Endless space 2 cheat engine
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While writing up the script I noticed that the bytes changed. Something I just noticed and I have a quick question on.
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I suppose that's why the game crashed on me. I didn't notice that it was overwriting anything when I put in mov eax,0 over it, though it did tell me it was going to. I'm going to try making a script too, because I was single line assembling it. I did xor eax,eax instead of mov eax,0 in the place of add eax,ecx and it worked. I nopped mov ,eax and got the result I wanted, yes. So the address you hook can be different then where you make your aob from, just be sure to add the correct number of bytes to get to the hook address. Oh and the reason why it's +6 in that 'EndlessSpaceHackAddress+6' line is because I started the aob from here:ġF9600AD - F2 0F2C C8 - cvttsd2si ecx,xmm0ġF9600B3 - 89 87 CC000000 - mov ,eax If that address of that instruction changes, then you could do an aobscan version of the script like this (note: not sure if these bytes are unique enough, since I don't have the game to test it, but if it works and finds the right address it should nop that instruction)Īobscan(EndlessSpaceHackAddress,f2 0f 2c c8 03 c1 89 87 cc 00 00 00) Mov ,eax //upon disabling put that instruction back Mov ,eax //this is what actually applies it, this should set your points address's value to 26 decimalīut really it's okay to nop, you are just saying you don't want to have to scan the value and debug and get back to that address each time right?ĭb 90 90 90 90 90 90 //instruction is 6 bytes so 6 nops Mov eax,#26 //force a value of 26 into eax register
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Why I'm asking is because 'mov eax,00000000' is actually a five byte instruction, so there isn't room for it there, and you'll actually (if you select yes overwrite with nops) be overwriting the 'mov ,eax' instruction with nops along with changing that instruction 'add eax,ecx'Ī script like this I mean (presuming that address doesn't change 1f9600b3 ) (example: xor eax,eax) will make eax zero no matter what it contained before. When you said you did a mov eax,0 did you just single line assemble it, or did you actually make an injectable script? (note a quick / better way to zero a register is to xor it with it self.
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Have you tried moving a different value besides zero in there instead? One would think if you put a value of 26 into eax before that 'mov ,eax' instruction executes it would force you to always have 26 points no matter how many you use. It appears the game was already moving a value of zero into that memory location so if that's what the game does normally that doesn't seem like what you want. If you look at what was in EAX and ECX when after that instruction executed (it shows on the bottom of that 'the following opcodes write to blahh.' window, or if you press more information it shows what was in the registers as well) I don't have this game so I'm purely winging this here! lol Which is the instruction that you nopped which had the effect you wanted? Was it that one or the other one mov ,00000000?
Endless space 2 cheat engine code#
So in that case that code you found mov ,eax is the one responsible for writing how many points you have left after it deducts them? Okay well so that address you found with a value of '26' is the number of points you have right now right? I copied down the opcodes and put them on pastebin in case anyone needs them to help. How could I go about either making a script or changing the opcodes to fit what I want to do here? I'm guessing it has something to do with all of the steps required to get the value of eax becoming redundant after assigning a static value to it. I figure I could just assign a value of 0 to eax by changingīut that doesn't seem to work for me. Just nop'ing it out has worked for me in the past like I've said, but I want to try to avoid the easy way out in the sake of learning. I've already dicked around with nop'ing out codes for quick fixes yesterday, but I'd like to make a change that is much easier to apply than having to repeatedly go through the steps again and again in order to change these points. I've done the precursor steps of finding the address that displays the number of points and attached the debugger to that address to find what writes to it. My goal right now is to remove the attribute point limit on faction creation.
Endless space 2 cheat engine how to#
I've looked at a few of the tutorials lurking in the tutorials section involving AA, but I can't quite grasp how to apply it to what I want to do. So I've decided to try to dive into Assembly with the game Endless Space and I need a bit of hands on help. Posted: Fri 12:56 pm Post subject: Endless Space AA help