I've been messing around with making trainers via Cheat Engine, so test some stuff for me?
This first post will be updated every so often with trainers I currently need tested.
This first post will be updated every so often with trainers I currently need tested.
- Need Testing
- Nethack 3.4.3 (Windows, Console)
http://rydian.net/trainers/nethack_1.0.zip
- NethackW 3.4.3 (Windows, Tiles)
http://rydian.net/trainers/nethackw_1.0.zip
- Torchlight 1.0.69.21 (Steam Latest)
http://rydian.net/trainers/torchlight_1.2.zip
- Nethack 3.4.3 (Windows, Console)
- Confirmed Working
- Cave Story+
- Failures
- Terraria
Uses managed code and things change around a lot. While I can get individual hacks working, entire code locations/routines/offsets change after the game is closed and restarted so a trainer using the more basic methods won't work. I need to learn a lot more before I can make a reliable trainer for this game.
- VVVVVV
Crashes when I try to debug it. XD
- Terraria
(11:52:16 PM) Rydian: Yar. With address freezing for infinite health, you just have the trainer re-set your health value to full over and over a few times a second... but what if you're dealt enough damage between the freeze period to die before it resets your health? And then you get into cases where you take more damage than you have health at all *coughcough*fuckingfalldamage*cough*, the address freeze does you no good since you're calculated as dead in the next logic cycle of the game, well before the ~50-250ms freeze rate most cheat programs want to work at.
(11:55:29 PM) Rydian: And then there's cases where the simple act of injecting values can screw you over... in that Super Mario Bros X fangame, when you take damage and your powerup state is toggled, it actually changes the value back and forth a few times for a second in order to simulate the whole "shrink" effect from the original games... the issue being that in that game's engine the player coordinates start from the top of the sprite, not the bottom! So when the memory holding your state is forcefully set during that animation, your y-coordinate on-screen isn't modified, so you get bigger without getting taller... meaning if you're on the ground, you get your lower half shoved into the floor. XD And at a default rate of being reapplied every 250ms, you can get shoved down multiple times during the "hit" animation, so after you're done taking the hit you're stuck in the floor...
(11:57:43 PM) Rydian: So the approach of actually modifying the assembly run by the processor to stop the damage routine from running properly at all when you get hit solves these problems. It has a small downside of being specific to that routine so if the game has multiple types of damage sources (normal hits, damage over time, drowning) all the routines need to be modified, but this is usually not any trouble as the routines are all found via the same method.
(11:55:29 PM) Rydian: And then there's cases where the simple act of injecting values can screw you over... in that Super Mario Bros X fangame, when you take damage and your powerup state is toggled, it actually changes the value back and forth a few times for a second in order to simulate the whole "shrink" effect from the original games... the issue being that in that game's engine the player coordinates start from the top of the sprite, not the bottom! So when the memory holding your state is forcefully set during that animation, your y-coordinate on-screen isn't modified, so you get bigger without getting taller... meaning if you're on the ground, you get your lower half shoved into the floor. XD And at a default rate of being reapplied every 250ms, you can get shoved down multiple times during the "hit" animation, so after you're done taking the hit you're stuck in the floor...
(11:57:43 PM) Rydian: So the approach of actually modifying the assembly run by the processor to stop the damage routine from running properly at all when you get hit solves these problems. It has a small downside of being specific to that routine so if the game has multiple types of damage sources (normal hits, damage over time, drowning) all the routines need to be modified, but this is usually not any trouble as the routines are all found via the same method.