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How do I get the module address?

 
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phpjunkie
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PostPosted: Mon Jan 02, 2023 12:10 pm    Post subject: How do I get the module address? Reply with quote

Ive been able to trace this all the way back to where it is being written to when I load a save. My question is, is how do I get the actual address of the module?

I've noticed that all of the modules begins with 7FF7, this is the type of address I'm looking for.

Can you help?


I've done this with multiple things in-game when I first started with this, and over time I ended up losing all of the pointers. What I'm trying to do now is find the source of it so I can do a, "Injection Copy," for the base when I load my saved game.

I think I got it figured out, but I'd still like your input.



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ParkourPenguin
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PostPosted: Mon Jan 02, 2023 1:23 pm    Post subject: Reply with quote

phpjunkie wrote:
how do I get the actual address of the module?
Execute this Lua code:
Code:
print(getAddress'HorizonZeroDawn.exe')


An injection copy is useful for getting addresses not located in a module. The address it seems like you want to get (7FF79649CD20) appears to be in the exe. The only use I can think for this is if the base address changes on an update to the game, but none of the code around the injection point changes (excluding address selection bytes) and none of the offsets in the pointer path changes.

I'd either forego code injection and stick with simple pointers or do code injection at a node further in the pointer path.

Generally speaking, if the game updates, you're probably going to have to fix stuff. There's no way around it.

PS: in the memory viewer, make sure "View -> Show module addresses" is checked

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phpjunkie
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PostPosted: Mon Jan 02, 2023 1:53 pm    Post subject: Reply with quote

I got it figured out. I did what you suggested in another topic to use injection copy. All I have to do is check, and uncheck the script to set the globalalloc for the base address for my current health, and max health.

There is, also a shit tone of resources in the game that I want to show in the address list for modifications and still be able to retrieve the base objects for the pointers.

And your right, if they do decide to update the game, which I don't think they will, 'cause it's original release date was 2017, I'll probably have to add things like aobscanmodule, registersymbol, readmem, reassemble, and still hope that the update doesn't break the script.

I do have one last question. Is there any way to find out how much space in memory the base is using?
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ParkourPenguin
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PostPosted: Mon Jan 02, 2023 2:13 pm    Post subject: Reply with quote

phpjunkie wrote:
I do have one last question. Is there any way to find out how much space in memory the base is using?
What do you mean by "the base"?
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phpjunkie
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PostPosted: Mon Jan 02, 2023 2:22 pm    Post subject: Reply with quote

Okay, by doing injection copy am I just making a pointer to the entire address allocation being used or am I actually copying? I'm guessing that I'm just making a pointer to the base of the allocations being assigned by the game.

What I'm curious about is how many bytes I should give to the allocation I'm making the pointer for.
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ParkourPenguin
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PostPosted: Mon Jan 02, 2023 4:00 pm    Post subject: Reply with quote

An injection copy typically stores the address of something. Addresses are 8 bytes in x64.

There are tutorials that show how to make an injection copy script. Follow them.

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phpjunkie
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PostPosted: Mon Jan 02, 2023 4:31 pm    Post subject: Reply with quote

ParkourPenguin wrote:
There are tutorials that show how to make an injection copy script. Follow them.
Will do.
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