Guest Book Daniels Putra Silahkan Tinggalkan Jejak Disini, Tapi Ingat Jagalah Kesopanan...!!
.:: Happy Blogging ::.





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Rabu, 27 Mei 2015

Cara Membuat atau Memasang Scrollbar Persentase Pada Scroll Blog


Cara Membuat atau Memasang Scrollbar Persentase Pada Scroll Blog | Assalamualikum wr.wb hai sobat blogger yang sudah berkunjung dan melihat postingan saya apa kabar?? nah kali ini blog DANIELSPUTRA akan share nih buat kalian semua yaitu Cara Membuat atau Memasang Scrollbar Persentase Pada Scroll Blog.

Scrollbar Persentase merupakan suatu tampilan dimana pada saat kita menscroll bagian blog kebawah akan ada tampilan nomor atau persen seperti gambar diatas tersebut . dan juga jika kalian memasang tampilan persentase diblog anda masing masing anda juga bisa tahu berapakah jumlah yang anda scroll kebawah di blog tersebut .

Tetapi memasang scrollbar persentase ini sudah tidak asing lagi bagi kita semua dan hendaknya kita melakukan sesuatu yang baru , nah jika kalian menginginkan contoh atau DEMO pada persentase scrollbar anda bisa melihatnya dibawah ini .



Nah jika kalian menginginkan tutorial Cara Membuat atau Memasang Scrollbar Persentase Pada Scroll Blog anda bisa melihatnya dibawah berikut ini .
  • Login di Blogger.com
  • Masuk ke Dashboard > Template > Edit HTML
  • Kemudian tekan CTRL + F secara bersamaan .
  • Cari kode "]]></b:skin>"
  • Jika sobat sudah menemukan kode diatas, sobat copy kode dibawah ini, kemudian taruh diatas kode tersebut kode yang diatas tuh sobat.
/*Script Scrollbar Persentase By http://www.danielsputra.blogspot.com/*/
#scroll {
  display: none;
  position: fixed;
  top: 0;
  right: 20px;
  z-index: 500;
  padding: 3px 8px;
  background-color: #555;
  color: #fff;
  border-radius: 3px;
}
#scroll:after {
  content: " ";
  position: absolute;
  top: 50%;
  right: -8px;
  height: 0;
  width: 0;
  margin-top: -4px;
  border: 8px solid transparent;
  border-color:#555 transparent transparent #555;
}
  • Kemudian cari kode </head> , jika sobat sudah menemukan kode tadi, taruh kode dibawah ini dibawah kode </head>
 <div id='scroll'></div>
  • Jika kalian sudah memasang kode jQuery terbaru maka tidak usah memasang lagi, nah jika kalian belum memasang kode jQuery terbaru anda bisa melihatnya dibawah ini .
/*Script Scrollbar Persentase By http://www.danielsputra.blogspot.com/*/
<script src='https://ajax.googleapis.com/ajax/libs/jquery/2.0.3/jquery.min.js' type='text/javascript'/>
  • Taruh kode diatas di atas kode </head> .
  • Kemudian cari kode </body>, jika sobat sudah pasang javascript dibawah ini tepat diatas kode </body>.
/*Script Scrollbar Persentase By http://www.danielsputra.blogspot.com/*/
<script type='text/javascript'>
//<![CDATA[
var scrollTimer = null;
$(window).scroll(function() {
   var viewportHeight = $(this).height(),
       scrollbarHeight = viewportHeight / $(document).height() * viewportHeight,
       progress = $(this).scrollTop() / ($(document).height() - viewportHeight),
       distance = progress * (viewportHeight - scrollbarHeight) + scrollbarHeight / 2 - $('#scroll').height() / 2;
    $('#scroll')
        .css('top', distance)
        .text(' (' + Math.round(progress * 100) + '%)')
        .fadeIn(100);
    if (scrollTimer !== null) {
        clearTimeout(scrollTimer);
    }
    scrollTimer = setTimeout(function() {
        $('#scroll').fadeOut();
    }, 1500);
});
//]]>
</script>
  • Jika sudah kalian klik Simpan Template pada template kalian .
Nah itulah Cara Membuat Scrollbar Persentase Scroll Di Blogger dan semoga postingan ini bisa bermanfaat dan juga bisa menambah keren pada tampilan template kalian , demikianlah postingan tentang Membuat Scrollbar Persentase Scroll Di Blogger dan semoga bermanfaat bagi kita dan kalian semua wassalamualikum wr.wb.
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Inject Telkomsel Secure-DNS (Proxy-Ori) Work 27 Mei 2015


Halo sobat DANIELSPUTRA, sore ini ane berbagi inject AS/Tsel yang waktu kemaren katanya gagal konek SSH, nah sore ini ane baru nemu di mbah google inject terbaru dibulan mei 2015 dan inject ini sudah saya test ternyata work di proxi ori telkomsel, buat sobat sekalian yang suka didunia phreaker silahkan cicip inject tsel updatean blog DANIELSPUTRA. Buat sobat yang belum ngerti cara pake SSH, Yuk mari ikuti cara pakenya gimana...

Cara pake:
1. Agan colokin modemnya terlebih dahulu
2. Jangan buka aplikasi bawaan modem, agan langsung buka aplikasi portable modem yang bisa disebut yaitu MDMA
3. Trus agan konekin modemnya, diharapkan bagian auto routenya agan isikan dengan host ssh agan yang nanti bisa didapet dari DANIELSPUTRA
4. Kalo mau IPnya sakti khusus AS Jatim cari IP yang seperti ini 10.19x.blaa..blaa...
5. Lalu agan buka tool SSH multi login atau apalah yang penting bisa konek ssh :p
6. Buka inject tadi yang agan download
7. Isikan port inject yang tadi didownload ke tools/launcher/multi login agan
8. Isikan juga host/ SSH, port SSH, username dan password SSH
9. Terus konekin semua deh toolsnya sama injectnya..
10. Happy Phreaking sobaatt! ^_^ ...

Untuk link download injectnya disini gan:
- Tusfiles: [Inject Tsel] SECURE-DNS(PROXY-ORI) - Uploaded by danielsputra.rar

Note: Semua file yang di upload di blog DANIELSPUTRA adalah resmi diupload oleh DANIELSPUTRA dan file ini sudah di test dan tidak ada virus terinfeksi!
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Jumat, 08 Agustus 2014

Adobe After Effects CS4 for Beginners: Getting Started

When we launched we asked you to tell us what content you wanted and quite a few of you told us you wanted the basics. Well we are listening and this is the first installment of a 3 part series for after effects beginners. Each section lists at the top the topics that are covered in that section. Even though this series focuses on the latest CS4 release, most of the concepts apply to all the versions of After Effects.
This first part of the Essential Training series will teach you how to get started in After Effects. You will learn all the basics you need to be able to use After Effects and understand the cool tutorials posted here on AETUTS.

Tutorial

Before we get started, let's take a look at what we'll be facing in the Essential Training series which is intended to teach all beginners the basics of After Effects.

In this first part of the extensive and hopefully useful Training we'll learn many features of After Effects CS4. The three sections in which I split this Training, are:
  • Part 1 - Getting Started
  • Part 2 - Effects & Animation
  • Part 3 - Advanced techniques
In this section we will go over, how to import and organize footage, create new compositions, how to handle all the adjustment and project settings and how to save and export our projects. In the chart below you can see a listing of the steps explained in this Tutorial:
Before importing any footage, creating a composition or explaining any features of After Effects we'll need to open After Effects. After that Iíll start showing you the interface. There are three main fragments:
  • Menu bar
  • Toolbar
  • Panels & Frames (Standard)
At the top-left-corner you can see the menu bar. The menu bar is similar to all other menu bars in different programs. Some features are stored in the same menu items as in other Adobe products. I numbered the menu items to say one or two words to each of them:
  1. In the second part of this line you can see the currently open project file name.
  2. Here you can open, save, import and export your projects and files.
  3. An important feature in this section is the preferences area and of course all the undo, redo and editable features.
  4. We'll use this menu item to create a new composition but you should definetly check out the other features listed in this section.
  5. As many other Adobe products After Effects works with layers. You can use this to create, edit or arrange your layers.
  6. Similar to Photoshop you can choose and edit your effects and presets from here.
  7. Since we want to create animations in After Effects you should check out this menu item and explore all the features in here.
  8. Everybody who already worked in Photoshop knows that rulers, grids and guides are very useful. Here you can find them.
  9. Later in this tutorial I'll talk about panels, frames and workspaces. Here you can enable or disable the panels.
  10. As a matter of course this Tutorial doesn't cover all the functions and features After Effects is capable of, so you should check out the Help file for more information.
If you want to change the appearance of After Effects you can go to Edit > Preferences > Appearance and then change the Brightness. If you have any problems with the performance you can change some memory settings and optimize After Effects to your needs.
Also at the top-left-corner you can see the Toolbar. The Toolbar contains all the tools which can be used to work in After Effects. Some of the tools hide their related tools. By clicking and holding the little triangle on the bottom-right-side you can reveal the other tools. Another way to pick a hidden tool is to press the Shortcut several times. By doing that the Toolbar will switch through the tools. Some tools also gain access to new functions as you can see at the far right.
When starting After Effects for the first time the Workspace is set to Standard. The After Effects Workspace consists of many Panels (1.). Every Panel has its own name and function. As you can see in the image below there is an Info, Audio, Preview and Effects & Presets Panel. All Panels are separate except the Info and Audio Panel. In case two or more Panels are connected they are sitting in a Frame (2.). You can pick a panel and move it to another panel to combine them to a Frame. We'll talk about that throughout this training.
  • Import possibilities
  • Organizing footage
  • Search footage
  • Right-click options
  • New Composition & Project Settings
Before creating a composition which holds our media like videos, images or audio files, we need to import those files to our project which you should always save after the first changes. Create a new Project
File > New > New Project and save it using File > Save As. Now that you've named and saved your project we'll learn how to import our files. There are several ways to import them to the project window.
  1. File > Import > File
  2. Ctrl+I
  3. Double-click on the project window
Use one of the possibilities listed above to import a new file. The Import File window appears. Now you can select single or multiple files and import them by clicking Open.
After Effects is also capable of importing folders which contain acceptable files. Select a folder and then click on Import Folder (1.).
Now our files are imported to our Project Window. The files are ordered by name. As you can see After Effects gives us information about the name, file type, size and more.
You can change the name of any file listed in the project window by clicking on it and pressing the Return key. Changing the name in the project window does not change the files real name. The original files aren't imported to our project, they are just linked. I'll talk about this later in the course of this tutorial.
Keeping the project organized is very important. Unless you are working on very short projects with just a few files its ok but as soon as the project is getting extensive it is very important to keep everything organized and named. When working with co-workers you want them to be able to understand what you've done so far. To do that you can create Folders (1.) where you can store your files.
You can select single or multiple files in the project window and move them to a folder.
The files stored in a folder can be hidden by pressing the little triangle which collapses the folder they are in.
Since our project doesn't contain many files it is manageable. Once we have many files it gets unclear which means we need to search for a file. The best way to do this is using the search bar. Type in the file you are looking for and as you type in After Effects sorts out the files which contain the same letters.
You should always right-click anything to explore the capabilities of any product. In After Effects there are some interesting features like being able to replace a file with another updated version of that file. After Effects will keep all settings and replace the old one with the new one.
We imported our files and now we have to create a composition which will later contain our files. To do that you can either click on the button (1.) and then changing the composition settings by clicking on the button next to it (2.) or you can go to Composition > New Composition.
  • Adding footage to a composition
  • Adjustment & Project Settings
  • Pre-comp
When creating a new composition by going to Composition > New Composition the Composition Settings will appear. You can change the Size of the composition, the type of Resolution, Aspect Ratio, Frame rate, Duration and so on. In the Advanced section you have a few extra options. Apart from your projects you should try out different settings to see what they look like.
There are several ways how you can add footage to your composition or Timeline. You can drag & drop your files from the Project Panel to the Composition Panel (2.), the Timeline (3.) or to the area where the layers are sitting (4.). When dragging & dropping a file to a certain area named above After Effects creates a composition itself but I think it's better to create a composition (1.) and then add files to it since you have more controls.
Pre-comp is a terrific feature of After Effects and one of the various reasons why you should use this feature is that it simplifies your main composition and makes your work more effective. There are many considerable advantages when using the Pre-comp function. Imagine how effective it would be to create a master movie clip with a complex composition which you can use in multiple locations throughout your main composition. Now let's talk about the different operations of Pre-compositions.
You can select single or multiple layers and create a Pre-comp by going to Layers > Pre-Comp or by using
Ctrl+Shift+C. The Pre-compose window will appear. When that happens you have two different options and one extra checkbox.
  • Leave all attributes: This creates a new composition which contains only the source file and leaves all effects, masks and other changes applied to the Pre-comp layer.
  • Move all attributes to new composition: This creates a new composition which creates a duplicate of the master composition and moves all applied effects, masks and other changes to the new composition.
  • Open new composition: By checking this checkbox After Effects will open the recently created Pre-composition. The new composition will dock on the Panel where the other compositions sit. You can also Alt+double-click on the Pre-comp Layer to open the new composition.
  • Information about Projects
  • Saving possibilities
  • Export composition
When we create a project and save it, all of our work is being saved in a Project file with the file extension .aep which is a shortcut of After Effects Project. This file keeps track of everything we do in After Effects. As mentioned before when we bring in files to the project panel the files won't be stored in the project, the original files are only linked to our project. This means that we have to be careful with the original files and their directories where they are stored in. When we move the files, rename them or delete them we won't be able to complete our project. The benefit of this, are the low After Effects Project File sizes. Since you can't work on two projects at the same time you always need to save the project when switching to another one.
A good habit is to save in short intervals. There is a possibility to let After Effects save in given intervals. To do that go to Edit > Preferences > Auto Save. Here you can set the interval and the project variations till it overwrites the first file. Another cool function in After Effects is File > Increment and Save. By clicking this saving method After Effects will save your current file as Filename_01.aep and the next time it will save a new copy called Filename_02.aep. This way you can always go back if the project isn't going in the direction you like.
There's 2 ways to get your project exported or rendered. To Export your project go File > Export and choosing the File type. Choose this method if you wish to output to any of the formats available in this menu. Otherwise, the best way to export your projects is to render them using the render queue. You can "queue" many compositions to queue at once then let After Effects process or "render" them all at once. Rendering time can vary from a few seconds to many hours depending on the complexity of your compositions.
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  • Render Settings
  • Output Module Settings
  • Compression Settings
The last step when working in After Effects is rendering the movie you've created. As mentioned above you can use the Export function but now I'll explain the Render Queue. Other than the Export function the Render Queue gives us total control of our composition we want to render. In this section we'll talk about the different settings and options we can modify, codecs and types of media.
I memorized the Shortcut Ctrl+Shift+/ of the Render Queue since this way I can find it very fast. But you can also go to Composition > Add to Render Queue. Make sure to select a composition.
After selecting the Render Queue the proper panel will appear somewhere in your workspace. Normally at the bottom where the composition Panel sits. You can retrieve information about the current settings of your composition by clicking on the little triangle next to Current Render (1.). As you can see we have three fragments which are modifiable before rendering the movie. You can set the Render Settings (2.), Output Module (3.) and the directory where you want your files to be saved (4.). The Output Module is the main fragment we will take a look at since this is where we tell it what settings to use.
To change the Render Settings you need to click on the text in orange. By clicking on the dropdown menu you only select which Settings you want to use. Usually Best Settings is the best choice.
The Output Module works the same way. You can select the Output Module by clicking on the triangle next to the orange text which would open the actual settings window.
After clicking on Render Settings the Render Settings will appear and you'll have a few options to modify. For the most part the settings are self-explanatory. We'll leave the settings for now.
By clicking on Output Module the Output Module Settings will appear. This is where we will make some changes. For example change the Format to QuickTime Movie (1.). At the bottom you can also enable audio rendering by clicking on the checkbox Audio Output and modify some settings.
While we want to select the Quicktime Movie format you can see that there are plenty of formats which contain the word Sequence. That means the movie will be based on still images. You should always consider what you will use the movie for. For example Adobe Flash Video is good for web usage. You can render your movies to DVD, CD, FLV, SWF and more:
After choosing the format you like, the Compression Panel will appear. Compression (codecs) is very important and you need to be careful when choosing one because the codec you use to compress your files will be the same codec your viewers need to decompress your footage, to watch it.
This dropdown menu can vary on different computers. Different DVD Player softwares install their own codecs like Divx. You can go with Animation if you can work with big file sizes. An interesting compression type is Photo-JPEG which renders your movie in JPEG images. You can change the output quality with the slider. Its not necessary to set it to 100%. To reduce the output file size you can set it to 90%-100% achieving good results.
To set the directory where you want your files to be saved you have to click on Output To (1.). The proper window will open where you can select the directory, give the file a name and click save.
After setting your Render Settings, Output Module and the directory where you want to save your files to, you are ready to render your movie. Click on the Render button (1.) and the rendering will start.
You can see the File name (1.) and the rendering process (2.) in form of a orange bar. You will hear a beep when the rendering process is done.
I hope you liked this first Part of our three Part Essential Training. Make sure to check out Part 2.

Kalo mau copy/paste jangan lupa created authornya oke ^^ "DANIELSPUTRA"
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Jumat, 11 Juli 2014

The AOB Scan Instruction With Cheat Engine


Many people were asking for an aobscan tutorial so here I make a short description for using aobscan.

Why are we using aobscan frequently?
In many cases, the address of the code that we want to change is not static. This may happen in many games
where the codes are loaded only when they are used and it also happens if you are not using the same
game version. If  the code itself did not change, only the address of the code, you can use aobscan to find the code's address.


First I will start with an example where I show how can you change a simple script into an aobscan script,
then I will explain it in more details for those who want to know how is it working. At the end I will write
some more advanced hints for specific problems that you may encounter when you are using aobscan.


The target process is the Tutorial program for CE 6.2. Here is a normal script that will solve Step 2
of the tutorial (at this point I assume that you can make cheats with static code addresses).

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048) //2kb should be enough
label(returnhere)
label(originalcode)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
mov [ebx+00000464],(int)1000

originalcode:
mov eax,[ebx+00000464]

exit:
jmp returnhere

"Tutorial-i386.exe"+22988:
jmp newmem
nop
returnhere:




[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
"Tutorial-i386.exe"+22988:
mov eax,[ebx+00000464]
//Alt: db 8B 83 64 04 00 00


To change this into a script with aobscan, you have to make a few modifications only (look at the comments):

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048) //2kb should be enough
label(returnhere)
label(originalcode)
label(exit)
label(whatever)                      //make a label that you can use for your aobscan
registersymbol(whatever)             //also register it as a symbol
aobscan(aob1,8B 83 64 04 00 00 3D)   //use aobscan to search for the code, more explanation later


newmem: //this is allocated memory, you have read,write,execute access
mov [ebx+00000464],(int)1000

originalcode:
mov eax,[ebx+00000464]

exit:
jmp returnhere

aob1:             //replace the static address with your aobscan, which is called aob1 in my case
whatever:         //store aob1 on the whatever label
jmp newmem
nop
returnhere:




[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
whatever:                    //replace the static address with the whatever label
db 8B 83 64 04 00 00         //restore the original byte pattern
unregistersymbol(whatever)   //we don't need this symbol anymore so unregister it


If you copy-paste this script into CE, it will scan for the code that I have changed in the original script
and do the same code injection. Now I should explain a few things in more details, though it is not really
neccessary to understand everything in order to use aobscan.



The aobscan instruction:

This instruction is used to find a byte pattern in the memory and store the address of the first result. Important
to remember that if there are more results for the scan, the first result will be used. Make sure to have only one
result for your scan or at least the first one should be the correct address that you want to find.

The code that we have changed in the original script was this:

Tutorial-i386.exe+22988 - 8B 83 64040000        - mov eax,[ebx+00000464]
Tutorial-i386.exe+2298E - 3D E8030000           - cmp eax,000003E8

If you look at it in the disassembler, you can see how is this instruction stored in the memory.
8B 83 64 04 00 00
3D E8 03 00 00

You have to come up with a pattern that will identify this code. Let's do this:
Switch value type to "Array of byte", make sure that the "Writable" box is just "optional" and it doesn't have
a checkmark in it, as the code we are looking for is NOT writable, only executable. Now scan for this byte pattern

8B 83 64 04 00 00

You will probably have 8 results, which is not a good start and if you check the first result, it is not the
correct code we are looking for. Thus we can see that we can't use this byte pattern. Now we have to come up with a new pattern that will filter out the 7 wrong results. As we can see, the first byte of the next instruction
starts with 3D. Try to scan for this byte pattern:

8B 83 64 04 00 00 3D

Now you will have one result, or at least the first one will be the code that you are looking for. This byte
pattern can be used to find our code's address. The syntax is very simple

aobscan(name,byte pattern)
aobscan(aob1,8B 83 64 04 00 00 3D)

The name of the aobscans and symbols can be anything, it's up to you. After this instruction is executed,
aob1 is equal to "Tutorial-i386.exe"+22988 address. You can use aob1 to refer to this address.

NOTE: The * character is a joker character. If you put * in your byte pattern, it can be anything.
Eg
"* 83 64 04 00 00 3D" could be anything from "00 83 64 04 00 00 3D" to "FF 83 64 04 00 00 3D"
When you are not sure that a byte will be the same in other game versions, use *.




Making the script:

As you see it was neccessary to make a few modifications in the original script to use aobscan. You can just
copy-paste these changes into your script without ever asking why are they needed, but if you are curious, here
are the reasons.


label(whatever)
registersymbol(whatever)

You are not able to use your aobscan result in the disable section and you can't scan for the code either, because you have changed it with your code injection. This is why the address has to be saved somewhere for later use.


aob1:             //replace the static address with your aobscan, which is called aob1 in my case
whatever:         //store aob1 on the whatever label

This is the part where we store aob1 on the "whatever" symbol so we can use it in the disable section too.


Disable section

whatever:                    //replace the static address with the whatever label

This is why we have saved the address on "whatever", we need to restore the original code in the disable section.


db 8B 83 64 04 00 00         //restore the original byte pattern

Yes. I have replaced

mov eax,[ebx+00000464]
//Alt: db 8B 83 64 04 00 00

with the original byte pattern. The reason is that the instruction may be compiled differently by CE and we have to be 100% sure to restore the instruction exactly as it was.

Example:
mov eax,[ebx+ecx++00000464]
and
mov eax,[ecx+ebx++00000464]
has the same results, but they are not the same instruction. We have to make sure that we restore the same instruction that has exactly the same byte pattern as the original. If we fail to do that, the original byte pattern will be lost and your aobscan will not find it if you try to enable the cheat again. Always be 100% sure that you have restored the original byte pattern, or the users will not be able to turn the script on/off.


unregistersymbol(whatever)   //we don't need this symbol anymore so unregister it

Simple clean-up. Remove the symbol that we are not using anymore.




Advanced tips and solutions to various problems that you may encounter when you are using aobscan:


The most common mistakes with aobscan are using the same symbol names when you have more than one script and not restoring the original code correctly. You should always use separate symbol/label/aobscan names in different scripts and as I have said above, be 100% sure that you have restored the original byte pattern. If your scripts are working correctly, they can be turned on/off anytime independently, without interfering with each other. It is easy to make mistakes and the users often blame CE for some bug, but if you have followed the instructions properly, it should work. The error is in your script, somewhere something is screwed up. Double-check everything, look at the changes in the disassembler when you turn the cheats on/off, check the original code and the restored code that they are really matching etc.


Make sure that your byte pattern is not containing static addresses or other codes that will most likely change
in other versions of the game. Eg a code like

call 00908070

will be different in another version of the game, because 00908070 is a static address. Replace static addresses with * character. Every * is a byte. So replace the address with * * * * in the pattern.



How to make a code injection at an address if you do not find a byte pattern for that particular address?


Let's assume that we want to change this code

Tutorial-i386.exe+22988 - 8B 83 64040000        - mov eax,[ebx+00000464]
Tutorial-i386.exe+2298E - 3D E8030000           - cmp eax,000003E8
Tutorial-i386.exe+22993 - 75 2C                 - jne Tutorial-i386.exe+229C1

and we have a byte pattern that gives us "Tutorial-i386.exe+22988" but we want to make the code injection at this address:

Tutorial-i386.exe+2298E - 3D E8030000           - cmp eax,000003E8

If we do not find any working byte pattern that will find Tutorial-i386.exe+2298E, we can use the previously discovered byte pattern that gives us Tutorial-i386.exe+22988 as the result. The original code would look like this:

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048) //2kb should be enough
label(returnhere)
label(originalcode)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
mov [ebx+00000464],(int)1000

originalcode:
cmp eax,000003E8

exit:
jmp returnhere

"Tutorial-i386.exe"+2298E:
jmp newmem
returnhere:




[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
"Tutorial-i386.exe"+2298E:
cmp eax,000003E8
//Alt: db 3D E8 03 00 00


The aobscan version will be this:


[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048) //2kb should be enough
label(returnhere)
label(originalcode)
label(exit)
label(whatever)                     
registersymbol(whatever)            
aobscan(aob1,8B 83 64 04 00 00 3D)  

newmem: //this is allocated memory, you have read,write,execute access
mov [ebx+00000464],(int)1000

originalcode:
cmp eax,000003E8

exit:
jmp returnhere

aob1+6:             //22988+6 = 2298E so we are making our code injection on 2298E address instead of 22988
whatever:        
jmp newmem
returnhere:




[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
whatever:
db 3D E8 03 00 00
unregistersymbol(whatever)


As you can see, we have used the byte pattern that gives us Tutorial-i386.exe+22988 as a result but since we want to make the code injection at 2298E, we have simply used aob1+6 instead of aob1. 22988 + 6 = 2298E and since aob1 = 22988, aob1+6 is also equal to 2298E.



Jumps in your script:

Jump instructions in the original code will cause problems for you if you don't handle them properly. The source of the problem is this:

Tutorial-i386.exe+22988 - 8B 83 64040000        - mov eax,[ebx+00000464]
Tutorial-i386.exe+2298E - 3D E8030000           - cmp eax,000003E8
Tutorial-i386.exe+22993 - 75 2C                 - jne Tutorial-i386.exe+229C1
Tutorial-i386.exe+22995 - 8B 83 4C040000        - mov eax,[ebx+0000044C]


CE will show you that conditional jump as jne Tutorial-i386.exe+229C1 to make things easier, but in reality, that instruction is jne +2C. It will jump forward 2C bytes.

What happens if you use this code?

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048) //2kb should be enough
label(returnhere)
label(originalcode)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here

originalcode:
jne Tutorial-i386.exe+229C1
mov eax,[ebx+0000044C]

exit:
jmp returnhere

"Tutorial-i386.exe"+22993:
jmp newmem
nop
nop
nop
returnhere:




[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
"Tutorial-i386.exe"+22993:
jne Tutorial-i386.exe+229C1
mov eax,[ebx+0000044C]
//Alt: db 75 2C 8B 83 4C 04 00 00


Will it work? Absolutely. The problem is, Tutorial-i386.exe+229C1 is a static address and you can't jump to a static address, because it will be different in other game versions. This jump will work when you are making a normal script, but you can't use it with aobscan.

So let's replace it with the original instruction, jne +2C.


[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048) //2kb should be enough
label(returnhere)
label(originalcode)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here

originalcode:
jne +2C
mov eax,[ebx+0000044C]

exit:
jmp returnhere

"Tutorial-i386.exe"+22993:
jmp newmem
nop
nop
nop
returnhere:




[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
"Tutorial-i386.exe"+22993:
jne +2C
mov eax,[ebx+0000044C]
//Alt: db 75 2C 8B 83 4C 04 00 00


What will happen if you enable this? If you are lucky, your program will not crash. But it will not work either. Because if you jump forward 2C bytes in the allocated memory that you have created, you end up at the middle of nowhere. Don't forget that this jump is calculating the destination from the current address so when you make a code injection, it is calculating the jump from the allocated memory.

Ok how to fix this? First we need a byte pattern for this code.

75 2C 8B 83 4C 04 00 00

Now calculate the difference between "Tutorial-i386.exe"+22993 and the destination of the jump, Tutorial-i386.exe+229C1. The difference is 2E bytes, which means that aob1+2E = Tutorial-i386.exe+229C1.

Why not 2C? We have jne +2C and now we have 2E. The answer is that the relative jump will calculate the destination from the end of the instruction and we are calculating it from the first byte of the instruction. Our instruction takes up 2 bytes, this is why the difference is 2 bytes higher.
Now that we know how should we change the jump, we can make a script that will jump to aob1+2E, wherever it is found by the aobscan.


[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048) //2kb should be enough
label(returnhere)
label(originalcode)
label(exit)
label(whatever)
registersymbol(whatever)
aobscan(aob1,75 2C 8B 83 4C 04 00 00)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here

originalcode:
jne aob1+2E
mov eax,[ebx+0000044C]

exit:
jmp returnhere

aob1:
whatever:
jmp newmem
nop
nop
nop
returnhere:


[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
whatever:
db 75 2C 8B 83 4C 04 00 00
unregistersymbol(whatever)


Tada, we have made a magnificent script that is absolutely not making anything useful, but at least it is jumping at the right location, despite the fact that the jump instruction itself is far away from the destination. Now let's do something useful and replace jne with je. This will solve Step 2 of the tutorial and you can proceed to step 3.


In this moment, nothing more comes to my mind about this topic. This should be enough to deal with most of the problems that you will face when you are using aobscan.
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Checking If A Register Has A Fix Value With Cheat Engine



If you have made cheats for some time now, you have probably noticed that you can use many codes to calculate a value, not just the one that is accessing to it. It happens many times that you find a code where a register can be used to calculate the address that you need, for example a register is holding the address of your health somewhere in the code etc. In those cases, it is very important to make sure that the register is always pointing to your health only and not holding any other value at the specific code. For this, you can do some manual debugging but to make sure that you don't mess up anything, you can also use a small script to check if the value of the register is changing or not. So to make my work easier, I have made this script and I post it here in case someone want to use it. If you don't know how to use it, you probably don't need it yet.
In this example, the script is checking if EAX always have the same value at a specific code. The code that I am using is from the tutorial of CE 6.1. In the example, EAX is holding the value of your health in step 2, thus it would not be suitable to calculate an address, but it is fine for an example for illustrating. So here is the script that you need to add to a table:

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048) //2kb should be enough
label(returnhere)
label(logging_register)
label(checking_register)
label(exit)
globalalloc(regcheck,4)
globalalloc(regcheck_counter,4)
globalalloc(recordtime,4)
regcheck:
dd EEEEEEEE
regcheck_counter:
dd 0
recordtime:
dd 1
newmem: //this is the original code here now
mov eax,[ebx+00000458]
logging_register:
cmp [recordtime],1
jne checking_register
mov [recordtime],0    //this code will run only once
mov [regcheck],eax    //recording register value
checking_register:
cmp eax,[regcheck]   //checking stored value with register
je exit              //if it's ok, quit
inc [regcheck_counter]   //if not ok, increase regcheck_counter value

exit:
jmp returnhere
00421138:
jmp newmem
nop
returnhere:

[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
00421138:
mov eax,[ebx+00000458]
//Alt: db 8B 83 58 04 00 00

If this is done and you have activated your script, you also have to add regcheck_counter to your table to see the value, or you can just jump to that address in the memory browser. By going to regcheck value, you can also see what was the value that was logged for the register.
Now if you are at step 2 in the tutorial and you don't do anything, regcheck_counter = 0. This means that EAX has always the same value. If this value would be an address, you could think at first sight that this a good register to use for your purposes, but now click on Hit me and regcheck_counter will start to increase, indicating that EAX register's value has been changed compared to the first recorded value. In this case, you could conclude that EAX cannot be used to calculate your address as the value is sometimes different than what you need.

I am not sure that everyone will understand the purpose of this script but those who will can use this example to change it for the code that they want to examine. It is a good way to test a register automatically instead of manual debugging so you can play for some time without hitting breakpoints all the time, freezing your gameplay.

Here is a table with the code and address for the tutorial:
shared_register_check [danielsputra.blogspot.com].rar

Also here is a video for demonstration:



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Cara Hack Game Flash Dengan Menggunakan Cheat Engine

 

This is a small description on how to find values in flash games generally. It does not cover the tutorial on how to find values, only the part which is unique to flash games.
First of all, flash games are working differently from other games, so the usual pointer, code injection methods etc will not work here (or at least not as You would expect). CE is by far not the best choice to hack a flash game, that is why universal flash trainers were created. I rarely play and hack flash games, so this is not a professional tutorial, just some methods that You may try if You are stuck.

Because most of the users are thinking about Flash games that they work as normal games, I will explain it in a few words what is the difference. If You hack a normal game, You just start the exe file, than You do the usual hacks and when You get back, the code will remain the same. The exe file is not changing. However if You update the game, of course the exe file will change in the new version and You will have to make another trainer based on the new codes (or use AOBscan but that is a "special" method). So how are flash games working? Usually You start the browser, the browser will load the flash player plugin and the flash player plugin will run the swf file. So when You try to hack the game, You try to hack the browser or flash player, which is using the swf file. Now if You try to make a trainer, You will obviously have to think about this question: will other people use exactly the same browser and flash player plugin as me not to mention browser updates and other kind of plugins and system components which is related to the browser? Well, not. Their browser will be different at least in one little thing, the codes and pointers will be different on their computers so the idea of making a working trainer which is based on code injection or pointers is generally screwed. It is just like everyone would use a special version of the game which is different from Yours. All You can do is to make some pointers which will work with Your browser on Your computer at least until You don't update or install anything in it, or You can use AOBscan to write a script which is searching for specific codes and change them with code injection. Using code injection with flash games is much harder so if You choose that method, You have to be really good. Now lets continue...

Important note from CE's creator (DarkByte):
If you're using firefox and want to use Cheat Engine on a browser game, then open plugin-container.exe instead of the firefox process. (That process will only exist when the game has already been started)

If You want to find a value in a flash game with CE, these are the main methods that are usually working:
1. Search for the value as a "4 byte" value. This is simple enough and it is working with most of the new games which has been written in AS3.
2. Search for the value as a "Double type" value. Some older flash games are using double type values to store the variables.
3. Search for the value as a "4 byte" value, but multiply the value with 8 when You search for it. For example You have 100 gold in the game, then You need to search for 800. If You have found it and You want 10000 gold, You need to change it to 80000. If You type in a value which cannot be divided with 8, most likely You will crash the game.
4. Remember there is an option in CE to search for ALL value types, so if You don't have a clue, try it out. It may be Double, 4 byte, whatever.
5. Some games are always changing the address of the values, in this case You need to find the value from 1 search. Most of this games are multiplying the value with 8, so You need to use the 3rd method, but You have only one shot at it to find it and the address will be moved. You also need to pause the game with CE to prevent the game from moving the address elsewhere until You find it and change it. To pause the process, click on "Advanced options" at the bottom of CE and click on the pause button. Then search for the value and if You find it, change it. If not, or You have too many results, try it again. Generally the bigger the number that You search for, the less results will be. For example if You search for 8, You will have tons of results. If You search for 3635384, You will have far less, most likely only a few (or maybe only one result which is the best).
6. Some games are using encryptions to protect the game from hackers. In this case, You can still search for unknown value and changed/unchanged values. Maybe You will find what You seek.
That is all I can recommend for now.
Just a small addition for users who have downloaded the new CE 6.0 already.
A custom scan script made by Dark Byte. It multiplies the values with 8 automatically. Useful for some flash games where the values are multiplied.
You can add this script to CE 6 this way:
1. Right-click on the Value type field.
2. Choose "Define new custome type (Auto assembler)"
3. Delete everything from the window and copy-paste this script.
4. Click on OK.
Now You have a new value type in the list which is good for flash games where the value is multiplied by 8. You just type in the values as You see them
in the game and it will be multiplied by CE automatically.

The script:
alloc(TypeName,256)
alloc(ByteSize,4)
alloc(ConvertRoutine,1024)
alloc(ConvertBackRoutine,1024)
TypeName:
db 'Flash *8 type',0
ByteSize:
dd 4
//The convert routine should hold a routine that converts the data to an nteger (in eax)
//function declared as: stdcall int ConvertRoutine(unsigned char *input);
//Note: Keep in mind that this routine can be called by multiple threads at the same time.
ConvertRoutine:
[32-bit]
push ebp
mov ebp,esp
push ecx
mov ecx,[ebp+8]
[/32-bit]
//at this point ecx contains the address where the bytes are stored
//put the bytes into the eax register
mov eax,[ecx] //second fun fact, addressing with 32-bit registers doesn't work in 64-bit, it becomes a 64-bit automatically (most of the time)
shr eax,3 //shift right by 3 bits (divide by 8)
//and now exit the routine
[64-bit]
ret
[/64-bit]
[32-bit]
pop ecx
pop ebp
ret 4
[/32-bit]
//The convert back routine should hold a routine that converts the given integer back to a row of bytes (e.g when the user wats to write a new value)
//function declared as: stdcall void ConvertBackRoutine(int i, unsigned char *output);
ConvertBackRoutine:
[32-bit]
push ebp
mov ebp,esp
push edx //save the registers
push ecx
mov edx,[ebp+0c]
mov ecx,[ebp+08]
[/32-bit]
//at this point edx contains the address to write the value to
//and ecx contains the value
//ok, saving the original bits is currently not in, but when it is uncomment the commented lines
push eax
//push edx

//mov edx,[edx] //edx now contains the original value
//and edx,7 //only save the first 3 bits
mov eax,ecx //eax gets the user input value
shl eax,3 //shift left by 3 bits (multiply by 8)
//or eax,edx //add the bits of the original value
//pop edx
mov [edx],eax //write the new value into the old value
pop eax
[64-bit]
//everything is back to what it was, so exit
ret
[/64-bit]
[32-bit]
//cleanup first
pop ecx
pop edx
pop ebp
ret 8
[/32-bit]
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Cara Membuat Akun Paypal Dengan Mudah Dan Gratis

Apa itu PayPal? yaitu sebuah Payment Processor yang paling populer di dunia maya. PayPal merupakan salah satu media pembayaran terpercaya yang banyak digunakan oleh pelaku transaksi online, baik penjual (merchant) maupun pembeli. Rasanya tidak lengkap jika para netter termasuk anda belum memiliki account di PayPal.
Sebelum melakukan pendaftaran atau membuka account di PayPal, terlebih dahulu siapkan data-data anda untuk membuat account PayPal seperti alamat Email, alamat tempat tinggal sesuai KTP, telepon, dll.
 
Cara Membuat Rekening PayPal-100% Gratis, sebagai berikut:
1.      Buka situs PayPal sekarang DISINI atau klik banner di atas untuk menuju halaman pendaftaran seperti gambar di bawah ini:
 

Tips : Jika anda kurang memahami bahasa Inggris, anda bisa mengganti bahasa default dengan bahasa Indonesia seperti pada gambar di atas.
 
 
3.      Pilih negara (wilayah) dan bahasa yang digunakan yaitu Indonesia. Lalu pilih tipe account yang anda inginkan dari tiga tipe yang tersedia. Saya sarankan untuk memilih tipe “Primer” saja karena memiliki berbagai kelebihan dibanding tipe “Pribadi” dan bisa diupgrade ke tipe “Bisnis” di lain waktu apabila diperlukan. Setelah itu tekan tombol “Memulai“. Selanjutnya akan terbuka halaman formulir pendaftaran online seperti gambar berikut:
 
 
Isilah formulir pendaftaran dengan petunjuk sebagai berikut:
Alamat email : isi dengan alamat e-mail anda yang akan anda gunakan sebagai rekening/account PayPal. (PayPal tidak menggunakan nomor rekening seperti di bank). Sebaiknya buat alamat e-mail khusus untuk dijadikan sebagai account PayPal yang berbeda dengan alamat e-mail pribadi anda.
Pilih kata sandi : masukkan kata sandi (password) anda, sebaiknya gunakan kombinasi angka dan huruf yang tidak mudah ditebak untuk keamanan account anda.
Masukkan ulang kata sandi : masukkan ulang kata sandi anda di atas (harus sama)
Nama depan : masukkan nama depan anda
Nama tengah : masukkan nama tengah anda jika ada tau dikosongkan saja kalau tidak ada
Nama belakang : masukkan nama belakang anda jika ada, atau nama ayah atau nama fam anda jika nama anda hanya terdiri dari satu kata saja.
Tanggal lahir : pilih tanggal-bulan-tahun kelahiran anda.
Kebangsaan : pilih kebangsaan anda (Indonesia).
Baris alamat 1 : isi dengan alamat tempat tinggal anda sesuai di kartu identitas anda
Baris alamat 2 : isi dengan alamat kedua anda jika ada atau dikosongkan saja.
Kota : isi nama kota tempat tinggal anda (misalnya Jakarta, Makassar, dll.)
Negara bagian/Propinsi/Wilayah : isi dengan nama propinsi sesuai alamat anda.
Kode pos : masukkan kode pos alamat tinggal anda.
Nomor telepon : masukkan nomor telepon anda, jangan lupa tambahkan kode negara Indonesia yaitu 62. Contoh no. telepon anda 021-701234567 maka ketik 62-21-701234567. Kalau menggunakan nomor hp misalnya 08123456789 maka ketik 62-8123456789.
 
Di bagian bawah anda diminta menautkan data kartu kredit anda supaya bisa segera dipakai belanja online, silahkan diabaikan saja (jika anda tidak punya kartu kredit) dan jangan lupa menghilangkan tanda centang, lalu anda klik tombol “Saya setuju, buat rekening saya“.
 
4.      Selanjutnya akan terbuka halaman yang tetap meminta data kartu kredit anda seperti pada gambar berikut:
 
Jika anda tidak punya kartu kredit atau punya tapi ragu-ragu untuk memasukkan data kartu kredit anda, silahkan diabaikan aja, anda bisa langsung masuk (login) ke account anda dengan mengklik link “Masuk ke Rekening Saya“.
 
5.      Anda akan menerima email konfirmasi bahwa anda telah mendaftar dan anda harus mengonfirmasi email anda untuk mengaktifkan account PayPal anda. Cek dan buka email dari PayPal tersebut dan klik link konfirmasi yang terdapat di dalamnya untuk konfirmasi bahwa anda adalah pemilik sah dari alamat email tersebut.
 
 
6.      Silahkan klik link “Klik untuk mengaktifkan rekening Anda” lalu akan terbuka jendela situs PayPal lagi yang meminta anda memasukkan kata sandi (password) anda. Masukkan password anda lalu anda klik tombol “Konfirmasi” untuk mengonfirmasikan pendaftaran anda.
 
 
7.      Selanjutnya anda diminta membuat 2 (dua) pertanyaan keamanan yang akan berguna apabila suatu saat anda lupa kata sandi (password) untuk masuk ke account anda seperti pada gambar berikut:
 
Silahkan pilih 2 pertanyaan dan tentukan sendiri jawaban anda. Suatu apabila anda lupa kata sandi maka anda akan ditanyakan kembali tersebut dan anda memberi jawaban sesuai yang anda buat di sini mengakses kembali account PayPal anda. Klik tombol “Kirimkan” mengirimkan pertanyaan keamanan dan jawaban yang telah anda tersebut.
 
8.      Selanjutnya anda akan langsung dibawa masuk ke rekening PayPal anda seperti berikut ini:
 
 
Jika demikian berarti anda telah resmi memiliki rekening PayPal yang bisa anda gunakan untuk transaksi secara online dengan aman. Perhatikan rekening masih dalam status “Belum Diverifikasi” (Unverified). Bila anda belum konfirmasi e-mail anda sebagai rekening PayPal anda, maka anda harus konfirmasikan dulu dengan mengklik link “Confirm email address” seperti pada gambar di atas.
 
Lalu anda akan diminta untuk mengecek e-mail yang dikirimkan oleh PayPal saat pendaftaran anda diterima. Anda bisa klik link yang ada dalam e-mail tersebut, atau anda copy aja kode yang diberikan lalu masukkan ke kotak isian seperti pada gambar berikut lalu klik tombol “Confirm“:
 
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