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Newbie Help - Loading Saved Tables
camperxl  posted on Jul 08, 2017 7:11:00 PM - Report post

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I'm learning Cosmos but could use some advice. I wanted to have infinite lives in Dig Dug so I used Cosmos in this order...

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.


0x90  posted on Jul 08, 2017 7:21:16 PM - Report post

Trainer Maker
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If the addresses of the values you found are not static (static = the items in the search result list are colored green) then the adress will be different each time you start the game.

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.

0x90  posted on Jul 08, 2017 7:25:50 PM - Report post

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Regarding your last question. If you save a table, its a table. A table contains addresse and/or scripts and everything that is inside the 'Stored Items' list.

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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