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Сообщения, опубликованные srg91
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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:
Спасибо, теперь всё понятно
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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:
SpoilerUNREGISTERSYMBOL(symbolName) : Removes a symbol from the user-defined symbol list. No error will occur if the symbol doesn't exist. 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
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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):
SpoilerПример (png, 300x300):
Spoiler- 2
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1 hour ago, Xipho said:
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
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В целом потыкал вектор, получилось следующее лого (вроде даже неплохо выглядит):
SpoilerПоиграться градиентами так же смогу только вечером, но в целом с этим лого выглядит неплохо:
Spoiler- 2
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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.
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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]])
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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
SpoilerС логотипом
SpoilerСудя по всему они пережимаются, поэтому выглядят не так хорошо, как сохраненные.
Есть ли еще какие-нибудь идеи?
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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
SpoilerВидео
Spoiler- 4
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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()
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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
SpoilerВидео
Spoiler(осторожно, звук)
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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)
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SpoilerQuote
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!
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] { ->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] { ->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] 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И результат работы девятого пункта, если не хочется качать таблицу:
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