Cheat Engine 6.5 Tutorial: Be Mindful of Compares and Flags! (PUSHF and POPF)

Filename: cheatengine6.5.zip

FileSize: 29 MB

Free cheatengine6.5 is ready for download

Cheat Engine 6.5 Tutorial: Be Mindful of Compares and Flags! (PUSHF and POPF)was extracted from http://mediafire.com/?53zi99hfhh15729

https://depositfiles.com/files/11crl4gmv29

http://www7.zippyshare.com/v/338418611129/file.html

https://www.4shared.com/zip/v8YMYl-Z29/index.htm

PLEASE SHARE TO START THE DOWNLOAD WITHOUT WAITING !!!

Posted in Cheat Engine Tagged , , , , , , , Post Permalink

12 Comments

  1. once back in the game "Remember Me" i had a funny situation with flags. I had a custom value wich says, if it should cheat or not and my programm was something like this:

    pushf <<
    cmp eax, 1
    je mystuff
    do normal stuff
    jmp sharedReturn

    mysuff:
    do my suff
    jmp sharedReturn

    sharedReturn:
    popf <<
    jmp backToGameRoutine

    in the stuff, there were just addss instuctions, no compares or anything fishy, butr it fucked up the way the camera was handeled completely! after some trial and error, i came to the idea, that its something with programm flow, so i changed to this:

    pushf <<
    cmp eax, 1
    je mystuff
    popf <<
    do normal stuff
    jmp sharedReturn

    mysuff:
    popf <<
    do my suff
    jmp sharedReturn

    sharedReturn:
    jmp backToGameRoutine

    and it worked flawless! i still dont really know why, but the lesson was, ALWAYS INSTARESTORE YOUR FLAGS!
    Hope this can help someotherbody sometime..have a nice day :)

  2. Recommended by Cheat The Game. I'll keep this in mind when injecting after a compare. Learn something everyday.

  3. Great video xD

    In summary: if you can get away with it avoid changing instructions in-between compares (and cmp, as shown in the video, is not the only type of compare that exists, let CE tell you at the bottom of the disassembly) and conditional jumps. Otherwise you need to either make sure the instructions you are adding don't affect the flag(s) the jump looks at or that you save and restore the flag(s) with pushf and popf.

    Alternatively you may be able to inject at the compare instruction, and then move it to the end of the code so that the flags get set after your code has run.

    Just like any other issue, once you understand the problem you can probably figure out several solutions for it xD

  4. could you please do a short tutorial video on earthbound, Im using the zsnes emulator and i can't figure out the issue i'm having with the power meter.
    EDIT: I would explain the issue but i'm not sure that i can…

  5. Great info pal. I have ran into that myself, and when they we all kept dying and I couldn't seem to find the problem I said screw it and went with pointers instead. .lol . Now I can guarantee this is the reason that was happening so now I have another troubleshoot I can try.. Thank you for this!!.

Comments are closed.