

(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. 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? 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. 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
