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Thread Title: Command & Conquer 4 Tiberian Twilight (Steam)

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    Default Command & Conquer 4 Tiberian Twilight (Steam)

    Hi guys,
    Made by Recifense
    Here is my contribution for "Command & Conquer 4 - Tiberian Twilight" Version 1.0.3663.31009. The table contains a script with the following features:

    - Health;
    - Unlimted Command Points;
    - Unlimited Ammo; (No reload for some units)
    - Unlimted Energy Points;
    - Unlimted Power Points;
    - Unlimted Upgrade Points;
    - Unlimted Shield;
    - Pointer to selected unit;
    - Pointer to Player's XP;

    The table also contains:

    - Enable/Disable Health;
    - Enable/Disable Unlimited Ammo;
    - Enable/Disable Unlimited Command Points;
    - Enable/Disable Unlimited Energy Points;
    - Enable/Disable Unlimited Power Points;
    - Enable/Disable Unlimited Upgrade Points;
    - Enable/Disable Unlimited Shield;
    - Accumulated XP (from previous battles); (*)
    - Current Scenario XP; (*) (You can change this one)
    - Selected Unit Current HP; (**) (You can change this value)
    - Selected Unit Maximum HP; (**) (You can change this value)

    (*) Valid while playing a scenario;
    (**) Valid while playing a scenario. You can select any unit (yours or not).

    All the features are enabled by default. For disabling any of them just change its value to 0.

    After downloading the table, copy it to the CE´s folder.

    It is for CE 5.6

    Note: The script now uses the new CE command assert and will not load if it is incompatible with the running game version.

    Note: The game process is CNC4.game.

    =====================================
    02-Aug-2015:

    Added a table for steam release (CE64)

    =====================================

    The script can be found at:
    Cheat Engine ::
    Attached Files Attached Files

    0 Not allowed! Not allowed!

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  3. #2
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    Default Command & Conquer 4 Tiberian Twilight (Steam)

    Thank you very nice what unlimited Unid ?

    0 Not allowed! Not allowed!


  4. #3
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    Default Command & Conquer 4 Tiberian Twilight (Steam)

    I'm not sure, I don't play this game but you reminded me to go check and it looks like I missed some scripts that Recifense posted.

    Here is the script:

    Code:
    Code:
    { =========================================== Command & Conquer 4 - Tiberian Twilight Game Version : 1.0.3663.31009 Script Version: 1.0 CE Version : 5.6 GodMode, Ammo, CmdPoints, Energy, PowerPoints, UpgradePoints, Shield 03-Apr-2010 =========================================== } [ENABLE] //========================================= // Check if script is compatible to running game version // If false the script will not be loaded assert(CNC4.game+5606c2,8b 51 14 2b 51 08) assert(CNC4.game+385ec2,83 c0 ff 39 41 1c) assert(CNC4.game+3dc1a0,83 ec 08 56 8b f1) assert(CNC4.game+3aa96e,f3 0f 11 46 04) assert(CNC4.game+7ae024,8b 4c 24 10 51) assert(CNC4.game+559f6a,f3 0f 2c 40 38) assert(CNC4.game+55c7d6,8b 51 04 8b 41 08) assert(CNC4.game+55d60c,8b 89 f0 00 00 00) assert(CNC4.game+3d5889,f3 0f 11 6e 70) assert(CNC4.game+582b30,8b 8e fc 01 00 00) //========================================= alloc(MyCode,1024) //========================================= // Declaration section label(_MonHP) label(_BackMH) label(_ExitMH) label(_MonCP) label(_BackMC) label(_ExitMC) label(_MonAmmo) label(_BackMA) label(_ExitMA) label(_MonSel) label(_BackMS) label(_MonL3Caller) label(_BackML) label(_MonEnergy) label(_BackME) label(_ExitME) label(_MonPowerPoint) label(_BackMP) label(_ExitMP) label(_MonUpgradePoint) label(_BackMU) label(_ExitMU) label(_MonShield) label(_BackMSd) label(_ExitMSd) label(_MonXP) label(_BackMX) label(_ExitMX) label(pCP) label(pSel) label(pPlayer) label(iID) label(iEnableGM) label(iEnableMA) label(iEnableMC) label(iEnableME) label(iEnableMP) label(iEnableMU) label(iEnableMS) label(iL3Back) registersymbol(MyCode) registersymbol(pSel) registersymbol(iEnableGM) registersymbol(iEnableMA) registersymbol(iEnableMC) registersymbol(iEnableME) registersymbol(iEnableMP) registersymbol(iEnableMU) registersymbol(iEnableMS) registersymbol(pCP) registersymbol(pPlayer) registersymbol(iID) //========================================= MyCode: //========================================= _MonCP: mov [pCP],ecx // Save pointer for debugging mov ecx,[ecx+18] // Get player ID mov [iID],ecx // Save it for further use mov ecx,[pCP] // Restore ECX cmp dword ptr [iEnableMC],0 je _ExitMC // Jump if feature is disabled mov dword ptr [ecx+08],0 // Make spent_CP = 0 _ExitMC: mov edx,[ecx+14] // Original code sub edx,[ecx+08] // Original code jmp _BackMC // Back to main code //========================================= _MonAmmo: push ebx cmp dword ptr [iEnableMA],0 je _ExitMA // Jump if feature is disabled mov ebx,[ecx+08] // Get ptr to weapon mov ebx,[ebx+10] // Get ptr to Unit mov ebx,[ebx+000004f4] // Get ptr to Player mov ebx,[ebx+20] // Get ID cmp ebx,[iID] // Is it a player´s Unit? jne _ExitMA // Jump if false mov [ecx+1c],eax // Ammo = Maximum _ExitMA: pop ebx add eax,ff // Original code cmp [ecx+1c],eax // Original code jmp _BackMA // Back to main code //========================================= // This is the key for God Mode (important) _MonL3Caller: mov eax,[esp] // Get returning address mov [iL3Back],eax // Save it for further use sub esp,08 // Original code push esi // Original code mov esi,ecx // Original code jmp _BackML // Back to main code //========================================= _MonHP: pushfd push ebx mov ebx,[iL3Back] // Get L3Caller returning address cmp ebx,CNC4.game+428f3e // Has the unit been shot? jne _ExitMH // Jump if false cmp dword ptr [iEnableGM],0 je _ExitMH // Jump if feature is disabled mov ebx,[esi-08] // Get ptr to Unit or ebx,ebx jz _ExitMH // Jump if Null pointer mov ebx,[ebx+000004f4] // Get ptr to Player mov ebx,[ebx+20] // Get ID cmp ebx,[iID] // Is it a player´s Unit? jne _ExitMH // Jump if false movss xmm0,[esi+10] // Get maximum HP _ExitMH: pop ebx popfd movss [esi+04],xmm0 // Original code jmp _BackMH // Back to main code //========================================= _MonSel: mov ecx,[esp+10] // Original code push ecx // Original code mov [pSel],ecx // Save ptr for debugging jmp _BackMS // Back to main code //========================================= _MonEnergy: pushfd push ebx cmp dword ptr [iEnableME],0 je _ExitME // Jump if feature is disabled mov ebx,[eax+44] // Get ptr to Player mov ebx,[ebx+20] // Get ID cmp ebx,[iID] // Is it player´s Energy? jne _ExitME // Jump if false mov [eax+3c],(float)50.0 // Make increment_amount = 50.0 _ExitME: pop ebx popfd cvttss2si eax,[eax+38] // Original code jmp _BackME // Back to main code //========================================= _MonPowerPoint: cmp dword ptr [iEnableMP],0 je _ExitMP // Jump if feature is disabled mov edx,[ecx+1c] // Get ptr to Player mov edx,[edx+20] // Get ID cmp edx,[iID] // Is it player´s Energy? jne _ExitMP // Jump if false mov dword ptr [ecx+08],0 // Make spent_powerpoint = 0 _ExitMP: mov edx,[ecx+04] // Original code mov eax,[ecx+08] // Original code jmp _BackMP // Back to main code //========================================= _MonUpgradePoint: push ebx cmp dword ptr [iEnableMU],0 je _ExitMU // Jump if feature is disabled mov ebx,[ecx+20] // Get ID cmp ebx,[iID] // Is it player´s structure? jne _ExitMU // Jump if false mov ebx,[ecx+000000f0] // Get L1 pointer mov ebx,[ebx+04] // Get pointer to UpgradePointsStructure cmp dword ptr [ebx+04],#10 jge _ExitMU // Jump if current points >= 10 mov dword ptr [ebx+04],#10 // Make current UpgradePoints = 10 _ExitMU: pop ebx mov ecx,[ecx+000000f0] // Original code jmp _BackMU // Back to main code //========================================= _MonShield: push edx movss [esi+70],xmm5 // Original code cmp dword ptr [iEnableMS],0 je _ExitMSd // Jump if feature is disabled mov edx,[esi+08] // Get ptr to Unit mov edx,[edx+000004f4] // Get ptr to Player mov edx,[edx+20] // Get ID cmp edx,[iID] // Is it a player´s Unit? jne _ExitMSd // Jump if false mov dword ptr [esi+70],0 // Make decreased_shield = 0 _ExitMSd: pop edx jmp _BackMSd // Back to main code //========================================= _MonXP: mov ecx,[esi+20] // Get Owner ID cmp ecx,[iID] // Is ot the player? jne _ExitMX mov [pPlayer],esi // Save ptr for debugging _ExitMX: mov ecx,[esi+000001fc] // Original code jmp _BackMX // Back to main code //========================================= // Variables iID: dd #1000 pCP: dd 0 pSel: dd 0 pPlayer: dd 0 iEnableGM: dd 1 iEnableMA: dd 1 iEnableMC: dd 1 iEnableME: dd 1 iEnableMP: dd 1 iEnableMU: dd 1 iEnableMS: dd 1 iL3Back: dd 0 //========================================= // Hacking Points CNC4.game+5606c2: jmp _MonCP nop _BackMC: CNC4.game+385ec2: jmp _MonAmmo nop _BackMA: CNC4.game+3dc1a0: jmp _MonL3Caller nop _BackML: CNC4.game+3aa96e: jmp _MonHP _BackMH: CNC4.game+7ae024: jmp _MonSel _BackMS: CNC4.game+559f6a: jmp _MonEnergy _BackME: CNC4.game+55c7d6: jmp _MonPowerPoint nop _BackMP: CNC4.game+55d60c: jmp _MonUpgradePoint nop _BackMU: CNC4.game+3d5889: jmp _MonShield _BackMSd: CNC4.game+582b30: jmp _MonXP nop _BackMX: //========================================= // Original Codes [DISABLE] CNC4.game+5606c2: mov edx,[ecx+14] sub edx,[ecx+08] CNC4.game+385ec2: add eax,ff cmp [ecx+1c],eax CNC4.game+3dc1a0: sub esp,08 push esi mov esi,ecx CNC4.game+3aa96e: movss [esi+04],xmm0 CNC4.game+7ae024: mov ecx,[esp+10] push ecx CNC4.game+559f6a: cvttss2si eax,[eax+38] CNC4.game+55c7d6: mov edx,[ecx+04] mov eax,[ecx+08] CNC4.game+55d60c: mov ecx,[ecx+000000f0] CNC4.game+3d5889: movss [esi+70],xmm5 CNC4.game+582b30: mov ecx,[esi+000001fc] dealloc(MyCode) unregistersymbol(MyCode) unregistersymbol(pSel) unregistersymbol(iEnableGM) unregistersymbol(iEnableMA) unregistersymbol(iEnableMC) unregistersymbol(iEnableME) unregistersymbol(iEnableMP) unregistersymbol(iEnableMU) unregistersymbol(iEnableMS) unregistersymbol(pCP) unregistersymbol(pPlayer) unregistersymbol(iID)


    Here are some info for adapting this script for other versions of this game:

    Code:
    Code:
    _MonCP: (CNC4.game+5606c2) 0096067F - cc - int 3 00960680 - 8b 41 18 - mov eax,[ecx+18] 00960683 - 8b 15 44 e8 e6 00 - mov edx,[00e6e844] : [110D28C0] 00960689 - 8b 44 82 30 - mov eax,[edx+eax*4+30] 0096068D - 57 - push edi 0096068E - 33 ff - xor edi,edi 00960690 - 85 c0 - test eax,eax 00960692 - 74 0c - je 009606a0 00960694 - 8b 40 10 - mov eax,[eax+10] 00960697 - 85 c0 - test eax,eax 00960699 - 74 05 - je 009606a0 0096069B - 8b 00 - mov eax,[eax] 0096069D - 8b 78 38 - mov edi,[eax+38] 009606A0 - 8b 41 0c - mov eax,[ecx+0c] 009606A3 - 8b 51 1c - mov edx,[ecx+1c] 009606A6 - 03 41 04 - add eax,[ecx+04] 009606A9 - 56 - push esi 009606AA - 8b 71 20 - mov esi,[ecx+20] 009606AD - 3b d6 - cmp edx,esi 009606AF - 74 09 - je 009606ba 009606B1 - 03 02 - add eax,[edx] 009606B3 - 83 c2 08 - add edx,08 009606B6 - 3b d6 - cmp edx,esi 009606B8 - 75 f7 - jne 009606b1 009606BA - 8b 51 10 - mov edx,[ecx+10] 009606BD - 3b c2 - cmp eax,edx 009606BF - 0f 4f c2 - cmovg eax,edx 009606C2 - 8b 51 14 - mov edx,[ecx+14] <--- Hacking Point 009606C5 - 2b 51 08 - sub edx,[ecx+08] 009606C8 - 5e - pop esi 009606C9 - 03 d0 - add edx,eax 009606CB - 33 c0 - xor eax,eax 009606CD - 3b d7 - cmp edx,edi 009606CF - 0f 9f c0 - setg al 009606D2 - 5f - pop edi 009606D3 - c3 - ret 009606D4 - cc - int 3 009606D5 - cc - int 3


    Code:
    Code:
    _MonAmmo: (CNC4.game+385ec2) 00785E87 - 8b 46 04 - mov eax,[esi+04] 00785E8A - 8b 88 fc 00 00 00 - mov ecx,[eax+000000fc] 00785E90 - 51 - push ecx 00785E91 - 8d 8c 24 f0 00 00 00 - lea ecx,[esp+000000f0] 00785E98 - e8 13 82 ea ff - call 0062e0b0 00785E9D - 8b 0d c4 1c e6 00 - mov ecx,[00e61cc4] : [10D654D8] 00785EA3 - 8b 11 - mov edx,[ecx] 00785EA5 - 8b 52 64 - mov edx,[edx+64] 00785EA8 - 8d 84 24 ec 00 00 00 - lea eax,[esp+000000ec] 00785EAF - 50 - push eax 00785EB0 - ff d2 - call edx 00785EB2 - 8b 4e 08 - mov ecx,[esi+08] 00785EB5 - 8b 41 04 - mov eax,[ecx+04] 00785EB8 - 8b 50 04 - mov edx,[eax+04] 00785EBB - 8b 42 78 - mov eax,[edx+78] 00785EBE - 85 c0 - test eax,eax 00785EC0 - 7e 08 - jle 00785eca 00785EC2 - 83 c0 ff - add eax,ff <--- Hacking Point 00785EC5 - 39 41 1c - cmp [ecx+1c],eax 00785EC8 - 75 4d - jne 00785f17 00785ECA - 6a 00 - push 00 00785ECC - 8d 44 24 14 - lea eax,[esp+14] 00785ED0 - 50 - push eax 00785ED1 - e8 2a 21 f8 ff - call 00708000 00785ED6 - 50 - push eax 00785ED7 - 8d 4c 24 24 - lea ecx,[esp+24] 00785EDB - e8 50 9b ea ff - call 0062fa30 00785EE0 - 8d 4c 24 10 - lea ecx,[esp+10] 00785EE4 - e8 97 85 ea ff - call 0062e480 00785EE9 - 8b 4e 04 - mov ecx,[esi+04] 00785EEC - 8b 91 fc 00 00 00 - mov edx,[ecx+000000fc] 00785EF2 - 52 - push edx 00785EF3 - 8d 4c 24 20 - lea ecx,[esp+20] 00785EF7 - e8 b4 81 ea ff - call 0062e0b0 00785EFC - 8b 0d c4 1c e6 00 - mov ecx,[00e61cc4] : [10D654D8] 00785F02 - 8b 01 - mov eax,[ecx] 00785F04 - 8b 40 64 - mov eax,[eax+64] 00785F07 - 8d 54 24 1c - lea edx,[esp+1c] 00785F0B - 52 - push edx 00785F0C - ff d0 - call eax 00785F0E - 8d 4c 24 1c - lea ecx,[esp+1c] 00785F12 - e8 b9 9e ea ff - call 0062fdd0 00785F17 - 8d 8c 24 ec 00 00 00 - lea ecx,[esp+000000ec] 00785F1E - e8 ad 9e ea ff - call 0062fdd0 00785F23 - 5f - pop edi 00785F24 - 5e - pop esi 00785F25 - 5d - pop ebp 00785F26 - 5b - pop ebx 00785F27 - 81 c4 ac 01 00 00 - add esp,000001ac 00785F2D - c2 0c 00 - ret 000c 00785F30 - 56 - push esi


    Code:
    Code:
    _MonL3Caller: (CNC4.game+3dc1a0) 007DC19F - cc - int 3 007DC1A0 - 83 ec 08 - sub esp,08 <---- Hacking Point 007DC1A3 - 56 - push esi 007DC1A4 - 8b f1 - mov esi,ecx 007DC1A6 - f6 86 51 05 00 00 01 - test byte ptr [esi+00000551],01 007DC1AD - 57 - push edi 007DC1AE - 8b 7c 24 14 - mov edi,[esp+14] 007DC1B2 - 75 23 - jne 007dc1d7 007DC1B4 - 8b 8e 0c 04 00 00 - mov ecx,[esi+0000040c] 007DC1BA - 85 c9 - test ecx,ecx 007DC1BC - 74 08 - je 007dc1c6 007DC1BE - 8b 01 - mov eax,[ecx] 007DC1C0 - 8b 50 10 - mov edx,[eax+10] 007DC1C3 - 57 - push edi 007DC1C4 - ff d2 - call edx 007DC1C6 - f6 86 51 05 00 00 01 - test byte ptr [esi+00000551],01 007DC1CD - 75 08 - jne 007dc1d7 007DC1CF - 57 - push edi 007DC1D0 - 8b ce - mov ecx,esi 007DC1D2 - e8 e9 02 fe ff - call 007bc4c0 007DC1D7 - 8b be 14 01 00 00 - mov edi,[esi+00000114] 007DC1DD - 85 ff - test edi,edi 007DC1DF - 74 3e - je 007dc21f 007DC1E1 - f6 87 3d 01 00 00 40 - test byte ptr [edi+0000013d],40 007DC1E8 - 74 35 - je 007dc21f 007DC1EA - 8b 8e ec 05 00 00 - mov ecx,[esi+000005ec] 007DC1F0 - 85 c9 - test ecx,ecx 007DC1F2 - a1 44 e8 e6 00 - mov eax,[00e6e844] : [110D28C0] 007DC1F7 - 8b 40 28 - mov eax,[eax+28] 007DC1FA - 74 14 - je 007dc210 007DC1FC - 8b 11 - mov edx,[ecx] 007DC1FE - 50 - push eax 007DC1FF - 8b 42 54 - mov eax,[edx+54] 007DC202 - ff d0 - call eax 007DC204 - 85 c0 - test eax,eax


    Code:
    Code:
    _MonHP: (CNC4.game+3aa96e) 007AA94F - cc - int 3 007AA950 - 8b 44 24 08 - mov eax,[esp+08] 007AA954 - 85 c0 - test eax,eax 007AA956 - f3 0f 10 4c 24 04 - movss xmm1,[esp+04] 007AA95C - 56 - push esi 007AA95D - 8b f1 - mov esi,ecx 007AA95F - f3 0f 10 46 04 - movss xmm0,[esi+04] 007AA964 - f3 0f 11 46 08 - movss [esi+08],xmm0 007AA969 - f3 0f 58 c1 - addss xmm0,xmm1 007AA96D - 57 - push edi 007AA96E - f3 0f 11 46 04 - movss [esi+04],xmm0 <--- Hacking Point 007AA973 - 74 30 - je 007aa9a5 007AA975 - 0f 57 c0 - xorps xmm0,xmm0 007AA978 - 0f 2f c1 - comiss xmm0,xmm1 007AA97B - 76 28 - jna 007aa9a5 007AA97D - d9 44 24 0c - fld dword ptr [esp+0c] 007AA981 - 8b 10 - mov edx,[eax] 007AA983 - 51 - push ecx 007AA984 - 8b 48 04 - mov ecx,[eax+04] 007AA987 - d9 1c 24 - fstp dword ptr [esp] 007AA98A - 51 - push ecx 007AA98B - 8d 7e f0 - lea edi,[esi-10] 007AA98E - 52 - push edx 007AA98F - 8b cf - mov ecx,edi 007AA991 - e8 2a 9b fe ff - call 007944c0 007AA996 - d9 44 24 0c - fld dword ptr [esp+0c] 007AA99A - 51 - push ecx 007AA99B - 8b cf - mov ecx,edi 007AA99D - d9 1c 24 - fstp dword ptr [esp] 007AA9A0 - e8 ab 06 f5 ff - call 006fb050 007AA9A5 - f3 0f 10 46 0c - movss xmm0,[esi+0c] 007AA9AA - f3 0f 10 4e 04 - movss xmm1,[esi+04] 007AA9AF - 0f 2f c8 - comiss xmm1,xmm0 007AA9B2 - 76 05 - jna 007aa9b9 007AA9B4 - f3 0f 11 46 04 - movss [esi+04],xmm0 007AA9B9 - f3 0f 10 05 68 86 d5 00 - movss xmm0,[00d58668] : [38D1B717]


    Code:
    Code:
    _MonSel: (CNC4.game+7ae024) 00BAE010 - 8b 44 24 08 - mov eax,[esp+08] 00BAE014 - 56 - push esi 00BAE015 - 8b f1 - mov esi,ecx 00BAE017 - 8b 4c 24 08 - mov ecx,[esp+08] 00BAE01B - 50 - push eax 00BAE01C - 51 - push ecx 00BAE01D - 8b ce - mov ecx,esi 00BAE01F - e8 dc fe ff ff - call 00badf00 00BAE024 - 8b 4c 24 10 - mov ecx,[esp+10] <--- Hacking Point 00BAE028 - 51 - push ecx 00BAE029 - c7 06 c4 95 de 00 - mov [esi],00de95c4 : [00BAE120] 00BAE02F - c7 46 08 98 95 de 00 - mov [esi+08],00de9598 : [00854300] 00BAE036 - c7 46 0c 94 95 de 00 - mov [esi+0c],00de9594 : [00BADE60] 00BAE03D - 89 4e 3c - mov [esi+3c],ecx 00BAE040 - e8 5b ed b7 ff - call 0072cda0 00BAE045 - 50 - push eax 00BAE046 - e8 65 61 c9 ff - call 008441b0 00BAE04B - 83 c4 08 - add esp,08 00BAE04E - 50 - push eax 00BAE04F - 8d 4e 14 - lea ecx,[esi+14] 00BAE052 - e8 29 a5 fd ff - call 00b88580 00BAE057 - 8b c6 - mov eax,esi 00BAE059 - 5e - pop esi 00BAE05A - c2 0c 00 - ret 000c 00BAE05D - cc - int 3 00BAE05E - cc - int 3


    Code:
    Code:
    _MonEnergy: (CNC4.game+559f6a) 00959F5F - cc - int 3 00959F60 - 8b 81 c0 19 00 00 - mov eax,[ecx+000019c0] 00959F66 - 85 c0 - test eax,eax 00959F68 - 74 06 - je 00959f70 00959F6A - f3 0f 2c 40 38 - cvttss2si eax,[eax+38] <--- Hacking Point 00959F6F - c3 - ret 00959F70 - 33 c0 - xor eax,eax 00959F72 - c3 - ret 00959F73 - cc - int 3 00959F74 - cc - int 3


    Code:
    Code:
    _MonPowerPoint: (CNC4.game+55c7d6) 0095C7BF - cc - int 3 0095C7C0 - 56 - push esi 0095C7C1 - 8b 74 24 08 - mov esi,[esp+08] 0095C7C5 - 85 f6 - test esi,esi 0095C7C7 - 74 06 - je 0095c7cf 0095C7C9 - c7 06 00 00 00 00 - mov [esi],00000000 0095C7CF - 8d 41 20 - lea eax,[ecx+20] 0095C7D2 - 39 00 - cmp [eax],eax 0095C7D4 - 75 12 - jne 0095c7e8 0095C7D6 - 8b 51 04 - mov edx,[ecx+04] <--- Hacking Point 0095C7D9 - 8b 41 08 - mov eax,[ecx+08] 0095C7DC - 3b d0 - cmp edx,eax 0095C7DE - 7d 0e - jnl 0095c7ee 0095C7E0 - 85 f6 - test esi,esi 0095C7E2 - 74 04 - je 0095c7e8 0095C7E4 - 2b c2 - sub eax,edx 0095C7E6 - 89 06 - mov [esi],eax 0095C7E8 - 32 c0 - xor al,al 0095C7EA - 5e - pop esi 0095C7EB - c2 04 00 - ret 0004 0095C7EE - b0 01 - mov al,01 0095C7F0 - 5e - pop esi 0095C7F1 - c2 04 00 - ret 0004 0095C7F4 - cc - int 3 0095C7F5 - cc - int 3


    Code:
    Code:
    _MonUpgradePoint: (CNC4.game+55d60c) 0095D5EF - cc - int 3 0095D5F0 - 8b 91 f4 00 00 00 - mov edx,[ecx+000000f4] 0095D5F6 - 2b 91 f0 00 00 00 - sub edx,[ecx+000000f0] 0095D5FC - 8b 44 24 04 - mov eax,[esp+04] 0095D600 - c1 fa 02 - sar dl,02 0095D603 - 3b c2 - cmp eax,edx 0095D605 - 72 05 - jb 0095d60c 0095D607 - 33 c0 - xor eax,eax 0095D609 - c2 04 00 - ret 0004 0095D60C - 8b 89 f0 00 00 00 - mov ecx,[ecx+000000f0] <--- Hacking Point 0095D612 - 8b 04 81 - mov eax,[ecx+eax*4] 0095D615 - c2 04 00 - ret 0004 0095D618 - cc - int 3 0095D619 - cc - int 3


    Code:
    Code:
    _MonShield: (CNC4.game+3d5889) 007D586F - cc - int 3 007D5870 - f3 0f 10 6c 24 04 - movss xmm5,[esp+04] 007D5876 - f3 0f 10 1d 4c 2e d3 00 - movss xmm3,[00d32e4c] : [(float)1.0000] 007D587E - 56 - push esi 007D587F - 8b f1 - mov esi,ecx 007D5881 - f3 0f 10 66 70 - movss xmm4,[esi+70] 007D5886 - 8b 46 04 - mov eax,[esi+04] 007D5889 - f3 0f 11 6e 70 - movss [esi+70],xmm5 <--- Hacking Point 007D588E - f3 0f 10 90 e4 00 00 00 - movss xmm2,[eax+000000e4] 007D5896 - 0f 2f da - comiss xmm3,xmm2 007D5899 - 76 5d - jna 007d58f8 007D589B - 0f 28 c3 - movaps xmm0,xmm3 007D589E - f3 0f 5e 46 6c - divss xmm0,[esi+6c] 007D58A3 - 0f 28 c8 - movaps xmm1,xmm0 007D58A6 - f3 0f 59 c4 - mulss xmm0,xmm4 007D58AA - 0f 2f d0 - comiss xmm2,xmm0 007D58AD - f3 0f 59 cd - mulss xmm1,xmm5 007D58B1 - 76 04 - jna 007d58b7 007D58B3 - b1 01 - mov cl,01 007D58B5 - eb 02 - jmp 007d58b9 007D58B7 - 32 c9 - xor cl,cl 007D58B9 - 0f 2f d1 - comiss xmm2,xmm1


    Code:
    Code:
    _MonXP: (CNC4.game+582b30) 00982B18 - 8b 8e 6c 18 00 00 - mov ecx,[esi+0000186c] 00982B1E - 85 c9 - test ecx,ecx 00982B20 - 74 05 - je 00982b27 00982B22 - e8 f9 f3 ff ff - call 00981f20 00982B27 - a1 c8 d5 e5 00 - mov eax,[00e5d5c8] : [110C4A38] 00982B2C - 8b 48 50 - mov ecx,[eax+50] 00982B2F - 51 - push ecx 00982B30 - 8b 8e fc 01 00 00 - mov ecx,[esi+000001fc] <--- Hacking Point 00982B36 - e8 c5 32 fe ff - call 00965e00 00982B3B - 8b ce - mov ecx,esi 00982B3D - e8 3e 71 fe ff - call 00969c80 00982B42 - 8b ce - mov ecx,esi 00982B44 - e8 47 cd fe ff - call 0096f890 00982B49 - 8b ce - mov ecx,esi 00982B4B - e8 70 ab fd ff - call 0095d6c0 00982B50 - 8b ce - mov ecx,esi 00982B52 - e8 d9 23 fe ff - call 00964f30 00982B57 - 8b ce - mov ecx,esi 00982B59 - e8 92 ce fe ff - call 0096f9f0 00982B5E - 8b be f0 00 00 00 - mov edi,[esi+000000f0] 00982B64 - 8b 9e f4 00 00 00 - mov ebx,[esi+000000f4] 00982B6A - 3b fb - cmp edi,ebx 00982B6C - 74 65 - je 00982bd3


    Code:
    Code:
    TheCallerL3: (CNC4.game+428f3e) 00828EF0 - 83 7c 24 28 06 - cmp dword ptr [esp+28],06 00828EF5 - 8a 47 45 - mov al,[edi+45] 00828EF8 - 88 84 24 88 00 00 00 - mov [esp+00000088],al 00828EFF - 75 1a - jne 00828f1b 00828F01 - 8b 4f 04 - mov ecx,[edi+04] 00828F04 - d9 44 24 44 - fld dword ptr [esp+44] 00828F08 - 6a 00 - push 00 00828F0A - 51 - push ecx 00828F0B - 51 - push ecx 00828F0C - 8b cb - mov ecx,ebx 00828F0E - d9 1c 24 - fstp dword ptr [esp] 00828F11 - e8 8a 18 f0 ff - call 0072a7a0 00828F16 - e9 cc 00 00 00 - jmp 00828fe7 00828F1B - 80 7f 44 00 - cmp byte ptr [edi+44],00 00828F1F - 74 11 - je 00828f32 00828F21 - f3 0f 10 47 40 - movss xmm0,[edi+40] 00828F26 - f3 0f 59 44 24 44 - mulss xmm0,[esp+44] 00828F2C - f3 0f 11 44 24 44 - movss [esp+44],xmm0 00828F32 - 8d 54 24 14 - lea edx,[esp+14] 00828F36 - 52 - push edx 00828F37 - 8b cb - mov ecx,ebx 00828F39 - e8 c2 4c fc ff - call 007edc00 <--- The Caller 00828F3E - 8b 45 08 - mov eax,[ebp+08] <--- Returning Point 00828F41 - 80 b8 cb 00 00 00 00 - cmp byte ptr [eax+000000cb],00 00828F48 - f3 0f 10 80 84 00 00 00 - movss xmm0,[eax+00000084] 00828F50 - f3 0f 59 84 24 98 00 00 00 - mulss xmm0,[esp+00000098] 00828F59 - f3 0f 11 44 24 0c - movss [esp+0c],xmm0 00828F5F - 0f 84 82 00 00 00 - je 00828fe7 00828F65 - 0f 2e 05 34 99 d2 00 - ucomiss xmm0,[00d29934] : [00000000] 00828F6C - 9f - lahf 00828F6D - f6 c4 44 - test ah,44 00828F70 - 7b 75 - jnp 00828fe7 00828F72 - 56 - push esi 00828F73 - 8b 77 04 - mov esi,[edi+04] 00828F76 - 85 f6 - test esi,esi 00828F78 - 74 6c - je 00828fe6 00828F7A - 8b 46 04 - mov eax,[esi+04] 00828F7D - 8b 88 c0 00 00 00 - mov ecx,[eax+000000c0] 00828F83 - c1 e9 1a - shr ecx,1a 00828F86 - f6 c1 01 - test cl,01 00828F89 - 75 5b - jne 00828fe6 00828F8B - f6 05 68 a6 e6 00 01 - test byte ptr [00e6a668],01 00828F92 - 75 1c - jne 00828fb0


    Code:
    Code:
    My Notes: ======================================== C&C4 - Tiberian Twilight struct Owner: 0000 = 00db6908 0004 = 00db6900 0020 = iID 0030 = pCmdPoints 00f0 = ppUpgrade 01fc = pXP 0200 = icXP 19c0 = pEnergy struct CmdPoints: 0000 = 00db603c 0004 = icCP 0008 = iSpentCP 0010 = imCP 0018 = iID structure Unit: 0000 = 00c60034 040c = pHealthStructure 04f4 = ptr to Owner struct Health: -0008 = ptr to unit 0000 = 00d824a8 0004 = fcHP 0008 = flastHP (-1,00 = just created) 000c = fmHP 0010 = fmHP struct Ammo: 0000 = 00d8169c 0008 = pWeapon 0018 = iIndex 001c = iAmmo 0024 = 7FFFFFFF struct Weapon: 0000 = 00d98738 0010 = pUnit struct shield: 0000 = 00d9e768 0008 = pUnit 000c = 00d9e5e8 0010 = 00d9e5d8 0020 = pUnit 0024 = 00d9e5d0 0028 = 00d9e5b8 002c = 00d9e568 0000 <--- 2nd base 0030 = 00d9e560 0004 0068 = 00d9e554 003c 006c = fShield 0040 0070 = fNegShield 0044 struct Energy: 0000 = 00db5d9c 0004 = 00e6ed48 0038 = fcEnergy 003c = fAmountAddedPerTime 0044 = pOwner (pPlayer) struct PowerPoint: 0000 = 00db60f4 0004 = imPowerPoint 0008 = iSpentPP 001c = pOwner (pPlayer) struct pUpgrade: 0004 = pUpgrade struct Upgrade: 0000 = 00db6024 0004 = icUpgradePoints 000c = iID struct ScenarioXP: 0000 = 00db65ec 0004 = icXP ==================================== 0x0083BB8C (1level) -> 0x00D824A8 (unpack) 0x007DC1C6 (2levels) ->(pack/unpack) 0x00828f3e (3levels) -> shot 0x0082D910 (3levels) ->(pack/unpack) 0x007EDD33 (3levels) -> self destruction


    That's it.

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