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- Mar 3, 2026
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Yo everyone,
I am currently diving into memory editing with Cheat Engine. I am trying to figure out how to locate updated addresses or generate an AOB (Array of Bytes) pattern for UA (Unlimited Attack) within the Ranmelle environment.
The Issue:
I have attempted the standard approach—searching for unknown values and filtering by increase/decrease—but I am not getting any reliable results. My goal is to build a functional CT table with dynamic addresses, but attaching IDA Free for live debugging keeps causing the game to crash.
I have attached some code snippets below that I am referencing for my learning project. If any of you experienced devs have tips on how to properly debug without triggering the anti-cheat or causing a crash on private servers, I would love to hear your process.
Community Questions:
Let me know if you have any pointers or if I'm missing a fundamental step in the hooking process. Really trying to get the theory down for my own local testing.
I am currently diving into memory editing with Cheat Engine. I am trying to figure out how to locate updated addresses or generate an AOB (Array of Bytes) pattern for UA (Unlimited Attack) within the Ranmelle environment.
The Issue:
I have attempted the standard approach—searching for unknown values and filtering by increase/decrease—but I am not getting any reliable results. My goal is to build a functional CT table with dynamic addresses, but attaching IDA Free for live debugging keeps causing the game to crash.
I have attached some code snippets below that I am referencing for my learning project. If any of you experienced devs have tips on how to properly debug without triggering the anti-cheat or causing a crash on private servers, I would love to hear your process.
Code:
define(SkillInjection_1,02EB21F4)define(SkillInjection_2,02EB2252)
define(SkillInjection_3,02EB2226)
[ENABLE]
alloc(NDFA,256)
label(stop)
SkillInjection_1:
push 00000025
SkillInjection_2:
push #1120017//Your skill here
SkillInjection_3:
jmp NDFA
db 90 90 90 90 90 90 90
NDFA:
push esi
mov esi,[03CEB2E4]
cmp [esi+B4],#0
jne stop
pop esi
mov [edi+00009A98],00000000
jmp SkillInjection_3+C
stop:
pop esi
jmp 02EB225D
[DISABLE]
SkillInjection_1:
push 000007D0
SkillInjection_2:
push 04C4BAEA
SkillInjection_3:
je 02EB225D
mov [edi+00009A98],00000000
Skill Pointer:
[ENABLE]
alloc(Hook,128)
alloc(Skill_ID,4)
registersymbol(Skill_ID)
Hook:
mov [Skill_ID],ecx
cmp byte ptr [ebp+28],00
jmp 02762107+7
02762107:
jmp Hook
db 90 90
[DISABLE]
02762107:
mov [ebx+38],ecx
cmp byte ptr [ebp+28],00
dealloc(Hook)
dealloc(Skill_ID)
unregistersymbol(Skill_ID)
UA:
[Enable]
02AF36A1:
db EB
[Disable]
02AF36A1:
db 7E
Full Map Attack:
[ENABLE]
Alloc(Hook,128)
Label(Return)
01ADE970:
jmp Hook
Hook:
mov eax,[03CEB1E4]]
lea eax,[eax+0C]
mov [esp+04],eax
Return:
push ebp
mov ebp,esp
push -01
jmp 01ADE970+5
[DISABLE]
01ADE970:
push ebp
mov ebp,esp
push -01
General No Delay:
[ENABLE]
Alloc(NoDelay,64)
Label(Return)
NoDelay:
mov [esp+38],1
DB 53 8B DC 83 EC 08
jmp Return
02A0FCA0:
jmp NoDelay
nop
Return:
[DISABLE]
02A0FCA0:
DB 53 8B DC 83 EC 08
God Mode:
[enable]
029F3A83:
mov eax,00000001
[disable]
029F3A83:
call 01A58920
Show Hidden Skills:
[ENABLE]
00BFE57B:
db eb 0c
[DISABLE]
00BFE57B:
db 75 0c
ZZ Mob Vac:
[ENABLE]
01B477D2:
shufps xmm3,xmm3,00
nop
nop
nop
nop
[DISABLE]
01B477D2:
addsd xmm0,[034EC5D0]
Community Questions:
- How are you guys handling live debugging on these protected clients without constant disconnects?
- Are there better ways to scan for UA offsets than the basic memory value filtering?
- Has anyone successfully built a reliable AOB scanner for recent versions?
Let me know if you have any pointers or if I'm missing a fundamental step in the hooking process. Really trying to get the theory down for my own local testing.