also, i never played further than the ship dock thing where you blow up the docks after the helicopter ride. so i cannot commment on the effect of the trainer on the bosses, etc. after that point. it literally took a couple hours to get that far with no problems with all trainer options engaged so if there are problems beyond that i cannot confirm or deny.
it's confusing to me that the programmers would call a function for only the player for that much of the game and then later call that function for enemy bosses as well for no apparent reason, though.
You're starting to sound an awful lot like this guy I know named Sunbeam. He's excellent at 'fixing' or pointing out flaws in other people's trainers even though he's never released one himself. Well, at least one that he didn't copy or 'update' from someone else.
We do our best to release trainers as quickly as possible for virtually every game that gets released. While we would very much like to spend days and days testing each trainer to make sure there are no ill side-effects within certain areas of the game, it's simply not feasible. We would release about 3 trainers a month instead of 30. We test as much as we can for compatibility and stability and then we make it available for download. We then take 'constructive' feedback from our members and then try our best to correct anything that we can. Sometimes you just can't code for every single exception or possibility, especially when it all ties into a single option. Some games just aren't designed that way.
Cal is already aware of some issues people have run into as they progress further into the game using the trainer. He'll have a look at it as soon as he gets a chance and will see if it can be corrected without causing further issues. We do appreciate everyone's feedback and I will post any updates in this thread.
btw, we really do appreciate the feedback, it's just that sometimes we get a poster or someone who is just trying to cause trouble even though thousands of people have downloaded and used the trainer with no ill effects or problems. so we get a little irritated and short in some instances. i think you are genuinely trying to help here so i am sorry if there was a misunderstanding. if you get some sort of grasp on why enemy bosses don't die or the player's function is somehow getting ahold of the bosses addresses, then by all means send me an e-mail. sometimes the members ideas are better than ours!
I have just tried the Unleashed trainer, and it does make me invincible, but also kinda glitches the boss as well.
It definitely seem that they have done something differently at the Vlad boss.
With the unleashed trainer, even without any easy kill or hit options he goes down to near-dead from the beginning, when you finally get through the laser maze he bugs out in the following showdown.
you can restart there without invincible to fix it, and then he bugs out again at the second part of bossfight where he cannot be harmed by my shots. Using precision aim or the spin attack works but normal shots don't.
After that all enemies are invincible, again with the exception of spin attack + precision aim.
So they're doing a pretty good job, and it bugs out for both trainers, although in each it's way. So i think we can safely put any x is better than y issues aside, it's obviously a problem for the game itself.
But Tequila's health could be a 4 Level Pointer.
Or they could have designed the game to use Tequila's pointer later in the game while his is moved elsewhere in the coding, so enemies and boss's use his old pointer addy.
Maybe also check that the registers may contain a unique ID for Tequila and one seperate for the mobs. They did that in Fable.
So the injection could be like
cmp eax, xxxxxxxx - tequila's ID
jne yyyyyyyy - jump if it isnt
mov eax+z, FFFFFFFF - force health value
jmp aaaaaaaa - jmp back to game
mov eax+z, ecx - jne jumps here and forces normal health into mobs
jmp aaaaaaaa - jmp back to game
This of course isnt the coding in the game, as ive not looked at it yet, but its an idea.
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