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Help please with the AOB script

 
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Loveness
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Joined: 30 Aug 2016
Posts: 14

PostPosted: Sun May 25, 2025 6:47 am    Post subject: Help please with the AOB script Reply with quote

Hi!

I'm not so powerful in scripting, but i know how to make a script etc. But i have a script that i don't know how to resolve it. Hope please to help me..

So i have the following script:

Code:

[ENABLE]

aobscanmodule(damage,DOOMTheDarkAges.exe,F3 44 0F 59 C8 49 8B CC 45 0F 28 D8 E8 1E BF F7 FF) // should be unique
alloc(newmem,$1000)

label(code)
label(return)

newmem:

code:
  mulss xmm9,xmm0
  mov rcx,r12
  movaps xmm11,xmm8
  call DOOMTheDarkAges.exe+DA6D50
  jmp return

damage:
  jmp far newmem
  nop 3
return:
registersymbol(damage)

[DISABLE]

damage:
  db F3 44 0F 59 C8 49 8B CC 45 0F 28 D8 E8 1E BF F7 FF

unregistersymbol(damage)
dealloc(newmem)


Please tell me how to change the script in such a way that the following code to not be present in my script and to not be affected by the script:

Code:

call DOOMTheDarkAges.exe+DA6D50


i.e. the script to be injected only until this line or be better the script to affect only:

Code:
mulss xmm9,xmm0


I attach the screenshot of the area of this code. I can't attach the script to another line. Please help me..



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DhaosCollider
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Joined: 12 Mar 2022
Posts: 7

PostPosted: Sun May 25, 2025 8:10 am    Post subject: Reply with quote

Hi, Loveness.

Do you need 14 bytes jmp? easiest way is to stop doing it.
Another option is 1 byte jmp.
However, you need CE 7.5/later and installing an exception handler might give you new issues.
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Loveness
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Joined: 30 Aug 2016
Posts: 14

PostPosted: Sun May 25, 2025 8:35 am    Post subject: Reply with quote

DhaosCollider wrote:
Hi, Loveness.

Do you need 14 bytes jmp? easiest way is to stop doing it.
Another option is 1 byte jmp.
However, you need CE 7.5/later and installing an exception handler might give you new issues.


To be more simple, i need my script to be like:

Code:

[ENABLE]

aobscanmodule(damage,DOOMTheDarkAges.exe,F3 44 0F 59 C8 49 8B CC 45 0F 28 D8 E8) // should be unique
alloc(newmem,$1000)

label(code)
label(return)

newmem:

code:
  mulss xmm9,xmm0
  mov rcx,r12
  movaps xmm11,xmm8
  jmp return

damage:
  jmp far newmem
  nop 3
return:
registersymbol(damage)

[DISABLE]

damage:
  db F3 44 0F 59 C8 49 8B CC 45 0F 28 D8 E8

unregistersymbol(damage)
dealloc(newmem)
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ParkourPenguin
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Posts: 4695

PostPosted: Sun May 25, 2025 12:01 pm    Post subject: Reply with quote

Remove the call as you did. It looks like the call returns a pointer, so you should set rax as needed. If you don't know what it should point to, set rax to 0:
Code:
...
code:
  mulss xmm9,xmm0
  mov rcx,r12
  movaps xmm11,xmm8
  xor rax,rax
  jmp return
...

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Loveness
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Joined: 30 Aug 2016
Posts: 14

PostPosted: Sun May 25, 2025 12:26 pm    Post subject: Reply with quote

ParkourPenguin wrote:
Remove the call as you did. It looks like the call returns a pointer, so you should set rax as needed. If you don't know what it should point to, set rax to 0:
Code:
...
code:
  mulss xmm9,xmm0
  mov rcx,r12
  movaps xmm11,xmm8
  xor rax,rax
  jmp return
...


This call is important.. so if I set it to 0, the game crashes. The problem is that the game is very often updated, so the address is changed.
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ParkourPenguin
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PostPosted: Sun May 25, 2025 5:40 pm    Post subject: Reply with quote

I don't understand what you want to do. If you want the call to happen, then leave it there. It shouldn't harm anything.

Try the standard 5-byte jump instead:
Code:
[ENABLE]
aobscanmodule(damage,DOOMTheDarkAges.exe,F3 44 0F 59 C8 49 8B CC 45 0F 28 D8 E8 1E BF F7 FF)
alloc(newmem,$1000,damage)

label(code)
label(return)

newmem:
code:
  mulss xmm9,xmm0
  jmp return

damage:
  jmp newmem
return:
registersymbol(damage)

[DISABLE]

damage:
  db F3 44 0F 59 C8

unregistersymbol(damage)
dealloc(newmem)
If CE gives an error saying "no nearby memory" or something like that, then you have to use either the 14-byte jump or the 1-byte jump w/ debugging.
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