All of this sounds like mumbo jumbo to me. I might start getting into trainer making and if I find an easier way I will tell you.
Well if you are wanting to start, take a look at the tuts in the tuts and guides section. DABHand has a really good tut on there. The only problem is that they only teach you so much. I plan on writing a guide myself to ASM and SSE instructions. But the main problem people have is the infinite life problem. If I can find a comprehensive way to find a proper infinite life hack, then I can teach others how to do it too.
All games work differently, its not the same method for everyone of them.
But a good start is to find the players' base structure address, and from there you could easily find the opcodes responsible for changing values within the structure.
From this not only can you do life, money, xp, etc whatever the game has, but its a good place to be able manipulate co-ordinates and speed of the player.
ah, so that is how they do the teleport and other things? Nice, is there any particular method to hunting down the base struct for the player?
Look up tuts on pointer scanning. Eventually you will find the pointer that points to your player structure.
Sometimes it usually in the same location, or same offset from the program's base address.
GAME.EXE+0001FF42
As an example of course.
If you can find that out, then you can start manipulating away, and also find out what offsets from the base of the player structure does what.. like co-ordinates (always usually float values) and speed of movement (more easier to find when weight in a game affects your speed, like Fallout 3 etc).
I know what you mean, the general format for common code-shifting. I'll see if I can find some good pointer scanning tips for locating player structures, or just general tips for pointer scanning.
The only problem is that most of the things I find when I google "pointer scanning" comes up with higher language problems, such as C#, Java, LUA, etc. I can't seem to find a whole lot on ASM.
If you know any good ones dabs as always I'd appreciate it.
BTW, if you wouldn't mind, after I've found out a proper way to do it, I would be delighted to make a trainer for a game that you have, so you may test it. All of my trainers have only been used by me (unless some people have used my DS trainer I released a little while back).