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[edx+ecx]

 
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LeglessQuasimodo
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PostPosted: Fri Sep 18, 2015 7:06 pm    Post subject: [edx+ecx] Reply with quote

Hello having some problems here,I am practicing my skills on a easy game this time,last time I did with MGSGZ and had success,now I am trying again with another game,so far the approach is the same

this is the script for MGS for unlimited ammo (which works)

Code:

newmem:
mov [r11],esi
mov esi,[r11+0000004]

originalcode:
mov [r11],esi
sub esi,r9d


my approach for this new game is the same,get hp value,dissect data

what I have is 0001 for current hp and and 005E for max hp,but I always get a crash

this is the code (does not work,insta crash)

Code:

newmem: //this is allocated memory, you have read,write,execute access
//place your code here
mov [edx+ecx],ax
mov ax,[edx+ecx+000005E]

originalcode:
mov [edx+ecx],ax
add esp,08


Will appreciate some light here (teach me like i'm 5) Smile
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Dark Byte
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PostPosted: Fri Sep 18, 2015 7:12 pm    Post subject: Reply with quote

does it crash if you remove your custom code between newmem and originalcode?

if so, your hook code may be wrong (e. g a nop too much or too little) or the originalcode is wrong (try the alternate methid and use the db xx xx xx xx code instead)

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LeglessQuasimodo
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Joined: 01 Jun 2015
Posts: 18
Location: Amerika

PostPosted: Fri Sep 18, 2015 7:58 pm    Post subject: Reply with quote

Dark Byte wrote:
does it crash if you remove your custom code between newmem and originalcode?

if so, your hook code may be wrong (e. g a nop too much or too little) or the originalcode is wrong (try the alternate methid and use the db xx xx xx xx code instead)


haven't tried freezing the script before,but just as you said I gave it a shot,and guess what? crash.
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Zanzer
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PostPosted: Fri Sep 18, 2015 8:13 pm    Post subject: Reply with quote

Just a guess, but it looks like you might be near the end of the function.
There may be a JMP within that jumps directly to the instruction: add esp,08
Your injection, of course, replaced those bytes so it is now jumping into the middle of your replacement.
Try your injections 1 or 2 instructions above your current.
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LeglessQuasimodo
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Posts: 18
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PostPosted: Fri Sep 18, 2015 8:29 pm    Post subject: Reply with quote

Zanzer wrote:
Just a guess, but it looks like you might be near the end of the function.
There may be a JMP within that jumps directly to the instruction: add esp,08
Your injection, of course, replaced those bytes so it is now jumping into the middle of your replacement.
Try your injections 1 or 2 instructions above your current.


Code:

VisualBoyAdvance.exe+35970 - jae VisualBoyAdvance.exe+359AC
VisualBoyAdvance.exe+35972 - and edx,000003FE
VisualBoyAdvance.exe+35978 - mov [esp],edx
VisualBoyAdvance.exe+3597B - mov [esp+04],ax
VisualBoyAdvance.exe+35980 - call VisualBoyAdvance.exe+345B0
VisualBoyAdvance.exe+35985 - add esp,08
VisualBoyAdvance.exe+35988 - pop ebx
VisualBoyAdvance.exe+35989 - ret
VisualBoyAdvance.exe+3598A - and edx,00007FFE
VisualBoyAdvance.exe+35990 - mov ecx,[VisualBoyAdvance.CxImageJPG::`vftable'+18254]
VisualBoyAdvance.exe+35996 - mov [edx+ecx],ax
VisualBoyAdvance.exe+3599A - jmp VisualBoyAdvance.exe+359AC
VisualBoyAdvance.exe+3599C - and edx,0003FFFE
VisualBoyAdvance.exe+359A2 - mov
ecx,[VisualBoyAdvance.CxImageJPG::`vftable'+18250]

my current instruct
VisualBoyAdvance.exe+359A8 - mov [edx+ecx],ax
VisualBoyAdvance.exe+359AC - add esp,08
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Zanzer
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PostPosted: Fri Sep 18, 2015 8:39 pm    Post subject: Reply with quote

So I was right. That first instruction jumps in the middle of your injection.
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LeglessQuasimodo
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PostPosted: Fri Sep 18, 2015 8:53 pm    Post subject: Reply with quote

Zanzer wrote:
So I was right. That first instruction jumps in the middle of your injection.


I do understand your tip,but I still need an adult to hold my hand and guide me like I'm five remember? :p

so could you please tell me which instruction I should choose? because i already sick of those crashes..
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Zanzer
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PostPosted: Fri Sep 18, 2015 9:08 pm    Post subject: Reply with quote

If you're lucky
Code:
[ENABLE]
alloc(newmem,2048,VisualBoyAdvance.exe+359A2)
label(returnhere)
label(originalcode)
label(exit)
label(health_backup)

newmem:

originalcode:
health_backup
reassemble(VisualBoyAdvance.exe+359A2)
mov ax,[edx+ecx+000005E]

exit:
jmp returnhere

VisualBoyAdvance.exe+359A2:
jmp newmem
nop
returnhere:
registersymbol(health_backup)

[DISABLE]
VisualBoyAdvance.exe+359A2:
reassemble(health_backup)
dealloc(newmem)
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LeglessQuasimodo
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Posts: 18
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PostPosted: Sat Sep 19, 2015 7:59 am    Post subject: Reply with quote

Zanzer wrote:
If you're lucky
Code:
[ENABLE]
alloc(newmem,2048,VisualBoyAdvance.exe+359A2)
label(returnhere)
label(originalcode)
label(exit)
label(health_backup)

newmem:

originalcode:
health_backup
reassemble(VisualBoyAdvance.exe+359A2)
mov ax,[edx+ecx+000005E]

exit:
jmp returnhere

VisualBoyAdvance.exe+359A2:
jmp newmem
nop
returnhere:
registersymbol(health_backup)

[DISABLE]
VisualBoyAdvance.exe+359A2:
reassemble(health_backup)
dealloc(newmem)


was able to enable it w/o any crash,but the game glitched and as soon I disabled it the game crashed :/

could you please give me more help with this game,if so the possibility to download it? is a small game

I'm using a GBA emulator called VisualBoyAdvance size is 1.929KB and the rom is called 1986 - Pokemon Emerald (U)(TrashMan) with a size of 16.384KB
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