Quote:
Originally Posted by monkeyman472001
Code:
[ENABLE]
alloc(newmem,16)
label(ReturnSpeed)
label(SpeedValue)
registersymbol(SpeedValue)
0082528A: //D9 40 08 5F 5E C3 8B 0D
jmp newmem
ReturnSpeed:
newmem:
fld dword ptr [SpeedValue]
pop edi
pop esi
jmp ReturnSpeed
push esi
push edi
call dword ptr [SpeedValue]
SpeedValue:
db 00 00 20 41
0082528F:
ret
[DISABLE]
dealloc(newmem)
unregistersymbol(SpeedValue)
0082528A:
fld dword ptr [eax+08]
pop edi
pop esi
Have fun
Credits to drako for his original script.
It was calling the pointer to the original speed value and all you had to do was change it to point to the hacked speed value.
-edit-
Have homework due tomorrow for class.
If you have problems post them and I'll get back to them soon as I'm done.
NOTE:: this works very selectively, and stopped working for me after I ran updates ( 3/26 )
Seeing as how people get teleported back to where they were, this could mean they made running server side, lets just hope this is not the case.
EDIT ----
As for speed, yes I do beleive it can be confirmed that speed is now server side.
Code:
[ENABLE]
alloc(newmem,1024)
label(returnhere)
label(originalcode)
label(exit)
0082523A:
jmp newmem
returnhere:
newmem:
mov [eax+08],40BEDD2E // change float point to desire speed
mov [eax+0c],44C48C75 // change float point to desire speed
originalcode:
fld dword ptr [eax+08]
pop edi
pop esi
exit:
jmp returnhere
a52450:
dd 44600000
[DISABLE]
dealloc(newmem)
0082523A:
fld dword ptr [eax+08]
pop edi
pop esi
a52450:
dd 44700000
Use this speed hack. The only way to negate the server side location is when you are at your destination keep holding (w,a,s,d) one of those and use a skill.
This sends a signal to the server that you HAVE to be at that location because you just used a skill there.
Consider this a ... Speed hack override?
|
Ok, so I started reading this and thinking about it. Think of all the calculations, and the speed of which they'd have to do this at. From what I understand, the Acclaim servers are VERY weak. They have about 3 - 5 servers per actual game server (Helion/Siz/Rondow). To do the kind of calculations that monkeyman is suggesting, they would have to double their processing power and memory.
I work in the computer industry, the servers Microsoft uses for their XBOX Live Servers, are insane. The registration for XBOX Live/Extending subscription is about 10 - 20 servers running Dual or Quad QuadCores with over 12GB of RAM in each.
The ones I installed today, were 4x 2.4Ghz AMD QuadCore Opterons with 64GB of RAM.
What I'm telling you is, the amount of data being moved around, calculated, outputted would be tremendous.
Has anyone thought that we could need a new bypass because of the new features in 2Moons? Has anyone stopped to ask Nebular to take a look into it? I know Neb's a very busy man, but he's probably one of the most intelligent people on this forum. I've learned quite alot from nebular, even how to start writing ASM code for bypasses, but I'm still not Nebular.
We need to stop and think about it. Check and Confirm things such as Speed Hacks, Skill Hacks, etc..
- ADHD