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Modding and Scripting
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Age of Mythology Heaven » Forums » Modding and Scripting » Location of the cheats file
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Topic Subject:Location of the cheats file
nottud
Mortal
posted 30 September 2006 02:30 PM EDT (US)         
Yes, if someone knows the location, tell me! I would like the commands so I could write triggers which will do cheats effects like:

Army deploy by town centre
Set water colour
Set handicap amount
Clone god powers
Grant random god power

Any many others. If anybody knows the location of these files, please tell me because it will unlock a whole new range of idears and triggers!


The boy with the mad imagination
Prepare for the ultimate duel!
Learn to use all my triggers and what you can do with them. Visit here.
Find out and download the transform trigger here.
Play some minigames I have created outside AOM including some 3D games here.

[This message has been edited by nottud (edited 09-30-2006 @ 02:31 PM).]

AuthorReplies:
Alex
(VIP) Reverie World Studios
(id: pEpsIdUDe_123)
posted 30 September 2006 04:04 PM EDT (US)     1 / 15       
People have been trying to find the files since the game came out. Ensemble Studios probably locked up the files or something so they would be very hard (if not impossible) to find. I've looked in a lot of the files and haven't seen anything regarding cheats.

Glitch
Mortal
posted 30 September 2006 04:25 PM EDT (US)     2 / 15       
Yeah. All sorts of things could go wrong if those files were found

  • To Do List:

    - Write a to do list
    - 1, 2, 3 etc

    Sig-Ne-A-Ture
  • nottud
    Mortal
    posted 30 September 2006 05:13 PM EDT (US)     3 / 15       
    If they were found, I could do so many new triggers because I would know how from the information gained from the cheats file.

    How do people actually find the cheats in the first place anyway?


    The boy with the mad imagination
    Prepare for the ultimate duel!
    Learn to use all my triggers and what you can do with them. Visit here.
    Find out and download the transform trigger here.
    Play some minigames I have created outside AOM including some 3D games here.

    [This message has been edited by nottud (edited 09-30-2006 @ 05:16 PM).]

    MagmaLord
    Mortal
    (id: darkdude)
    posted 30 September 2006 05:21 PM EDT (US)     4 / 15       
    ^ES told them.

    What would people do if they find the cheats?


    [This message has been edited by darkdude (edited 09-30-2006 @ 05:22 PM).]

    papaya
    ಠ_ಠ
    (id: X_MOSS)
    posted 30 September 2006 08:54 PM EDT (US)     5 / 15       
    I'm pretty sure they're hardcoded in the .exe

    I'm going to move this to the modding section because most likely someone would know here, not scenario design.


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    gangsta4lyfe
    Mortal
    posted 30 September 2006 09:11 PM EDT (US)     6 / 15       
    is it possible (im no coder) to be in the type test or protox?

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    papaya
    ಠ_ಠ
    (id: X_MOSS)
    posted 30 September 2006 09:16 PM EDT (US)     7 / 15       
    no and no.

    oh you can wait for what I can give
    you know what I am so you know how I live
    try to look proud but youíre not in the slightest
    its happening now and itís always been like this.
    AdZyZ
    Mortal
    posted 01 October 2006 03:29 AM EDT (US)     8 / 15       
    Why would ES go to such lengths to hide their data?

    -[Hello..
    Argalius
    Mortal
    posted 01 October 2006 05:15 AM EDT (US)     9 / 15       
    They didn't hide it, they just put it in the most convenient place, the .exe. Putting things in .xml files is easy for use modders, but it gives ES more work.

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    Ykkrosh
    Mortal
    posted 01 October 2006 11:32 AM EDT (US)     10 / 15       
    It's likely that they don't store the actual cheat codes anywhere - they might store something like the CRC32 checksums of the codes, so the game can tell if you've entered a cheat (by calculating the checksum of your input and comparing it to a list) but you can never find the cheats by looking in the game's code or data files. That wouldn't stop you adding your own if you could work out how it was implemented, but I agree it's likely they're in the .exe (because the engine is designed so that loads of game-specific data is compiled into the .exe) which would make it very hard to find and to alter.
    Silver Colossus
    Mortal
    posted 01 October 2006 11:47 PM EDT (US)     11 / 15       
    Doesnt lost of information stay in the disk? maybe its in there, making it against the law to mess with.

    Or maybe I am not a modder, and dont know what I am talking about.

    The last one is more likely.

    Alex
    (VIP) Reverie World Studios
    (id: pEpsIdUDe_123)
    posted 01 October 2006 11:50 PM EDT (US)     12 / 15       
    It wouldn't stay inside the disk as you can still use codes without having the disk in. For example, you can play the LTA campaign without the disk and still use cheat codes.

    Magnum Pi
    Mortal
    posted 02 October 2006 03:10 PM EDT (US)     13 / 15       
    Yup, very rarely is something needed to run the game acually on the disk, that's why we unfortunately have the whole pretty much illegal no-cd patch deal .

    I've acually seen a bunch of cheat units being coded in the executable. BUT, it was only the names of the units to be created, nothing that signified the text that needed to be typed, so that must be stored somewhere else.

    Stephen Caines
    Mortal
    posted 09 October 2006 06:07 AM EDT (US)     14 / 15       
    @Ykkrosh - By George I think he's got it!

    I have searched the .exe for text, single- and double-byte hex variations of the cheats and came up a blank.

    There are a few resource allocation calls that could be the result of a cheat, but these would need to worked backwards and I have no idea how the code is segmented.

    I assume that however the cheat is encrypted it must include a goto the relevant address for the the code that initiates the action, so maybe if there is a bit of code that looks like the cheat action, a search for where that address is called may help.

    Other than that I suppose it depends on how sneeky they wanted to be. It might be as simple as triple-byte checksums on the cheat text, but it could be Department of Defence encryption.

    But at the end of the day, Real Men don't use menus and Real Game Players don't use cheats.

    Ykkrosh
    Mortal
    posted 09 October 2006 11:58 AM EDT (US)     15 / 15       
    It's easy(ish) to find the code that's called when cheats are activated - just look for the line that uses "Flying Purple Hippo", as part of a switch statement that also references Goatunheim, Monkey, Forkboy, etc. But finding how that code is called is much more complex, partly because it's convoluted by the use of object-oriented code (which might be good practice in source code, but not in disassembly since you can't work out where data's coming from), and particularly since I can't just run it in a debugger to see the call stack and find where it acts differently depending on whether you type in a cheat vs any other piece of text (because I don't have a working version of AoM installed anywhere ). (Perhaps oddly, that code only seems to handle 19 cases, while there are apparently more than that number of cheats.)
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