1. Loaded Cosmos
2. Started Dig Dug
3. Scanned Dig Dug for Byte values decreasing after each death
4. After multiple scans found two address locations. Added them to Store Items area. Edited the values to 255.
5. Died again - verified now having 255 lives. Great!
6. Saved these Store Items to a .cosmos table file
Later when I wanted to play Dig Dug again I
1. started Dig Dug again
2. Started Cosmos
3. Loaded the saved table
However now instead I had ??? instead of 255 and my infinite lives were definitely not infinite. So I repeated the original process over and found the same memory locations still controlled the lives for the game. I edited them again and once again I had infinite lives.
My question is... what did I do wrong? It looks like the memory locations were the same from game to game, but I obviously did something wrong.
Separately I'd also like to share the saved file with other members, but I'm confused about how. I've seen people asking for "scripts" and don't know if what I have is a script or something different or really how to go about sharing this file I've saved. Thanks for your help.
In order to avoid scanning for the value each time again you have two choices:
- Use a pointer scan and find a pointer that remain pointing to your value each time you restart the game OR
- Use an assembly script. Right click on the address in scanner and select Find out what access or Find out what writes to. Then create a script on an instruction that is not shared with other values and write a script that either stores the address for you or permanently writes a value to it. Requires you to know and understand assembly language.
If you are a beginner I would recomnend using a pointer scanner first. Right click on the item in scanner tab and select Pointer scan. You may leave the options in pointer scanner as they are and just hit the scan button. When done, I recomend you restart the game, either search for the value again and use the Next scan - For address in pointer scanner and scan for the new address or scan for the new value, if you know the value yourself. There is a video tutorial for the pointer scanner as well.
A script is an assembly script that creates a code injection. This is what trainers do. The benefit (and the reason why people ask for it) is that they should work on all computers. Additionally, they may also work game version independent (i.e. trainers are called auto updating in this case).
You can add such a script to your table using the script editor module in CoSMOS. It requires you to know and understnad assembly language. Alternatively you can use pointers using the Pointer Scanner if you wish to share your work with others and the addressea are not static as described in previous post.
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