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srg91

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Сообщения, опубликованные srg91

  1. On 11.02.2017 at 9:41 PM, saiberpro said:

    Более привлекательный его сделай,слишком простой и без изюминки, то что ты не хотел делать и придаёт некий шарм лого.

     

    Немного поиграл с эффектами.

     

    300x300

    Spoiler

    hnkRr6q.png

     

    64x64

    Spoiler

    nAn1DmM.png

     

    • Плюс 3
  2. 2 minutes ago, Garik66 said:

    В секции [DISABLE]  в скриптах AntonVit нет UNREGISTERSYMBOL объявленных переменных, поэтому при отключении скрипта в таблице остаются значения, если сделать правильно, то после отключения скрипта будут ???. Т.е. нужно использовать полностью связку:

     

      Reveal hidden contents

     

     

    Спасибо, теперь всё понятно :)

  3. 2 hours ago, Garik66 said:

    В АА скриптах нет - unregistersymbol

     

    А можешь уточнить о чем ты? Вики говорит, что данная вполне функция существует и используется:

    Spoiler

     

    К слову, вместо связки allocate и registersymbol можно сразу использовать GLOBALALLOC , который сразу выполняет и allocate и registersymbol.

    Правда deallocate и unregistersymbol всё равно приходится делать раздельно :(

  4. Попробовал перерисовать логотип (взял с шапки сайта) в векторе (вдруг кому-нибудь пригодится).

    В целом вышло похоже, но немного без души :) В оригинале еще есть небольшая тень и затемнение цвета, но в вектор их не очень хотелось нести, нужно играться с PNG.

     

    Ссылка для скачивания SVG: https://yadi.sk/d/YGpTB1W73DssAc

    Просмотр: http://imgh.us/GHL_Logo.svg

     

    Пример (png, 64x64):

    Spoiler

    HQSuBTJ.png

     

    Пример (png, 300x300):

    Spoiler

    4YkuO5g.png

     

    • Плюс 2
  5. 1 hour ago, Xipho said:

    Прикладываю лого. Небольшое, но по контуру можно пройтись в векторе и сделать большой размер потом. Цвета можно также взять с него.

    1_PNG_GHL_64x.png

    Спасибо. Собственно с него я и перерисовывал в сообщении выше (выдрал из шапки сайта).

    На выходных попробую перерисовать с чуть лучшей перспективой (сейчас рисовал по точкам) и поэксперементирую с обводкой (кажется она есть в оригинальном). По результату выложу SVG в другую тему, вдруг пригодится еще кому-нибудь :)

     

  6. 14 minutes ago, saiberpro said:

    Попробуй с градиентом поиграть, а по поводу логотипа я думаю сырцы тебе Xipho даст.

     

    Я сейчас заметил, что получилось довольно темным, буду осветлять слегка.

    А с каким градиентом "поиграть"?

     

    Про сырцы - было бы удобно конечно, если это возможно.

     

  7. 3 hours ago, Vlad2 said:

    Насколько я помню нужно везде ставить два слэша

    
    shellExecute('D://Notepad++/notepad++.exe/')

     

    Если я правильно понимаю про что вы, два слеша требуются только в случае обратного слеша - "\" дабы экранировать символ экранирования:

    shellExecute('D:\\Notepad++\\notepad++.exe')

    В случае прямого слеша он требуется только один:

    shellExecute('D://Notepad++/notepad++.exe')

    Плюс можно использовать двойные квадратные скобки:

    shellExecute([[D:\Notepad++\notepad++.exe]])

     

  8. Привет всем.

    Возможно не стоило вскрывать в эту тему, но я молодой, шутливый и не нашел похожих тем (только с wallpaper и значками).

    Нарисовал небольшой юзербар на тему ресурса. Единственное, не смог хорошо приткнуть логотип и пока вынес его "за рамки".

    Поэтому пока выкладываю две версии - с лого и без. Так же логотип довольно плохого качества, но я не нашел другого :(

     

    Без логотипа

    Spoiler

    R8qYlMN.png

    С логотипом

    Spoiler

    E1Qa8Dv.png

     

    Судя по всему они пережимаются, поэтому выглядят не так хорошо, как сохраненные.

    Есть ли еще какие-нибудь идеи?

    • Плюс 4
  9. Название: Braid

    Версия игры: 1.0.49 (Steam)

    Версия CE: >= 6.0 (протестировано на 6.6)

    Категория: Трейнеры для PC игр (таблица)

     

    Ссылка на скачивание таблицы:  https://yadi.sk/d/JjqS4RPQ3Cyvtk

     

    Функции:

    • Бессмертие (работает только на героя, монстры продолжают умирать)
    • Бесконечный прыжок (возможность прыгать в любой момент)
    • Двери открываются при приближении игрока

     

    Скриншот таблицы

    Spoiler

    pmF1XMz.png

     

    Видео

    Spoiler

     

     

     

    • Плюс 4
  10. 3 hours ago, MasterGH said:

    upd2. В общем не получилось. На одном из диалогов InputboxTop не вызывается doClick (inputboxTop.Button1.doClick() ). Код оставлю, может кто решит допилить.

     

    Я думаю это из-за того, что данная форма вызвана через if InputboxTop.showModal() == mrOk и у кнопки установлен ModalResult := mrOk, при котором не требуется задания onClick.

    В обычном случае достаточно передать форме ModalResult = 1 и выполнить Hide() (модальные формы не закрываются), но пытаясь проделать это через CE я, в случае вызова Hide() ловлю блокировку всех окон, а Close передает ModalResult = 2 (читай mrCancel).

     

    Попробую еще потыкать.

     

    UPD:

    Наврал про хайд, по второму кругу получилось на своих формах. Но так как я не могу запустить ваш скрипт, могу советовать только теоретически.

     

    Попробуйте следующее - после нахождения  inputboxTop выполнить: 

    • inputboxTop.ModalResult = mrOK
    • inputboxTop.hide()
    • Плюс 2
  11. Название: Little Inferno

    Версия игры: 1.2.0.0 (Steam)

    Версия CE: >= 6.0 (протестировано на 6.6)

    Категория: Трейнеры для PC игр (таблица)

     

    Ссылка на скачивание таблицы: https://yadi.sk/d/bAYDrJa33AjEmM

     

    Функции:

    • Установка 999 "tommorrow bucks" и 99 "stamps" (с красивой анимацией)
    • Отключение проверки наличия "tommorrow bucks" / можно купить что угодно
    • Отключение таймеров / все коробки открываются мгновенно
    • Отключение лимита на количество покупок
    • [fun] Увеличение количества пауков на экране до 30

     

    Инструкция:

    Как и остальными таблицами CE - открывается через CE, выбирается процесс игры и активируется опция (кликом мыши или через пробел). Опции объедены в группы для удобства, сами группы не активируются. 

     

    Скриншот таблицы

    Spoiler

    x1QqriN.png

     

    Видео

    Spoiler

    (осторожно, звук)

     

    • Плюс 3
  12. Ура, я наконец-то разобрался с данным TrainMe.

    Дополнил решение комментариями, чтобы тем кто пробует решить было проще разобраться.

    Так же я "заморочился" и добавил обновление надписи, так что все опции влияют сразу и сразу видно изменение.

     

    Ссылка на скачивание таблицы: https://yadi.sk/d/rCgbzaXO3AgAf4

     

    Функции по пунктам:

    0. Основные функции:

    Spoiler
    
    [ENABLE]
    // функция апдейта надписи
    globalalloc(update_label, 2048)
    // функция получения текущего количества объектов
    globalalloc(get_count, 2048)
    // функция добавления одного объекта
    globalalloc(create_object, 2048)
    
    // здесь будем хранить число строкой
    globalalloc(update_label_buffer, 32)
    
    
    update_label:
    // принимает один параметр - число
    mov eax,[esp+4]
    
    // передаваемые парметры:
    // - десятичная система счисления
    // - размер буффера - 32 байта
    // - ссылка на буфер
    // - собственно число
    push #10
    push #32
    push update_label_buffer
    push eax
    // собственно зовем функцию преобразования
    call dword ptr [TrainMe(hard_1_0).exe+30B8] { ->MSVCR90.itow_s }
    // поухаживаем за ленивой функцией и сдвинем стек за нее >.>
    add esp,10
    
    // берем handle окна
    // выдрал из ESI при вычитании
    mov eax,[uxtheme.dll+50C5C]
    
    // передаваемые параметры
    // - наша строка с числом
    // - ID надписи
    // - хендл окна
    push update_label_buffer
    push -1
    push eax
    call dword ptr [TrainMe(hard_1_0).exe+30F0] { ->USER32.SetDlgItemTextW }
    // это хорошая функция, она сама почистила стек за собой
    
    // принимали один dword, значит и удаляем один dword из стека при выходе
    ret 4
    
    get_count:
    // не принимаем параметры, просто считаем количество объектов
    
    // берем текущее смещение с объектом
    mov ecx,[TrainMe(hard_1_0).exe+45B0] { [009E7C00] }
    // берем начальное смещение
    mov edx,[TrainMe(hard_1_0).exe+45AC] { [009E7BC8] }
    // вычисляем разницу в байтах
    mov eax,ecx
    sub eax,edx
    // делим на 4
    sar eax,02
    ret
    
    
    create_object:
    // наши объекты - 4 байта с записанными в них 999
    
    // с помощью оператора new выделяем память в 4 байта
    push 4
    call TrainMe(hard_1_0).exe+187C
    // опять двигаем за ленивую функцию стек обратно
    add esp,04
    // записываем 999 в новую память (new записывает адрес в eax)
    mov [eax],000003E7
    
    // следующая функция творит магию (= я не разбирался)
    // но она перезаписывает ссылки на текущий объект и т.д.
    
    // передаем функции новый адрес объекта через регистр edi
    // да, она так работает О_о
    mov edi,eax
    call TrainMe(hard_1_0).exe+1280
    
    ret
    
    
    [DISABLE]
    dealloc(update_label)
    unregistersymbol(update_label)
    
    dealloc(update_label_buffer)
    unregistersymbol(update_label_buffer)
    
    dealloc(get_count)
    unregistersymbol(get_count)
    
    dealloc(create_object)
    unregistersymbol(create_object)

     

     

    1. Сделать чит-код добавляющий объекты в количестве до 10000.

    Spoiler
    
    [ENABLE]
    globalalloc(make_10000, 2048)
    
    label(exit)
    
    // Процедура для создания объектов до 10000
    make_10000:
    
    // Смотрим на текущее значение объектов
    call get_count
    // Наша функция пишет результат в eax - сравним его с 10000
    cmp eax,#10000
    // Если объектов >= 10000 - выходим из цикла / процедуры
    jge exit
    
    // Создаем объект
    call create_object
    // Возвращаемся в начало к нашей проверке
    jmp make_10000
    
    // Завершаем наш сюжет, отпускает нас уже
    exit:
    // Обновим надпись, для красоты
    push eax
    call update_label
    
    ret
    
    // Создаем новый поток, который выполнит нашу процедуру
    createthread(make_10000)
     
    [DISABLE]
    dealloc(make_10000)
    unregistersymbol(make_10000)
    

     

     

    2. Восполнить разрушенный объект при помощи скриптов CE

    Spoiler
    
    [ENABLE]
    alloc(make_new, 2048)
    globalalloc(current_count, 4)
    
    label(returnhere)
    label(originalcode)
    label(exit)
    
    make_new:
    // мы врываемся в самое серце программы, поэтому
    // побудем хорошими людьми и сохраним всё что ей дорого
    pushfd
    pushad
    
    // восстанавлием 1 объект
    call create_object
    
    // записываем текущее количество
    call get_count
    mov [current_count],eax
    
    // возвращаем значения регистров и флагов
    popad
    popfd
    
    originalcode:
    // в ecx хранилось значение количества объектов после вычитания
    // мы возмем текущее значение и передадим его
    // push ecx
    push [current_count]
    call dword ptr [TrainMe(hard_1_0).exe+30B8]
    
    exit:
    jmp returnhere
    
    // В данно месте начинается вывод текущего числа объектов
    // после вычитания, а значит мы можем досоздать объект
    // и вывести новое значение количества
    "TrainMe(hard_1_0).exe"+113B:
    jmp make_new
    nop
    nop
    returnhere:
    
    
    
    [DISABLE]
    dealloc(make_new)
    dealloc(current_count)
    unregistersymbol(current_count)
    
    "TrainMe(hard_1_0).exe"+113B:
    push ecx
    call dword ptr [TrainMe(hard_1_0).exe+30B8]
    //Alt: db 51 FF 15 B8 30 37 01

     

     

    3. Сделать так чтобы при вычитание объектов или при их создании, их количество держалось на отметке не меньше 1000 объектов

    Spoiler
    
    [ENABLE]
    // собственно весь смысл в том, что при удалении
    // и создании мы должны проверять, а не досоздать ли до 1000
    
    // решил сделать функцию, которую буду вызывать после
    // прибавления / вычитания
    
    // собственно функция
    globalalloc(make_1000, 2048)
    // сюда будем писать адрес, откуда нас вызвали
    globalalloc(return_addr, 4)
    
    globalalloc(current_count, 4)
    
    label(return)
    label(loop)
    
    current_count:
    dd 0
    
    make_1000:
    // переносим адрес возврата во вспомогательный регистр
    // как-будто мы ничего и не вызывали
    pop [return_addr]
    
    // сохраняем состояние регистров
    pushfd
    pushad
    
    // смотрим, а нужно ли вообще что-то добавлять?
    loop:
    call get_count
    cmp eax,#1000
    jge return
    
    // если было нужно - досоздаем объект и так пока не будет 1000
    call create_object
    jmp loop
    
    // самая маковка
    return:
    // записываем текущее количество объектов
    mov [current_count],eax
    
    // возвращаем значения регистров на место
    popad
    popfd
    
    // довызываем функцию itow_s
    push [current_count]
    call dword ptr [TrainMe(hard_1_0).exe+30B8]
    
    // возвращаем адрес откуда нас вызвали в стек
    // иначе ret не знает куда прыгать
    push [return_addr]
    ret
    
    // встраиваемся в itow_s при создании объекта
    TrainMe(hard_1_0).exe+11A4:
    call make_1000
    nop
    nop
    
    // встраиваемся в itow_s при вычитании объекта
    TrainMe(hard_1_0).exe+113B:
    call make_1000
    nop
    nop
    
    
    [DISABLE]
    dealloc(make_1000)
    unregistersymbol(make_1000)
    
    dealloc(current_count)
    unregistersymbol(current_count)
    
    TrainMe(hard_1_0).exe+11A4:
    push eax
    call dword ptr [TrainMe(hard_1_0).exe+30B8] { ->MSVCR90.itow_s }
    
    TrainMe(hard_1_0).exe+113B:
    push ecx
    call dword ptr [TrainMe(hard_1_0).exe+30B8] { ->MSVCR90.itow_s }
    

     

     

    4. Так же для чуть более легкого тестирования добавил функцию сброса объектов в 0:

    Spoiler
    
    [ENABLE]
    //code from here to '[DISABLE]' will be used to enable the cheat
    globalalloc(make_zero, 2048)
    
    make_zero:
    // просто делаем то, что и вычитание, только сразу до нуля
    // фактически сдвигая текущий указатель на последний объект до нуля
    mov eax,[TrainMe(hard_1_0).exe+45AC]
    mov [TrainMe(hard_1_0).exe+45B0],eax
    
    // обновим строку
    call get_count
    push eax
    call update_label
    
    ret
    
    createthread(make_zero)
    
    [DISABLE]
    //code from here till the end of the code will be used to disable the cheat
    dealloc(make_zero)
    unregistersymbol(make_zero)

     

     

    • Плюс 3
  13. Spoiler
    Quote

     

    Прошло два года и наконец-то у меня появилось немного времени. Написал новую версию своего трейнми. Хотя, новой версией это назвать нельзя, весь код переписан с нуля и графическая часть реализована на OpenGL, хотя, конечно, необходимости в этом не было ) Так, баловался. Да, игра не заканчивается, просто продолжается постоянно, и комп в качестве второго игрока я еще не добавил. Это все будет в следующей версиии

    Сами значения пока особо спрятать не пытался, так что взлом, скорее всего, будет быстрым. Задания:

    1. Найти очки игрока 1 и написать иньекцию кода с заморозкой значения

    2. То же самое, но для второго игрока

    3. Найти статичный указатель для очков игрока 1

    4. То же самое для второго игрока

    5. Найти и заморозить координаты ракеток (обеих)

    6. Изменить размер ракеток на двойной

    7. Увеличить вдвое размера шарика

    8. Сделать так, чтобы скорость шарика не увеличивалась с течением времени

    9. (Сложно) Перекрасить шарик в красный цвет

    И пока на этом все.

    ЗЫ. Управление - Escape - выход из трейнми. W/S - ракетка вверх/вниз для первого игрока, P/L - ракетка вверх/вниз для второго игрока. Первые трое, кто успеет выполнить хотя бы пять заданий из всего набора, получат медальки и +10 к репутации. Первый выполнивший 7 и более заданий получит две медали и +30 к репутации. Второй выполнивший 7 и более заданий получит одну медаль и +25 к репутации. Третий выполнивший 7 заданий и более - получит медаль и +20 к репутации. Удачного взлома!

    TennisTrainme_v2.rar

     

     

     

    Решил тоже попробовать взломать данный TrainMe, но не просто, а слегка изменив условие девятого пункта.

    Мне кажется получилось довольно забавно.

     

    Ссылка на таблицу: https://yadi.sk/d/qDBgm9zC393GmE

    Таблица в полную величину (если файл вдруг пропадет):

    Spoiler
    
    <?xml version="1.0" encoding="utf-8"?>
    <CheatTable CheatEngineTableVersion="24">
      <CheatEntries>
        <CheatEntry>
          <ID>7</ID>
          <Description>"1. Freeze P1 Score"</Description>
          <LastState/>
          <Color>000000</Color>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
    //code from here to '[DISABLE]' will be used to enable the cheat
    TennisTrainme_v2.exe+15A3:
    db 90 90
    
     
     
    [DISABLE]
    //code from here till the end of the code will be used to disable the cheat
    TennisTrainme_v2.exe+15A3:
    inc [eax]
    
    </AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>3</ID>
              <Description>"3. P1 Score"</Description>
              <LastState Value="80" RealAddress="00731608"/>
              <VariableType>4 Bytes</VariableType>
              <Address>"TennisTrainme_v2.exe"+00019028</Address>
              <Offsets>
                <Offset>0</Offset>
                <Offset>4</Offset>
                <Offset>0</Offset>
              </Offsets>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>8</ID>
          <Description>"2. Freeze P2 Score"</Description>
          <LastState/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
    //code from here to '[DISABLE]' will be used to enable the cheat
    TennisTrainme_v2.exe+155A:
    db 90 90
    
     
     
    [DISABLE]
    //code from here till the end of the code will be used to disable the cheat
    TennisTrainme_v2.exe+155A:
    inc [eax]
    
    </AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>6</ID>
              <Description>"4. P2 Score"</Description>
              <LastState Value="53" RealAddress="007315C8"/>
              <VariableType>4 Bytes</VariableType>
              <Address>"TennisTrainme_v2.exe"+00019028</Address>
              <Offsets>
                <Offset>0</Offset>
                <Offset>4</Offset>
                <Offset>4</Offset>
              </Offsets>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>41</ID>
          <Description>"5. Freeze Rackets"</Description>
          <LastState/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
    //code from here to '[DISABLE]' will be used to enable the cheat
    
    // Racket 1
    TennisTrainme_v2.exe+1677:
    db 90 90 90 90
    
    TennisTrainme_v2.exe+16A8:
    db 90 90 90 90
    
    // Racket 2
    TennisTrainme_v2.exe+16DA:
    db 90 90 90 90
    
    TennisTrainme_v2.exe+170E:
    db 90 90 90 90
    
    
    [DISABLE]
    //code from here till the end of the code will be used to disable the cheat
    // Racket 1
    TennisTrainme_v2.exe+1677:
    addss xmm2,xmm3
    
    TennisTrainme_v2.exe+16A8:
    subss xmm2,xmm3
    
    // Racket 2
    TennisTrainme_v2.exe+16DA:
    addss xmm2,xmm3
    
    TennisTrainme_v2.exe+170E:
    subss xmm2,xmm3
    
    </AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>21</ID>
              <Description>"Freeze P1 Racket Y"</Description>
              <LastState/>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>[ENABLE]
    //code from here to '[DISABLE]' will be used to enable the cheat
    TennisTrainme_v2.exe+1677:
    db 90 90 90 90
    
    TennisTrainme_v2.exe+16A8:
    db 90 90 90 90
    
    
    [DISABLE]
    //code from here till the end of the code will be used to disable the cheat
    TennisTrainme_v2.exe+1677:
    addss xmm2,xmm3
    
    TennisTrainme_v2.exe+16A8:
    subss xmm2,xmm3
    
    </AssemblerScript>
              <CheatEntries>
                <CheatEntry>
                  <ID>17</ID>
                  <Description>"P1 Racket Y"</Description>
                  <LastState Value="44" RealAddress="007315DC"/>
                  <VariableType>Float</VariableType>
                  <Address>"TennisTrainme_v2.exe"+00019028</Address>
                  <Offsets>
                    <Offset>4</Offset>
                    <Offset>0</Offset>
                    <Offset>0</Offset>
                  </Offsets>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
            <CheatEntry>
              <ID>22</ID>
              <Description>"Freeze P2 Racket Y"</Description>
              <LastState/>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>[ENABLE]
    //code from here to '[DISABLE]' will be used to enable the cheat
    TennisTrainme_v2.exe+16DA:
    db 90 90 90 90
    
    TennisTrainme_v2.exe+170E:
    db 90 90 90 90
    
    
    
    [DISABLE]
    //code from here till the end of the code will be used to disable the cheat
    TennisTrainme_v2.exe+16DA:
    addss xmm2,xmm3
    
    TennisTrainme_v2.exe+170E:
    subss xmm2,xmm3
    
    </AssemblerScript>
              <CheatEntries>
                <CheatEntry>
                  <ID>18</ID>
                  <Description>"P2 Racket Y"</Description>
                  <LastState Value="20" RealAddress="007315EC"/>
                  <VariableType>Float</VariableType>
                  <Address>"TennisTrainme_v2.exe"+00019028</Address>
                  <Offsets>
                    <Offset>4</Offset>
                    <Offset>0</Offset>
                    <Offset>4</Offset>
                  </Offsets>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>26</ID>
          <Description>"6. Double-Size Rackets"</Description>
          <LastState/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
    //code from here to '[DISABLE]' will be used to enable the cheat
    TennisTrainme_v2.exe+1370C:
    dd (float)1
    
    TennisTrainme_v2.exe+13734:
    dd (float)20
     
     
    [DISABLE]
    //code from here till the end of the code will be used to disable the cheat
    TennisTrainme_v2.exe+1370C:
    dd (float)0.5
    
    TennisTrainme_v2.exe+13734:
    dd (float)10
    </AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>28</ID>
              <Description>"Size multiple"</Description>
              <LastState Value="0.5" RealAddress="0023370C"/>
              <VariableType>Float</VariableType>
              <Address>TennisTrainme_v2.exe+1370C</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>24</ID>
              <Description>"Racket Half-Size"</Description>
              <LastState Value="20" RealAddress="00233738"/>
              <VariableType>Float</VariableType>
              <Address>TennisTrainme_v2.exe+13738</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>25</ID>
              <Description>"Racker Half-Hitbox"</Description>
              <LastState Value="10" RealAddress="00233734"/>
              <VariableType>Float</VariableType>
              <Address>TennisTrainme_v2.exe+13734</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>34</ID>
              <Description>"Racket Speed"</Description>
              <LastState Value="1" RealAddress="00233710"/>
              <VariableType>Float</VariableType>
              <Address>TennisTrainme_v2.exe+13710</Address>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>36</ID>
          <Description>"7. Double-Szie Ball"</Description>
          <LastState/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
    //code from here to '[DISABLE]' will be used to enable the cheat
    TennisTrainme_v2.exe+13714:
    dd (float)3
    TennisTrainme_v2.exe+1371C:
    dd (float)4.5
    TennisTrainme_v2.exe+13748:
    dd (float)96.5
     
    [DISABLE]
    //code from here till the end of the code will be used to disable the cheat
    TennisTrainme_v2.exe+13714:
    dd (float)1.5
    TennisTrainme_v2.exe+1371C:
    dd (float)3
    TennisTrainme_v2.exe+13748:
    dd (float)97
    </AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>19</ID>
              <Description>"Ball X"</Description>
              <LastState Value="65" RealAddress="00731718"/>
              <VariableType>Float</VariableType>
              <Address>"TennisTrainme_v2.exe"+00019028</Address>
              <Offsets>
                <Offset>0</Offset>
                <Offset>0</Offset>
                <Offset>8</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>23</ID>
              <Description>"Ball Y"</Description>
              <LastState Value="40.3999939" RealAddress="0073171C"/>
              <VariableType>Float</VariableType>
              <Address>"TennisTrainme_v2.exe"+00019028</Address>
              <Offsets>
                <Offset>4</Offset>
                <Offset>0</Offset>
                <Offset>8</Offset>
              </Offsets>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>40</ID>
          <Description>"8. Stop speed increment"</Description>
          <LastState/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
    //code from here to '[DISABLE]' will be used to enable the cheat
    TennisTrainme_v2.exe+15D9:
    db EB
    
     
     
    [DISABLE]
    //code from here till the end of the code will be used to disable the cheat
    TennisTrainme_v2.exe+15D9:
    db 7C
    
    </AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>43</ID>
          <Description>"9. Cool Red Ball"</Description>
          <LastState/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
    //code from here to '[DISABLE]' will be used to enable the cheat
    alloc(beautiful_red_ball,2048)
    registersymbol(beautiful_red_ball)
    
    alloc(ball_texture, 166)
    registersymbol(ball_texture)
    
    alloc(helpers, 256)
    registersymbol(helpers)
    
    label(originalcode)
    label(to_loop)
    label(exit)
    
    TennisTrainme_v2.exe+13714:
    dd (float)7.5
    TennisTrainme_v2.exe+1371C:
    dd (float)7
    TennisTrainme_v2.exe+13748:
    dd (float)93
    
    ball_texture:
      db 24 1C ED 24 1C ED 24 1C ED 24 1C ED 24 1C ED 24 1C ED
      db 24 1C ED 00 00 00 24 1C ED 24 1C ED 00 00 00 00 00 00
      db 00 00 00 24 1C ED 24 1C ED 00 00 00 24 1C ED 00 00 00
      db 24 1C ED 24 1C ED 24 1C ED 00 00 00 24 1C ED 00 00 00
      db 24 1C ED 24 1C ED 24 1C ED 24 1C ED 24 1C ED 24 1C ED
      db 24 1C ED 00 00 00 24 1C ED 24 1C ED 00 00 00 24 1C ED
      db 00 00 00 24 1C ED 24 1C ED 00 00 00 24 1C ED 24 1C ED
      db 24 1C ED 24 1C ED 24 1C ED 24 1C ED 24 1C ED 00 00 00
      db 24 1C ED 24 1C ED 24 1C ED 24 1C ED 24 1C ED 24 1C ED
      db 24 1C ED 00
    
    helpers:
    db 00
    dd 00
    dd (float)180
    dd (float)0.5
    dd 0
    
    beautiful_red_ball:
    cmp byte ptr [helpers],1
    je originalcode
    mov byte ptr [helpers],1
    
    push helpers+1
    push 1
    call OPENGL32.glGenTextures
    
    push helpers+1
    push DE1
    call OPENGL32.glBindTexture
    
    // GL_NEAREST
    push 2600
    // GL_TEXTURE_MIN_FILTER
    push 2801
    // GL_TEXTURE_2D
    push DE1
    call OPENGL32.glTexParameteri
    
    // GL_NEAREST
    push 2600
    // GL_TEXTURE_MAG_FILTER
    push 2800
    // GL_TEXTURE_2D
    push DE1
    call OPENGL32.glTexParameteri
    
    // GL_REPEAT
    push 2901
    // GL_TEXTURE_WRAP_S
    push 2802
    // GL_TEXTURE_2D
    push DE1
    call OPENGL32.glTexParameteri
    
    // GL_REPEAT
    push 2901
    // GL_TEXTURE_WRAP_T
    push 2803
    // GL_TEXTURE_2D
    push DE1
    call OPENGL32.glTexParameteri
    
    push ball_texture
    // GL_UNSIGNED_BYTE
    push 1401
    // GL_BGR_EXT
    push 80e0
    push 0
    push 7
    push 7
    // GL_RGB
    push 1907
    push 0
    // GL_TEXTURE_2D
    push DE1
    call OPENGL32.glTexImage2D
    
    originalcode:
      // GL_TEXTURE_2D
      push DE1
      call OPENGL32.glEnable
    
      push (float)1
      push 0
      push 0
      push 0
    
      add [helpers+d],#1
      movd xmm0,[helpers+d]
      cvtdq2ps xmm0,xmm0
      movss [esp],xmm0
      call OPENGL32.glRotatef
    
      cmp [helpers+d],#360
      jl @f
      mov [helpers+d],#0
    
      @@:
      push 06 { 6 }
      call dword ptr [TennisTrainme_v2.exe+F14C] { -&gt;OPENGL32.glBegin }
      mov ebx,[TennisTrainme_v2.exe+F168] { [525906D0] }
    
      xor edi,edi
      to_loop:
        movd xmm0,edi
        cvtdq2ps xmm0,xmm0
        divss xmm0,[helpers+5] { [180] }
        mulss xmm0,[TennisTrainme_v2.exe+13720] { [3.14] }
        movss [ebp-08],xmm0
        cvtps2pd xmm0,xmm0
        call TennisTrainme_v2.exe+D320
        cvtsd2ss xmm0,xmm0
        push ecx
        mulss xmm0,[helpers+9] { [0.5] }
        addss xmm0,[helpers+9]
        movss [esp],xmm0
    
        movss xmm0,[ebp-08]
        cvtps2pd xmm0,xmm0
        call TennisTrainme_v2.exe+D160
        cvtsd2ss xmm0,xmm0
        push ecx
        mulss xmm0,[helpers+9]  { [0.5] }
        addss xmm0,[helpers+9]
        movss [esp],xmm0
    
        call OPENGL32.glTexCoord2f
    
        movd xmm0,edi
        cvtdq2ps xmm0,xmm0
        divss xmm0,[helpers+5] { [180] }
        mulss xmm0,[TennisTrainme_v2.exe+13720] { [3.14] }
        movss [ebp-08],xmm0
        cvtps2pd xmm0,xmm0
        call TennisTrainme_v2.exe+D320
        cvtsd2ss xmm0,xmm0
        push ecx
        mulss xmm0,[TennisTrainme_v2.exe+13714] { [1.50] }
        movss [esp],xmm0
        movss xmm0,[ebp-08]
        cvtps2pd xmm0,xmm0
        call TennisTrainme_v2.exe+D160
        cvtsd2ss xmm0,xmm0
        push ecx
        mulss xmm0,[TennisTrainme_v2.exe+13714] { [1.50] }
        movss [esp],xmm0
    
        call ebx
        add edi,#10
        cmp edi,#360
        jl to_loop
      call dword ptr [TennisTrainme_v2.exe+F158] { -&gt;OPENGL32.glEnd }
    
    // GL_TEXTURE_2D
    push DE1
    call OPENGL32.glDisable
    
    exit:
    jmp TennisTrainme_v2.exe+1BB0
    
    TennisTrainme_v2.exe+1B23:
    jmp beautiful_red_ball
    nop
    nop
    nop
    
    [DISABLE]
    //code from here till the end of the code will be used to disable the cheat
    dealloc(beautiful_red_ball)
    unregistersymbol(beautiful_red_ball)
    
    dealloc(ball_texture)
    unregistersymbol(ball_texture)
    
    dealloc(helpers)
    unregistersymbol(helpers)
    
    TennisTrainme_v2.exe+13714:
    dd (float)1.5
    TennisTrainme_v2.exe+1371C:
    dd (float)3
    TennisTrainme_v2.exe+13748:
    dd (float)97
    
    "TennisTrainme_v2.exe"+1B23:
    push 06 { 6 }
    call dword ptr [TennisTrainme_v2.exe+F14C] { -&gt;OPENGL32.glBegin }
    
    </AssemblerScript>
        </CheatEntry>
      </CheatEntries>
      <UserdefinedSymbols/>
      <Structures StructVersion="2">
        <Structure Name="Several data" AutoFill="0" AutoCreate="1" DefaultHex="0" AutoDestroy="0" DoNotSaveLocal="0" AutoCreateStructsize="4096">
          <Elements>
            <Element Offset="0" Vartype="String" Bytesize="29" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="29" Vartype="Byte" Bytesize="1" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="30" Vartype="Byte" Bytesize="1" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="31" Vartype="Byte" Bytesize="1" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="32" Vartype="String" Bytesize="12" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="44" Vartype="Unicode String" Bytesize="7" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="51" Vartype="Byte" Bytesize="1" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="52" Vartype="4 Bytes" Bytesize="4" DisplayMethod="Hexadecimal" BackgroundColor="80000005"/>
            <Element Offset="56" Vartype="4 Bytes" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="60" Vartype="Float" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="64" Vartype="Float" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="68" Vartype="Float" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="72" Vartype="Float" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="76" Vartype="Float" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="80" Vartype="Float" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="84" Vartype="Float" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="88" Vartype="4 Bytes" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="92" Vartype="Double" Bytesize="8" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="100" Vartype="Float" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="104" Vartype="Float" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="108" Vartype="Float" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="112" Vartype="Float" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="116" Vartype="Float" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="120" Vartype="Float" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="124" Vartype="Float" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="128" Vartype="Float" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="132" Vartype="Float" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="136" Vartype="Float" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="140" Vartype="4 Bytes" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="144" Vartype="4 Bytes" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="148" Vartype="4 Bytes" Bytesize="4" DisplayMethod="Hexadecimal" BackgroundColor="80000005"/>
            <Element Offset="152" Vartype="4 Bytes" Bytesize="4" DisplayMethod="Hexadecimal" BackgroundColor="80000005"/>
            <Element Offset="156" Vartype="4 Bytes" Bytesize="4" DisplayMethod="Hexadecimal" BackgroundColor="80000005"/>
            <Element Offset="160" Vartype="4 Bytes" Bytesize="4" DisplayMethod="Hexadecimal" BackgroundColor="80000005"/>
            <Element Offset="164" Vartype="4 Bytes" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="168" Vartype="4 Bytes" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="172" Vartype="4 Bytes" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="176" Vartype="4 Bytes" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
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            <Element Offset="184" Vartype="4 Bytes" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="188" Vartype="Double" Bytesize="8" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="196" Vartype="Double" Bytesize="8" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="204" Vartype="Float" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="208" Vartype="Float" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="212" Vartype="4 Bytes" Bytesize="4" DisplayMethod="Hexadecimal" BackgroundColor="80000005"/>
            <Element Offset="216" Vartype="Float" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="220" Vartype="Double" Bytesize="8" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="228" Vartype="Double" Bytesize="8" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="236" Vartype="Float" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="240" Vartype="Float" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="244" Vartype="Float" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="248" Vartype="Float" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="252" Vartype="Double" Bytesize="8" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="260" Vartype="Double" Bytesize="8" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="268" Vartype="Double" Bytesize="8" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="276" Vartype="4 Bytes" Bytesize="4" DisplayMethod="Hexadecimal" BackgroundColor="80000005"/>
            <Element Offset="280" Vartype="Float" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="284" Vartype="Double" Bytesize="8" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="292" Vartype="Double" Bytesize="8" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="300" Vartype="Double" Bytesize="8" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="308" Vartype="4 Bytes" Bytesize="4" DisplayMethod="Hexadecimal" BackgroundColor="80000005"/>
            <Element Offset="312" Vartype="Float" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="316" Vartype="Double" Bytesize="8" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="324" Vartype="Pointer" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="328" Vartype="Float" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="332" Vartype="Float" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
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            <Element Offset="340" Vartype="4 Bytes" Bytesize="4" DisplayMethod="Hexadecimal" BackgroundColor="80000005"/>
            <Element Offset="344" Vartype="Float" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="348" Vartype="Double" Bytesize="8" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="356" Vartype="Double" Bytesize="8" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
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            <Element Offset="368" Vartype="Float" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="372" Vartype="4 Bytes" Bytesize="4" DisplayMethod="Hexadecimal" BackgroundColor="80000005"/>
            <Element Offset="376" Vartype="Float" Bytesize="4" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
            <Element Offset="380" Vartype="Double" Bytesize="8" DisplayMethod="Unsigned Integer" BackgroundColor="80000005"/>
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      </Structures>
      <Comments>Info about this table:
    </Comments>
    </CheatTable>

     

    И результат работы девятого пункта, если не хочется качать таблицу:

    Spoiler

    PvvBrFW.jpg

     

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