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How can I root out addresses faster?

 
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PerfectRandomness
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PostPosted: Mon Aug 17, 2009 3:51 pm    Post subject: How can I root out addresses faster? Reply with quote

I've been trying to find the addresses for mouse horizontal rotation and the mouse's vertical angle in AssaultCube. It hasn't been going too well. Since I have no idea what the values will be, I just started with unknown value, moved the mouse and clicked "changed value". Over and over again. It's gotten to the point where only 1 address is getting ruled out each time I click "next search" and I've got a few hundred more to go...

So my question is: How can I find my address faster? Unless anyone happens to have the pointers to these addresses and is willing to send them to me.
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PostPosted: Mon Aug 17, 2009 4:52 pm    Post subject: Re: How can I root out addresses faster? Reply with quote

PerfectRandomness wrote:
I've been trying to find the addresses for mouse horizontal rotation and the mouse's vertical angle in AssaultCube. It hasn't been going too well. Since I have no idea what the values will be, I just started with unknown value, moved the mouse and clicked "changed value". Over and over again. It's gotten to the point where only 1 address is getting ruled out each time I click "next search" and I've got a few hundred more to go...

So my question is: How can I find my address faster? Unless anyone happens to have the pointers to these addresses and is willing to send them to me.
You can use hotkeys. Also, mouse coordinates most likely are measured from the top left to the bottom right so move down or right and search for an increased value.

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Dark Byte
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PostPosted: Mon Aug 17, 2009 5:00 pm    Post subject: Reply with quote

see if you can go into and out of the game without moving.
Then search for unchanged. Combine it with some jumping and walking around, and make sure the mouse doesn't move a inch

if it's a first person game, moving to the right usually means an increased value. and once you've found that the vertical address is usually nearby.

talking about nearby, it can be the current location is also stored nearby the camera variables (just make sure you get the right coordinates, like playercontroller and not playerpawn )

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PerfectRandomness
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PostPosted: Tue Aug 18, 2009 6:59 am    Post subject: Reply with quote

When I finally do find some addresses I need, the values are really weird. They turn out as really large numbers which do the right things when I freeze them or change the value, but otherwise are very strange. I found the horizontal address (I think) but the value doesn't seem to depend on any one direction. It seems like it should start at 0 in one direction (say east) and increase clockwise, but it doesn't seem to do that. When I freeze it, though, the mouse can't move horizontally.
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Dark Byte
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PostPosted: Tue Aug 18, 2009 12:48 pm    Post subject: Reply with quote

Have you tried manually editing the values and see what happens in the game (windowed mode would be useful)

Also, have you tried looking at those addresses using different value types?
E.g it could be a floating point value, or it's actually stored as a 2 byte and the bytes after it are unrelated (unreal uses a 2 byte value ranging from 0 to 65535)

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Monkeys
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PostPosted: Tue Aug 18, 2009 1:03 pm    Post subject: Reply with quote

Also, in FPS games it often occurs that the mouse position seems to be many, many addresses.
Basicly because it influences rather much. Several variables are changed because of mouse movement.
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Slugsnack
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PostPosted: Tue Aug 18, 2009 2:49 pm    Post subject: Reply with quote

when i was looking for mouse coords, i narrowed down the addresses quite quickly by making it look within a sensible value range.

for example if your game runs 800 x 600 then the x coordinate of the mouse would be between 0-800 so you can get rid of a bunch of addresses that way already

filtering out the stupid values every few scans should get you the address quite quickly
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Monkeys
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PostPosted: Tue Aug 18, 2009 3:06 pm    Post subject: Reply with quote

Slugsnack wrote:
when i was looking for mouse coords, i narrowed down the addresses quite quickly by making it look within a sensible value range.

for example if your game runs 800 x 600 then the x coordinate of the mouse would be between 0-800 so you can get rid of a bunch of addresses that way already

filtering out the stupid values every few scans should get you the address quite quickly

Some games use a -400 - 400 x -300 - 300 axis so be sure to take only the most ridiculous out.
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PerfectRandomness
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PostPosted: Tue Aug 18, 2009 7:09 pm    Post subject: Reply with quote

Wouldn't the x coordinate be like 0-360 starting at some point such as east, north, south etc? I'm not talking about the actual mouse's position on the screen (always centered in an FPS game) but rather the player's orientation in the 3d world. I'm following a TUT to make an aimbot which works by finding the angle from the player to the target and setting his horizontal and vertical angles to those values.
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Dark Byte
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PostPosted: Tue Aug 18, 2009 7:58 pm    Post subject: Reply with quote

it can be anything depending on the game.
Some might do 0 to 360 as a floating point, and others might do 0 to 6.283...
and yet other games do 0 to 65535, where 65536 is a full turn

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Bswap
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PostPosted: Wed Aug 19, 2009 2:24 am    Post subject: re: Reply with quote

Player FOV_X and FOV_Y variables are typically stored in the player's personal information structure along with coordinates and health. Find this structures (lots of ways to do so) and you will find the FOV_X and FOV_Y.

Alternately, some games have a +centerview cvar that automatically centers the FOV_Y to 0. Use ollydbg to trace this cvar in the referenced strings.

In the q3 unreal engine the string is referenced only once during cvar registration.

Code:
00409220  /$ 68 F0844000    PUSH q3.004084F0
00409225  |. 68 C0204D00    PUSH q3.004D20C0                   ;  ASCII "centerview"
0040922A  |. E8 71220100    CALL q3.0041B4A0


Ignore the RVA's they're not important. We're interested with parameter two of this function call. Parameter one is the cvar name or string to register, parameter two is the code to be executed whenever this cvar is processed.

Goto 004084F0.

Code:
004084F0   . DB05 F884B100  FILD DWORD PTR DS:[B184F8]
004084F6   . DC0D 601D4D00  FMUL QWORD PTR DS:[4D1D60]
004084FC   . D9E0           FCHS
004084FE   . D91D 38DDB100  FSTP DWORD PTR DS:[B1DD38]
00408504   . C3             RETN


As you can see, it performs some math to determine the FOV_Y 0, then sets DWORD PTR DS:[B1DD38] as 0.

[B1DD38] == FOV_Y

[B1DD38-4] OR [B1DD38+4] == FOV_X

Regards.

PS: If people have no idea what the original thread poster is talking, avoid posting junk.
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PerfectRandomness
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PostPosted: Wed Aug 19, 2009 8:22 am    Post subject: Reply with quote

Quote:
Code:

Code:
004084F0   . DB05 F884B100  FILD DWORD PTR DS:[B184F8]
004084F6   . DC0D 601D4D00  FMUL QWORD PTR DS:[4D1D60]
004084FC   . D9E0           FCHS
004084FE   . D91D 38DDB100  FSTP DWORD PTR DS:[B1DD38]
00408504   . C3             RETN



Whew! I don't really know much assembly code.. I probably should learn, though, if I start using CE more. Thanks for the help anyway

Anyway I found what I though was the player's base address before. It pointed to an address and when you added offsets to it you got the other player's variables. All of those were related to the values I wanted, but the number were very strange and didn't make sense half of the time. And I also realize know that I should have searched for floating points instead of integers for most of them. So I think I'm just going to go back and find it all again.
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Bswap
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PostPosted: Wed Aug 19, 2009 8:37 am    Post subject: re: Reply with quote

scan for FLOAT, not LONG or DOUBLE

FLOAT!

I was going to ask what engine does it use, but I forget CUBE is it's OWN engine.

Try this, get in a single player game and try and locate your Z coordinate that is HEIGHT! This will involve using a memory searcher and scanning for FLOAT values increased (when climbing ladder) or decreased (the opposite).

Once found, open the address in the hex editor and start looking for dword variables that change only when you move horizontally or vertically with the mouse. This is what you're after. If you have an oldschool rotary mouse with two wheels at the bottom, one for horiz one for vert, it will make the JOB that much EASIER!
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