Press Jump along with a direction to jump that way. Controller: Simultaneously click the left stick and press it forward to sprint. Keyboard: Hold Shift and press direction keys to sprint. Controller: Press lightly on the control stick to walk press firmly to run. Keyboard: Hold Ctrl and press direction keys to walk. To access it while playing, pause the game and choose Survival Guide from the menu. There's also a handy Survival Guide that explains the basic game mechanics. There is no printed or PDF manual, but the controls are listed in-game in the Options menu. Choose Options > Keyboard and Mouse > Key Bindings. You can change the controls in the PC game to suit your play style. This site also has a search function in case you're having trouble finding anything. There are also detailed sections on Skills, Weapons, Crafting and Equipment, Outfits/Skins, Downloadable Content (DLC), Steam and Xbox Achievements, PlayStation Trophies, and my Guide to 100% Completion on separate pages. This page can help if you're having trouble figuring out how a particular control or feature works. Most of it is also taught through in-game tutorials. Below that you'll find info on the following topics: Logically, this type of info usually is related to the player's coordinates and actually found 2 pointers: one with a 'constant' updated param and a 2nd just being read (which is the one i'm using here).The tables below list controls divided into BASIC MOVEMENT, INTERACTION, SWIMMING, and COMBAT. So, after some on/off's with his table, I quickly found a 'default/fixed' speed-parameter. Did some initial research myself - looking for some values to change - but was not getting anywhere (although I did find the right struct, as it showed later on). But I always check trainers to see what they offer, and the one really working for me came from #Sunbeam's table (yep). * Run speed: normally not my kind of stuff to research. (~ loading a 'aob' db could take some time to update once done, save as mem_addr) And 2 saving routines: a) save as aob b) save as mem_addresss. Label db: possible better approach: use unqiue AOBs (+ offsets) to link labels instead (with a "backup" aob just in case). I have found no solution on how to export/convert to a pdb file (if even possible)Ĥ. ![]() Also: the json file does not have a Module_base address which could possible fail loading if your CPU loads the module/game in a different location altogether?! (if that is all possible ofc)ģ. Since labels seem to be linked directly to their mem_address location, any updates in that area obviously will fail loading those labels. As stated earlier (see also json file), the db file is "game_exe" locked?! That would mean that game updates could dissolve your work in this area unfortunately. removing labels, and then importing the (json) database will not update the labels eitherĢ. (similar to how it keeps them breakpoints for example) renaming the same exe will no longer find them labels although I'm guessing this is my lack of x32dbg knowledge, and how it saves info per game_exe basis. You can export your "labelling" work (to a json file), but it does look like it is 'bound' to that particular game exe and definitely that game version. However, I did come across some obstacles, that - at this stage - makes this process "less" interesting:ġ. This research is based on #Sunbeam's feedback. I have not yet taken the time to compare TRA with TRU, but I'm guessing it will be just "as different" as it did with TRL. Besides some differences in offset, most cheats were taking from my TRL table with little changes to make. * Comparing code TRL vs TRA: both games show great similarities in code. TR Anniversary_v1.7_Released.rar pw = Fearless (54.62 KiB) Downloaded 374 times TR Anniversary_v1.5_Released.rar pw: Fearless (26.15 KiB) Downloaded 1353 times Activate the trainer options by checking boxes or setting values from 0 to 1. ![]()
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