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Memory Buffer Problem
 
Sil3nt_Pr0digy  posted on Mar 17, 2010 4:15:02 PM - Report post

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quote:
originally posted by DABhand

No you have it wrong.

Its the contents of EAX that goes to the pointer [ESI+38] (A pointer is an address which is contained at another specific address, in this case for example say ESI contained the value 08000000, then you would add 38 to get 08000038 and at that address it contains a 4 byte value which is another address say 04002DD1)

The ADC instruction is a pain, it will add both operands together. So the result will be another pointer on top of the original pointer. And then also activate the CF flag and its contents are added.

Its a hard one to explain easily, much easier to understand if you have a good basic knowledge of Assembly and how it works. And by the way you had the source and destination the wrong way around, you are not there yet. Keep reading.

Yeah, I don't have it down all the way, but i'm trying. it's hard to find good information on Assembly.

I've been reading all of your tuts and trying to remember what some of my professors used to say about assembly back in college. It's hard to remember some of it... Do you know of any pages which explain ADC?

I was thinking of using a Code Cave to reroute the instruction and to change the functions... the only problem is I need a R/W section... and I know that normally you are suppose to use .data...

I am using SAS v1.3, and found .data, the only problem is it shows it having virtual and raw data sizes, but a memory size of 0.... Is that important? Or does it not matter simply because it doesn't have anything in the Code Cave yet?

 
DABhand  posted on Mar 17, 2010 4:18:56 PM - Report post

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You can always use CE's debugger, it comes with a handy code cave finder, which you can check for size and just write actions available (obviously dont look for read only areas).
 
Sil3nt_Pr0digy  posted on Mar 17, 2010 4:24:02 PM - Report post

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quote:
originally posted by DABhand

You can always use CE's debugger, it comes with a handy code cave finder, which you can check for size and just write actions available (obviously dont look for read only areas).

I tried using CE 5.5 but I keep getting access violations and it crashes as soon as I try to use the debugger. I checked up on it, and tried some of the things.

Some of the things listed just seemed like a bit too much of a pain to do just to get the debugger working... Should I use an older version of CE?

Btw.. I really appreciate you helping me out man.

[Edited by Sil3nt_Pr0digy, 3/17/2010 4:24:41 PM]

So I used the CE debugger, it finally started working for some odd reason.

and this is what the I got when I selected "Find out what writes to this address".

Link

[Edited by Sil3nt_Pr0digy, 3/17/2010 4:54:55 PM]

my bad... I played with it a little more and I got even more addresses...

Link

[Edited by Sil3nt_Pr0digy, 3/17/2010 5:00:11 PM]

 
DABhand  posted on Mar 17, 2010 6:07:13 PM - Report post

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Firstly you can get CE 5.6 now, which has fixed some things since 5.5

Also the xmm0 your wondering about no doubt, is another type of register. Its a 128bit register, that is part of the SSE2 instruction set.

But, if I remember correctly Spore uses a .dll file that holds all the data for health etc. Been a long time since I last seen it, so cant say 100% for sure.

You may want to veer away from those types of opcodes that use the XMM registers.

But get CE 5.6 you may come across more opcodes, and also try to use "What accesses this address" as a debugging option.

But also Spore uses a system that uses the opcodes for writing health etc for everything, so if you change it by a simple method it will affect all the NPC's etc. So you will have to look deeper into how to sideline your character/s as being the only one affected.

EDIT: Bit confused why you searched for 2250 and then use the ones showing 225000.

[Edited by DABhand, 3/17/2010 6:09:16 PM]

 
Sil3nt_Pr0digy  posted on Mar 17, 2010 6:13:15 PM - Report post

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quote:
originally posted by DABhand

Firstly you can get CE 5.6 now, which has fixed some things since 5.5

Also the xmm0 your wondering about no doubt, is another type of register. Its a 128bit register, that is part of the SSE2 instruction set.

But, if I remember correctly Spore uses a .dll file that holds all the data for health etc. Been a long time since I last seen it, so cant say 100% for sure.

You may want to veer away from those types of opcodes that use the XMM registers.

But get CE 5.6 you may come across more opcodes, and also try to use "What accesses this address" as a debugging option.

But also Spore uses a system that uses the opcodes for writing health etc for everything, so if you change it by a simple method it will affect all the NPC's etc. So you will have to look deeper into how to sideline your character/s as being the only one affected.

EDIT: Bit confused why you searched for 2250 and then use the ones showing 225000.

[Edited by DABhand, 3/17/2010 6:09:16 PM]

because my space ship's health is by default 2550, i was changing the values to verify the address is the right one. i'll DL the new CE and see what comes up.

Ok. So i DL'd the CE 5.6 and installed it... but when doing the what writes to the address i got the same 3 addresses, all with xmmo. I'm about to try to see what access it.

[Edited by Sil3nt_Pr0digy, 3/17/2010 6:45:36 PM]

 
Sil3nt_Pr0digy  posted on Mar 17, 2010 7:00:55 PM - Report post

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That is the results I got from what accesses the current life var. Any suggestions?


All the variables included + 00000540 results in the address of my life at the time. I wonder, if I could figure out what those addresses were trying to do with my health, then I could change it so that my health would not change.

I am not sure of what the +38's do...

[Edited by Sil3nt_Pr0digy, 3/17/2010 9:29:29 PM]

 
Sil3nt_Pr0digy  posted on Mar 17, 2010 10:39:54 PM - Report post

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So I finally got A infinite health working. But it has a side effect; You cannot destroy anything with standard weapons.... The laser, pulse laser, and proton missiles do not work. But Anti-Matter Missiles, Anti-Matter Bombs, and Normal Bombs will still work and destroy things. It's a bit of a double sided blade. So you cannot have the AM missiles or the AM bombs, but the normal bombs work, so eh? it's just kind of hard to destroy a ship with one of those bombs, although you could just disable it for a little while, and then turn it back on afterwards... Idk...

EDIT: You can still eliminate creatures with your lasers and weapons, it only seems to effect spaceships, and colonies.

[Edited by Sil3nt_Pr0digy, 3/18/2010 12:55:06 AM]

 
Sil3nt_Pr0digy  posted on Mar 18, 2010 12:46:41 AM - Report post

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Okay, got my infinite energy code working. It seems that my main problem was relying on Tsearch for too much, lol. When they seem to NOP code, they seem to attack unnecessary addresses too, and that was causing my game crashes. After using CE to isolate the code, and writing the code down, then transitioning the code into TMK, it seems to work flawlessly.

If anyone has some free time and wants to try out my trainer, feel free to contact me.

[Edited by Sil3nt_Pr0digy, 3/18/2010 12:53:49 AM]

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