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moleeater How do I cheat?
Reputation: 0
Joined: 28 Feb 2025 Posts: 4
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Posted: Wed Mar 19, 2025 1:02 pm Post subject: noob help: adding two singles, 1 in pointer, 1 in hexstring |
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I would like to add a single float coming from a pointer to an other single float, that is mine (injected)
Vanilla code:
Code: | mov r12d,DWORD PTR [rcx+0xb4] |
I would like to add 55.0 to this value. Is this assembly correct?
Code: | movss xmm0,DWORD PTR [rcx+0xb4]
mov r12d,0x425C0000
movd xmm7,r12d
addss xmm0,xmm7
movd r12d,xmm0
| I injected this, the game has changed, because the object is not visible on the screen (world position changed, this is what i want), but it should be only partially moved, be still somewhat visible on screen. I would first like to know if i wrote the assembly correct, before i get into the lengthy process of understanding what world coordinates the game expects.
Is it the endianness what is the problem? It did not work with 0x00005C42 either. Thanks! |
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ParkourPenguin I post too much
Reputation: 150
Joined: 06 Jul 2014 Posts: 4659
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Posted: Wed Mar 19, 2025 1:39 pm Post subject: |
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Writing the immediate as `0xC25C0000` is weird. Use `(float)-55` instead
There's nothing wrong with using `movd` to move data between xmm registers and general-purpose registers, but normally you wouldn't do that. You'd store the immediate in memory and access that.
Code: | alloc(newmem,2048,my_injection_point)
alloc(myOffset,4,my_injection_point)
newmem:
movss xmm0,[rcx+B4]
addss xmm0,[myOffset]
...
jmp return
myOffset:
dd (float)-55
... |
moleeater wrote: | ... it should be only partially moved, be still somewhat visible on screen. | If you're injecting code, then this code will run every time the game would've run the code at the injection point. Writing the value back into [rcx+B4] would cause a problem. e.g. 100 -> 45 -> -10 -> -65 -> -120 -> ... _________________
I don't know where I'm going, but I'll figure it out when I get there. |
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moleeater How do I cheat?
Reputation: 0
Joined: 28 Feb 2025 Posts: 4
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Posted: Wed Mar 19, 2025 1:47 pm Post subject: |
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ParkourPenguin wrote: | Writing the immediate as `0xC25C0000` is weird. Use `(float)-55` instead. There's nothing wrong with using `movd` to move data between xmm registers and general-purpose registers, but normally you wouldn't do that. You'd store the immediate in memory and access that. |
Edit: nevermind, i did what you told, it works! Thank you!
Original post: I know, the reason i am doing this, because i want to minimize the number of point where problems can occur. It is already hard to debug, what is happening, if i write the value in direct assembly, then i can just paste it directly into the ram in Memory Viewer, etc.
So, the question is, am i using all the mov* things properly?
ParkourPenguin wrote: | If you're injecting code, then this code will run every time the game would've run the code at the injection point. Writing the value back into [rcx+B4] would cause a problem. e.g. 100 -> 45 -> -10 -> -65 -> -120 -> ... |
I think, it's not a problem, because it runs only at object creation, and value resets every time:
Code: |
void __fastcall Builder::BuildStructure(Builder *this) {
...
z = this->build_position.z; <-- inject here
...
v85 = this->build_position.z - v77->transform.cached_position.z;
...
z = this->build_position.z;
...
nearest_platform_pos.z = this->build_position.z;
...
}
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