JojCeec123 Posted April 27, 2023 Posted April 27, 2023 (edited) Hey there everyone, up until the 1.08 update the previous Cheat Table for WWE 2K22 by Greenhouse worked perfectly fine for removing the CCMaxSlider limit. I've attempted finding the values myself and have somewhat found some values, but admittedly, I am not that experienced with it. Does ANYONE at all have any idea on how to either update the previous script or make a new one? What I have found so far is this, but I know I'm missing a lot AND it most likely isn't in the right order. Can anyone take a look at this broken ass script? And as I stated above, this was from the Greenhouse Cheat Table on Fearless. I just do not have the knowledge to figure out what I need to do to make it work. I'm not sure how Greenhouse feels about the sharing the entire Cheat Table from 2K22, but It's out there if you search WWE 2K22 Cheat Engine. First link. Really just want to get this working again, any help is appreciated highly. The previous script that USED to work and doesn't as of 1.08 Edited April 27, 2023 by JojCeec123 Quote
Dirty Cheater Posted April 27, 2023 Posted April 27, 2023 If it already works as expected but simply needs updating for 1.09 I might be able to do it if you paste the code for the most recent one that worked for you so I can copy and edit it myself. Quote
JojCeec123 Posted April 27, 2023 Author Posted April 27, 2023 6 minutes ago, Dirty Cheater said: If it already works as expected but simply needs updating for 1.09 I might be able to do it if you paste the code for the most recent one that worked for you so I can copy and edit it myself. The script that *was* working on 1.07 was this [ENABLE] aobscanmodule(get_CCMaxSlider,WWE2K23_x64.exe,48 8B 01 33 ED 48 8B D9) alloc(newmem,$1000,get_CCMaxSlider) label(return) newmem: cmp [rcx+1A0],(float)10000 jne @f mov [rcx+1AC],(float)0 //Min mov [rcx+1B0],(float)500 //Max mov [rcx+1B8],(float)0.5 //Fast Step Size (When holding the key/button) //mov [rcx+1D4],(float)0.2 //No Single Step mov rax,[rcx] xor ebp,ebp jmp return @@: mov [rcx+1AC],(float)-10 //Min mov [rcx+1B0],(float)10 //Max mov [rcx+1B8],(float)0.2 //Fast Step Size (When holding the key/button) mov [rcx+1D4],(float)0.2 //Single Step Size mov rax,[rcx] xor ebp,ebp jmp return get_CCMaxSlider: jmp newmem return: registersymbol(get_CCMaxSlider) [DISABLE] get_CCMaxSlider: db 48 8B 01 33 ED unregistersymbol(get_CCMaxSlider) dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: WWE2K22_x64.exe+16BFFA4 WWE2K23_x64.exe+16BFF88: 0F 95 C0 - setne al WWE2K23_x64.exe+16BFF8B: C3 - ret WWE2K23_x64.exe+16BFF8C: 33 C0 - xor eax,eax WWE2K23_x64.exe+16BFF8E: C3 - ret WWE2K23_x64.exe+16BFF8F: CC - int 3 WWE2K23_x64.exe+16BFF90: 48 89 5C 24 08 - mov [rsp+08],rbx WWE2K23_x64.exe+16BFF95: 48 89 6C 24 10 - mov [rsp+10],rbp WWE2K23_x64.exe+16BFF9A: 48 89 74 24 18 - mov [rsp+18],rsi WWE2K23_x64.exe+16BFF9F: 57 - push rdi WWE2K23_x64.exe+16BFFA0: 48 83 EC 40 - sub rsp,40 // ---------- INJECTING HERE ---------- WWE2K23_x64.exe+16BFFA4: 48 8B 01 - mov rax,[rcx] // ---------- DONE INJECTING ---------- WWE2K23_x64.exe+16BFFA7: 33 ED - xor ebp,ebp WWE2K23_x64.exe+16BFFA9: 48 8B D9 - mov rbx,rcx WWE2K23_x64.exe+16BFFAC: 8B F5 - mov esi,ebp WWE2K23_x64.exe+16BFFAE: 8B FD - mov edi,ebp WWE2K23_x64.exe+16BFFB0: FF 50 40 - call qword ptr [rax+40] WWE2K23_x64.exe+16BFFB3: 85 C0 - test eax,eax WWE2K23_x64.exe+16BFFB5: 0F 85 15 03 00 00 - jne WWE2K22_x64.exe+16C02D0 WWE2K23_x64.exe+16BFFBB: 8B 8B CC 01 00 00 - mov ecx,[rbx+000001CC] WWE2K23_x64.exe+16BFFC1: C5 F8 29 74 24 30 - vmovaps [rsp+30],xmm6 WWE2K23_x64.exe+16BFFC7: 85 C9 - test ecx,ecx } It is however part of a larger script if you need that as well I can just drop the download to it if needed. I would really appreciate it if you can take a crack at it. 😄 Quote
JojCeec123 Posted April 27, 2023 Author Posted April 27, 2023 59 minutes ago, Dirty Cheater said: If it already works as expected but simply needs updating for 1.09 I might be able to do it if you paste the code for the most recent one that worked for you so I can copy and edit it myself. If it helps, this one for whatever reason still works just not in the opposite direction. So only removes max slider just doesn't go below zero [ENABLE] aobscanmodule(get_maxCC,WWE2K22_x64.exe,89 83 * * 00 00 C5 FA 10 83 * * 00 00 C5 F8 2F 83 * * 00 00 0F) registersymbol(get_maxCC) alloc(get_maxCCS,8) registersymbol(get_maxCCS) get_maxCCS: readmem(get_maxCC+6,8) get_maxCC+6: db 0F 57 C0 90 90 90 90 90 [DISABLE] get_maxCC+6: readmem(get_maxCCS,8) unregistersymbol(*) dealloc(*) Quote
Dirty Cheater Posted April 27, 2023 Posted April 27, 2023 What's the advantage of it being able to go to negative numbers like -10? Quote
JojCeec123 Posted April 27, 2023 Author Posted April 27, 2023 Just now, Dirty Cheater said: What's the advantage of it being able to go to negative numbers like -10? For example, if I wanted to make a celebrity, wrestler not in the game, or just a wild creation, going below those numbers allows me to fine tune the wrestlers to match their real life counterparts more accurately. Now, I may have described it poorly initially, but the way that it used to work pre-1.08 was when I would edit mov [rcx+1AC],(float)0 //Min mov [rcx+1B0],(float)500 //Max mov [rcx+1B8],(float)0.5 //Fast Step Size (When holding the key/button) //mov [rcx+1D4],(float)0.2 //No Single Step and mov [rcx+1AC],(float)-10 //Min mov [rcx+1B0],(float)10 //Max mov [rcx+1B8],(float)0.2 //Fast Step Size (When holding the key/button) mov [rcx+1D4],(float)0.2 //Single Step Size to something like mov [rcx+1AC],(float)-500 //Min mov [rcx+1B0],(float)500 //Max mov [rcx+1B8],(float)0.1//Fast Step Size (When holding the key/button) //mov [rcx+1D4],(float)0.1 //No Single Step and mov [rcx+1AC],(float)-50 //Min mov [rcx+1B0],(float)50 //Max mov [rcx+1B8],(float)0.1 //Fast Step Size (When holding the key/button) mov [rcx+1D4],(float)0.1 //Single Step Size (Changed values are bold) It wouldn't actually make the sliders go below zero it would just maintain the effects of going up and down on the sliders just with the actual slider moving MUCH MUCH slower allowing for a incredibly wider option of both VERY low values and VERY high values. Say for example, I begin at 50 on the nose. Editing the values to what I edited them at, the nose by default will start at some random number, say 28 after changing the values, for some reason. However, when I tap right or left on the D-pad on the controller, it will then make almost no physical change to the slider itself (may even stay at 28) unless I tap for example 10 more times. Only until then will the slider number and slider itself physically change to 29 HOWEVER, the facial feature, the nose in this example, is still effected by the 10 taps. It's almost as if each single tap on the D-Pad went from 28.00 -> 29.00 where 1 tap was .01 added to the value. Sorry if that doesn't make much sense. I tried to explain it as much as possible. Quote
Dirty Cheater Posted April 27, 2023 Posted April 27, 2023 (edited) I'm not sure I understand, but I made a couple changes. See if this does what it's supposed to do but back up your save file first just in case this is modifying the wrong stuff. [ENABLE] aobscanmodule(get_CCMaxSlider,WWE2K23_x64.exe,48 8B 01 33 ED 48 8B D9) alloc(newmem,$1000,get_CCMaxSlider) label(return) newmem: cmp [rcx+1B0],(float)10000 jne @f mov [rcx+1BC],(float)0 //Min mov [rcx+1C0],(float)500 //Max mov [rcx+1C8],(float)0.5 //Fast Step Size (When holding the key/button) //mov [rcx+214],(float)0.2 //No Single Step mov rax,[rcx] xor ebp,ebp jmp return @@: mov [rcx+1BC],(float)-10 //Min mov [rcx+1C0],(float)10 //Max mov [rcx+1C8],(float)0.2 //Fast Step Size (When holding the key/button) //mov [rcx+214],(float)0.2 //Single Step Size mov rax,[rcx] xor ebp,ebp jmp return get_CCMaxSlider: jmp newmem return: registersymbol(get_CCMaxSlider) [DISABLE] get_CCMaxSlider: db 48 8B 01 33 ED unregistersymbol(get_CCMaxSlider) dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: WWE2K22_x64.exe+16BFFA4 WWE2K23_x64.exe+16BFF88: 0F 95 C0 - setne al WWE2K23_x64.exe+16BFF8B: C3 - ret WWE2K23_x64.exe+16BFF8C: 33 C0 - xor eax,eax WWE2K23_x64.exe+16BFF8E: C3 - ret WWE2K23_x64.exe+16BFF8F: CC - int 3 WWE2K23_x64.exe+16BFF90: 48 89 5C 24 08 - mov [rsp+08],rbx WWE2K23_x64.exe+16BFF95: 48 89 6C 24 10 - mov [rsp+10],rbp WWE2K23_x64.exe+16BFF9A: 48 89 74 24 18 - mov [rsp+18],rsi WWE2K23_x64.exe+16BFF9F: 57 - push rdi WWE2K23_x64.exe+16BFFA0: 48 83 EC 40 - sub rsp,40 // ---------- INJECTING HERE ---------- WWE2K23_x64.exe+16BFFA4: 48 8B 01 - mov rax,[rcx] // ---------- DONE INJECTING ---------- WWE2K23_x64.exe+16BFFA7: 33 ED - xor ebp,ebp WWE2K23_x64.exe+16BFFA9: 48 8B D9 - mov rbx,rcx WWE2K23_x64.exe+16BFFAC: 8B F5 - mov esi,ebp WWE2K23_x64.exe+16BFFAE: 8B FD - mov edi,ebp WWE2K23_x64.exe+16BFFB0: FF 50 40 - call qword ptr [rax+40] WWE2K23_x64.exe+16BFFB3: 85 C0 - test eax,eax WWE2K23_x64.exe+16BFFB5: 0F 85 15 03 00 00 - jne WWE2K22_x64.exe+16C02D0 WWE2K23_x64.exe+16BFFBB: 8B 8B CC 01 00 00 - mov ecx,[rbx+000001CC] WWE2K23_x64.exe+16BFFC1: C5 F8 29 74 24 30 - vmovaps [rsp+30],xmm6 WWE2K23_x64.exe+16BFFC7: 85 C9 - test ecx,ecx } Edited April 27, 2023 by Dirty Cheater 1 Quote
JojCeec123 Posted April 27, 2023 Author Posted April 27, 2023 8 minutes ago, Dirty Cheater said: I'm not sure I understand, but I made a couple changes. See if this does what it's supposed to do but back up your save file first just in case this is modifying the wrong stuff. [ENABLE] aobscanmodule(get_CCMaxSlider,WWE2K23_x64.exe,48 8B 01 33 ED 48 8B D9) alloc(newmem,$1000,get_CCMaxSlider) label(return) newmem: cmp [rcx+1B0],(float)10000 jne @f mov [rcx+1BC],(float)0 //Min mov [rcx+1C0],(float)500 //Max mov [rcx+1C8],(float)0.5 //Fast Step Size (When holding the key/button) //mov [rcx+214],(float)0.2 //No Single Step mov rax,[rcx] xor ebp,ebp jmp return @@: mov [rcx+1BC],(float)-10 //Min mov [rcx+1C0],(float)10 //Max mov [rcx+1C8],(float)0.2 //Fast Step Size (When holding the key/button) //mov [rcx+214],(float)0.2 //Single Step Size mov rax,[rcx] xor ebp,ebp jmp return get_CCMaxSlider: jmp newmem return: registersymbol(get_CCMaxSlider) [DISABLE] get_CCMaxSlider: db 48 8B 01 33 ED unregistersymbol(get_CCMaxSlider) dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: WWE2K22_x64.exe+16BFFA4 WWE2K23_x64.exe+16BFF88: 0F 95 C0 - setne al WWE2K23_x64.exe+16BFF8B: C3 - ret WWE2K23_x64.exe+16BFF8C: 33 C0 - xor eax,eax WWE2K23_x64.exe+16BFF8E: C3 - ret WWE2K23_x64.exe+16BFF8F: CC - int 3 WWE2K23_x64.exe+16BFF90: 48 89 5C 24 08 - mov [rsp+08],rbx WWE2K23_x64.exe+16BFF95: 48 89 6C 24 10 - mov [rsp+10],rbp WWE2K23_x64.exe+16BFF9A: 48 89 74 24 18 - mov [rsp+18],rsi WWE2K23_x64.exe+16BFF9F: 57 - push rdi WWE2K23_x64.exe+16BFFA0: 48 83 EC 40 - sub rsp,40 // ---------- INJECTING HERE ---------- WWE2K23_x64.exe+16BFFA4: 48 8B 01 - mov rax,[rcx] // ---------- DONE INJECTING ---------- WWE2K23_x64.exe+16BFFA7: 33 ED - xor ebp,ebp WWE2K23_x64.exe+16BFFA9: 48 8B D9 - mov rbx,rcx WWE2K23_x64.exe+16BFFAC: 8B F5 - mov esi,ebp WWE2K23_x64.exe+16BFFAE: 8B FD - mov edi,ebp WWE2K23_x64.exe+16BFFB0: FF 50 40 - call qword ptr [rax+40] WWE2K23_x64.exe+16BFFB3: 85 C0 - test eax,eax WWE2K23_x64.exe+16BFFB5: 0F 85 15 03 00 00 - jne WWE2K22_x64.exe+16C02D0 WWE2K23_x64.exe+16BFFBB: 8B 8B CC 01 00 00 - mov ecx,[rbx+000001CC] WWE2K23_x64.exe+16BFFC1: C5 F8 29 74 24 30 - vmovaps [rsp+30],xmm6 WWE2K23_x64.exe+16BFFC7: 85 C9 - test ecx,ecx } Wow! Thank you so much! It works exactly how I wanted it to! You're amazing! By using what you've posted and changing the following areas From mov [rcx+1AC],(float)0 //Min mov [rcx+1B0],(float)500 //Max mov [rcx+1B8],(float)0.5 //Fast Step Size (When holding the key/button) //mov [rcx+1D4],(float)0.2 //No Single Step To cmp [rcx+1B0],(float)10000 jne @f mov [rcx+1BC],(float)-1000 //Min mov [rcx+1C0],(float)1000 //Max mov [rcx+1C8],(float)0.1 //Fast Step Size (When holding the key/button) //mov [rcx+214],(float)0.2 //No Single Step I was able to effect the face while the slider barely moved. I appreciate you so much! As for your script as well for your other tables, I am interested in trying those as well. I have a buddy of mine who would be super interested in the stun script so him and I will probably test that out and let you know of any issues that we may find. Quote
Dirty Cheater Posted April 27, 2023 Posted April 27, 2023 OMFG that face LMFAO!!! What have I done! Delete that script!!! LOL but yeah glad to help! 1 Quote
JojCeec123 Posted April 27, 2023 Author Posted April 27, 2023 2 minutes ago, Dirty Cheater said: OMFG that face LMFAO!!! What have I done! Delete that script!!! LOL but yeah glad to help! You are an absolute godsend! I promise I'm not using it for nefarious reasons! Just funny or really accurate and good looking wrestlers! If you don't mind me asking, how'd you make it work? Don't need a step by step, I can probably figure it out from the table, but was I just way off lol I was sitting here for days messing with the slider and checking values and got nothin. I see the rcx and stuff was changed, how was that found? With just the scan or memory table viewer? Quote
Dirty Cheater Posted April 27, 2023 Posted April 27, 2023 (edited) While on a slider in the game, I went to that instruction (mov rax,[rcx]) and checked to see what RCX was and went to view that region in the memory view window of CE. By changing that region view to float and expanding the window a bit I could see red numbers changing a little lower when I'd move the slider left or right. From there use some investigating to see which addresses match each of the desired ones in the AA script. Calculate their new difference/offset from that base address of RCX and replace the bad offsets in the old script. Edited April 27, 2023 by Dirty Cheater 1 Quote
JojCeec123 Posted April 27, 2023 Author Posted April 27, 2023 Ah ok yeah I was having trouble not only finding where to look at on the memory table but also neglected to expand the window to see if any changes would even show up. I appreciate you so much for sharing this knowledge and info. I've been looking for so long in regards to this specifically. I hope this thread may help others in the future one day as well as somewhat of a starting point. Thank you! 1 Quote
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