant+02:
db 5D C1 43

unregistersymbol(Instant)


Then go to File -> Assign to current cheat table, and the script should be in the bottom part of the CE window. You can enable/disable it by selecting the "Active" box on the left side.

If you're wondering how to make codes like these:
I'm fairly certain this is avm2 bytecode, so whoever made this probably ripped the .swf, decompiled it, and found the bytecode by looking through the source. If you're new to computer science in general, I'd recommend studying the basics of cheat engine first.



I do not need disable , because otherwise the game goes to refresh , I would just like to know how I
otter to the code , such as the one I posted

this is old code trainer
--ENTRY 0
{'INFINITE PATIENCE',[[ Aobscan(Instant,D0 30 5D C1 43 D0 66 A6 1E 46)
Instant+02:
db 24 64 48 ]],[[YOUR CLIENTS
BLABLABLABLA]],[[PATIENCE ACTIVATED]], 'yes',},
--ENTRY 1
{'ISTANT COOKING',[[ Aobscan(Bonus,D0 30 D0 66 90 10 D1 66 9E 44 4Cool
Bonus+03:
db 26 48 ]],[[ISTANT COOKING
BLABLABLA]],[[COOKING ACTIVATED]], 'yes',}


in cheat engine as we arrived in this ? Crying or Very sad
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ParkourPenguin
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PostPosted: Mon Oct 26, 2015 9:55 am    Post subject: Reply with quote

It looks like those entries are part of a table. The first part of the entry looks like an identifier string (maybe a title or something), the second part is the assembly that's run to activate the cheat, the third part is a description, the fourth is an activation message, and the fifth a confirmation button. Without the full script, it would be hard to figure out what exactly was being done with all of that information. I'd guess that it's a part of a trainer.

IMO it's easier to have a few scripts in the cheat table like the one I posted earlier. If you don't want the disable part, you can just have this:
Code:
[ENABLE]
aobscan(Instant,D0 30 5D C1 43 D0 66 A6 1E 46)

Instant+02:
db 24 64 48

[DISABLE]

That 'ISTANT COOKING' thing can also be put into a script very similar to the first one if you want. Just make sure that it's in a separate script.

As to how you get those AoBs, this is a pretty good tutorial I've found:
https://www.youtube.com/watch?v=sooeSaDDvA0

Of course, you don't have to use the Sothink SWF decompiler, you can use a free one like JPEXS.

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LADY BLACK
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PostPosted: Mon Oct 26, 2015 10:08 am    Post subject: Reply with quote

is the first time I use it , I found the code in the swf file ... but the code in the cheat engine is different , why?


Screenshot_2.jpg
 Description:
cheat engine code
 Filesize:  26.56 KB
 Viewed:  10371 Time(s)

Screenshot_2.jpg



Screenshot_1.jpg
 Description:
swf file
 Filesize:  166.64 KB
 Viewed:  10371 Time(s)

Screenshot_1.jpg


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ParkourPenguin
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PostPosted: Mon Oct 26, 2015 10:34 am    Post subject: Reply with quote

It's actually not different in those images, but it is different from the one you originally gave. The bytecode of that function is:
d0 30 5d ca 43 d0 66 ab 1e 46 ca 43 01 48
...and the bytecode you're searching for in the image is:
d0 30 5d ca 43 d0 66 ab 1e 46
The one you originally gave was:
d0 30 5d c1 43 d0 66 a6 1e 46

The number of bytes you're searching for doesn't actually matter at all, so long as it's unique. So, searching for that first AoB and searching for that second AoB is the same thing (so long as they're both unique and start in the same place).

If you're asking why the one you originally gave is different, the game probably had an update. To fix this, try searching for this AoB instead:
d0 30 5d ?? 43 d0 66 ?? 1e 46

The ?? are wildcards, meaning CE doesn't care what those bytes are. However, you'll have to make sure this AoB is unique. To do so:
  1. Attach CE to whatever you're hacking
  2. Set the "Writable" checkbox to grey (don't care if it's writable memory or not)
  3. Set the "Value Type" to Array of byte
  4. Search for d0 30 5d ?? 43 d0 66 ?? 1e 46
  5. Make sure CE only finds 1 result

If CE finds more than 1 result, you can try adding more bytes to your search:
d0 30 5d ?? 43 d0 66 ?? 1e 46 ?? 43 01 48

If it still gives more than 1 result, you'll have to omit the wildcards and search for the bytes themselves.

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LADY BLACK
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PostPosted: Mon Oct 26, 2015 10:55 am    Post subject: Reply with quote

ParkourPenguin wrote:
It's actually not different in those images, but it is different from the one you originally gave. The bytecode of that function is:
d0 30 5d ca 43 d0 66 ab 1e 46 ca 43 01 48
...and the bytecode you're searching for in the image is:
d0 30 5d ca 43 d0 66 ab 1e 46
The one you originally gave was:
d0 30 5d c1 43 d0 66 a6 1e 46

The number of bytes you're searching for doesn't actually matter at all, so long as it's unique. So, searching for that first AoB and searching for that second AoB is the same thing (so long as they're both unique and start in the same place).

If you're asking why the one you originally gave is different, the game probably had an update. To fix this, try searching for this AoB instead:
d0 30 5d ?? 43 d0 66 ?? 1e 46

The ?? are wildcards, meaning CE doesn't care what those bytes are. However, you'll have to make sure this AoB is unique. To do so:
  1. Attach CE to whatever you're hacking
  2. Set the "Writable" checkbox to grey (don't care if it's writable memory or not)
  3. Set the "Value Type" to Array of byte
  4. Search for d0 30 5d ?? 43 d0 66 ?? 1e 46
  5. Make sure CE only finds 1 result

If CE finds more than 1 result, you can try adding more bytes to your search:
d0 30 5d ?? 43 d0 66 ?? 1e 46 ?? 43 01 48

If it still gives more than 1 result, you'll have to omit the wildcards and search for the bytes themselves.


ok until they are
but since then there
--->db 24 64 48
who depends on this db ?
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ParkourPenguin
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PostPosted: Mon Oct 26, 2015 11:46 am    Post subject: Reply with quote

db is a pseudo-instruction that directly writes bytes to memory.
When you execute that script in your image,
d0 30 5d ca 43 d0 66 ab 1e 46
...becomes:
d0 30 24 64 48 d0 66 ab 1e 46

As for the bytecode itself:
24 pushes the next byte onto the stack as a signed value.
64 is the value it's pushing (64 in hex = 100 in decimal).
48 returns the value on the stack and exits the current function.
For more information on avm2 instructions, click here.

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LADY BLACK
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PostPosted: Mon Oct 26, 2015 12:31 pm    Post subject: Reply with quote

ParkourPenguin thanks so much for your patience and for explanations , perhaps I realized , looking forward to upgrade the game to try Razz
Evil or Very Mad thanks to you Rydian Smile
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