
Originally Posted by
Wiirtuallca
I need 2.
If i have 30 bullets i substract 1 so i scan 29
shot once scan 28
same at secondary
i got 15 bullets -1 = 14
i scan 14
than 13
and so on
Man, that's just to find the pointer. But, don't you know that the address changes every time you start the game? At least it does in my Fiaa OP7, so, yes... i first find the 1 pointer for the ammo, then i trace it with a debugger/disassembler until i find the code which CHANGES the ammo when you shoot, then i set nop instructions for addresses that change the ammo, and i have got both infinite ammo for pistol and rifle, you only need to do a different search for infinite grenades(possibly knives, never tried them...).
When you give nop to the static address, it never really changes(it's the main instructions code of the game, it cannot change)... so you have fixed the problem of dynamic ammo address(hex 90 or 1 byte dec 144, but you need 4 bytes anyway).
My whole new hack is based on NOP's, except for the zoom hack and the wall hack(the wallhack sets the rendering view start to a higher value, so it sorts of starts to render behind walls, and not before walls)
If you have Fiaa OP7 and 32 bit OS, try this:
4998EA nop(hex 90)
4998EB nop(hex 90)
And try shooting your primary/secondary weapon, tell me if any ammo gets taken away.
Oh, and you are right, it is two pointers, just not the same ones.