Cheat Engine
A dedicated forum for support, assistance, and quick help on using Cheat Engine usage.
Outrun
Table Maker
Journeyman Hacker
Posts: 229 Joined: Tue Sep 20, 2022 3:27 am
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by Outrun » Fri Aug 23, 2024 2:35 am
I assumed that this thread had been removed. I'll do my best to recall my question.
I believe I asked about how to enter the equipped lure into the code below, as doing so would display the bait on the screen.
I ended up using the same code, just at a different address; now you don't see the lure onscreen, but you get to change to the removed lures still.
Thanks J1327
Last edited by
Outrun on Mon Jan 06, 2025 6:45 am, edited 5 times in total.
J1327
Enchanter
Apprentice Hacker
Posts: 85 Joined: Mon Jul 25, 2022 5:00 pm
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by J1327 » Fri Aug 23, 2024 5:51 pm
assuming ECX is a free register
Code: Select all
code:
mov ["SEGA Bass Fishing.exe"+148FEAC],ecx
mov ecx,"SEGA Bass Fishing.exe"+148FEAC
mov [Equipped],ecx
jmp return
Yet, why not try to do something like this instead:
Code: Select all
define(n,2) // shift to pointer
[ENABLE]
aobscanmodule(Lure,SEGA Bass Fishing.exe,89 0D AC FE 88 01)
(long)[Lure+n]:
_Lure:
registersymbol(_Lure)
[DISABLE]
unregistersymbol(_Lure)
add this script and pointer _Lure
(during asm script saving will prompt as error -- ignore)
I found this technique from "No man sky" cheat table here by @YoucefHam YoucefHam