5/27/2023 0 Comments Nfs most wanted trainnerI've had to build a pretty big module to support it Features Include: Basic, as in how you interact with the DLL. No, not basic, as in any other autoassemble DLL could convert scripts better. I also made a module specifically to handle autoassemble.dll - simply because the DLL, imho, is very 'basic'. When I ripped it out, I re-focusd on the 'global vision', and now it only uses 1 Rich Text Box to display any scripts, which are loaded from a \AScripts\ folder I didn't like this approach at all, furthermore, it completely went against the universal trainer theory, as most the code was behind forms, and not in modules. The previous version was going to use about 20 text boxes and the registry to save/load non-default data to/from. That, showing the Auto Assembler DLL implementation I created, then ripped completely out, re-designed and re-implemented. simply because it's not about building a trainer for NFS-MW, more-so a 'universal trainer'. That's the reason this project is taking me so long. As of more recent, the idea hit me that the trainer, in EXE form, could be a trainer for darn near any game. If anyone has ever seen the south park episode where Cartman's trapper keeper started integrating everything into itself, then you'll have an idea of the vision I have for *the* mack daddy of trainers (until some other kid 1/2 my age comes along and 1up's meh).īack a few months ago, I wanted to make a good Visual Basic Project file that could be the 'shell' and start-point of any trainer. ![]() Slowly but surely - as I'm moving here in the next 2 weeks (across country - bout' 2500 miles from where I currently reside).īy now: Most of you have probably already moved onto other games as have I a bit - but I'm still keeping this trainer going. ![]() *EDIT* - VB Module and DB's ceautoassembler.dll have been moved to this post:
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