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- Mar 3, 2026
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Note: This is just a small personal project with a couple of features, not a full cheat. The whole point is to show how NASM can interact with a game process on Windows. Feel free to study the code, and give your opinion.
What it does:
Hotkeys:
Technical Data / Pointer Chains:
Build script (NASM + GoLink):
Notes:
Anyone else working with NASM for game-specific memory manipulation? Curious if you guys have found cleaner ways to handle the FPU trig or if you prefer using external DLL injections over raw assembly builds for these types of tools. Drop your findings below.
What it does:
- Free Camera: Detaches the camera from Spyro using a NOP patch, then moves it in 3D space using yaw/pitch angles with FPU trig (cos/sin).
- Teleport: Writes the freecam's current XYZ position back into the player, teleporting Spyro to wherever the camera is.
- FOV Control: Lets you increase/decrease field of view with smooth lerp interpolation.
- Live Console HUD: Real-time color-coded display of player XYZ, camera XYZ, yaw, pitch, and FOV.
- Controller Debug: Shows which button is currently pressed (reads from game's internal input struct).
Hotkeys:
- L3 + R3: Toggle FreeCamera On/Off
- R2 (Freecam ON): Move camera forward
- L2 (Freecam ON): Teleport Spyro
- L3 + R2: Toggle FOV modifier
- L2 + DPad Up/Down: Adjust FOV
Technical Data / Pointer Chains:
Code:
Player:
pbase + 0x36401E0 -> +0x30 -> +0x348 -> +0x388 -> +0x1A0 (X, Y, Z floats)
Camera / Angles / fov:
pbase + 0x36401E0 -> +0x30 -> +0x358 -> +0x290 -> +0x50
-> +0x1A0 (Camera XYZ)
-> +0x1E0 (Yaw, Pitch)
-> +0x2A0 (fov)
Camera NOP hook:
pbase + 0x130B733
Original: 44 0F 29 AB A0 01 00 00
NOP: 90 90 90 90 90 90 90 90
Build script (NASM + GoLink):
Code:
@echo off
nasm.exe -f win64 main.asm -o main.obj
timeout /t 1
GoLink.exe /console /entry main Kernel32.dll User32.dll psapi.dll msvcrt.dll main.obj
pause
Notes:
- Input disable/enable code is present but currently commented out.
- Set sleep to 5ms in the loop if the camera movement feels choppy.
Anyone else working with NASM for game-specific memory manipulation? Curious if you guys have found cleaner ways to handle the FPU trig or if you prefer using external DLL injections over raw assembly builds for these types of tools. Drop your findings below.