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Help with some Code

Posted: Fri Aug 23, 2024 2:35 am
by Outrun

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


Re: Need help with code.

Posted: Fri Aug 23, 2024 5:51 pm
by J1327

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
Alternative

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