Gaming the game: Cheat Engine, AutoHotkey, and Jedi Academy

Pretending to be a Jedi can be a lot of fun; it makes you feel awesome. But what's even more fun is writing code to actually be more awesome. And that, my friend, is the most awesome thing of all.

Which brings us to Jedi Academy. If you fall, you need to get up. If you're force choked, you must retaliate or be strangled to death. It's predictable, it's repetitious, and you could be a whole lot more awesome at it. Why press a combination of buttons to execute a special move when you could use only one, with complete reliability? It's like what a programmable controller did for my Mortal Kombat prowess, with an even faster reaction time.

programmable controller

This type of botting (gamer augmentation?) is a bit more like WoWGlider than an aimbot or trainer, but they're all fairly similar. It's essentially interaction with the game's memory that makes this type of coding difficult, but with the right tools and some good examples you can be on your way.

Cheat Engine

The most important tool in your arsenal is the memory scanner (and more), Cheat Engine. Knowing the circumstances of your character, opponents, and environment means reading the game's memory, and with CE you can find the appropriate memory addresses for things such as health, position, and action/animation.

I tested a lot of memory scanners, and CE was easily the most powerful and useful, capable of many advanced features. To get your foot in the door using CE try the built-in tutorial, which is also explained on the forum. Becoming truly proficient with CE is hard work, you'll need to reason about data types and arrays of structures representing characters and items, learn to master pointer scanning and pointer integrity testing, and certainly remember to save your work. You might need to break out Hex Workshop to compare memory dumps: "Ah, this value is the same for each tauntaun, and a different value is the same for each health pack. Must be entity type!"


Of course you'll need a language/program to code in. I chose AutoHotkey because it's designed for sending mouse and keyboard commands (as well as manipulating windows, controls, and plenty of other things) and I'm familiar with it. Some further information:

  • it's very lightweight (<2mB)
  • it's phenomenally well documented (in fact, the best I've seen!)
  • scripts aren't natively compiled, but should be as fast as you'll need
  • scripts can be bundled with AutoHotkey to make stand-alone executables (.exe)
  • Dll support, such as the standard Windows API, via DllCall
  • Graphical user interface (GUI) support
  • Large community

Now AutoHotkey doesn't have built-in memory management functions, but that's why I wrote my own.

Jedi Academy

Jedi kickin' ass

Current features

  • Allow you to execute a special move (lunge attack, flip attack, and cartwheel) with one keypress, while retaining your character's movement. (This was trickier than you'd think, and it's really cool.)
  • Allow you to hold down a button for mindtrick, and have your Jedi confuse whomever you look at, without wasting force if they're already tricked. (This is really fun and makes specifically mind trick level 1 quite powerful.) The already-tricked routine needs some work though, see code.
  • Automatically kill whomever you look at if you so desire.
  • Automatically retaliate with force pull if choked.
  • Automatically jump up if knocked down.

Partially implemented

  • Instantly kill an enemy with a force choke smash into the ground.
  • Perform a sideways cartwheel attack but actually fly forward, not left or right.

Easily added

  • Make dynamic doors disappear by changing their item type and walking on through!
  • Change item types so health packs give you grenades, etc.
  • Move certain level elements by changing their coordinates. (Unfortunately only works on already animating things, like the rather wickedly deadly vent fan at the intro of the prisoner rescue mission. I'm sure it's possible to make it work on any entity somehow.)

Crazy ideas

  • Perform a flip attack but spin around to actually continue facing forward.
  • Determine the most deadly attacks in the Jedi's arsenal by recording average duration of animation sequences vs. damage inflicted.
  • Automatically scan for certain nearby items, turn to face, perform an action. For example, automatically force pulling nearby health packs and grenades, without interrupting the player.
  • Automatically saber throw accurately into groups of enemies (okay, this one is another level up in complexity).

Let's have it!

Download the code files and install AutoHotkey. Then edit some configuration values at the top of the main script, and run it. After that your Jedi Academy game should be "enhanced".

If you have trouble or do anything really cool with it let me know in the comments.