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Problem with adding float vallue. need help with it.

 
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hot12345
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Joined: 23 Mar 2016
Posts: 17

PostPosted: Sat Mar 26, 2016 11:19 am    Post subject: Problem with adding float vallue. need help with it. Reply with quote

Hi all,

I using a game for learning to hack it, its called Alan Wake.

I found the code with decrease and inc. vallue of limit bar of my fleshlight.

If I put on the float vallue '' 1'' then the bar is full. And if I search to "What Write's to this addres. I get a few codes.

'' 004D34E3 - D9 96 E0000000 - fst dword ptr [esi+000000E0] ''

But how can i make a AOInject script that's write '' 1 '' to the bar fleshlight bar?

And what is exacly now the base adress in this point? How and where can i see the base adress?
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Zanzer
I post too much
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Joined: 09 Jun 2013
Posts: 3278

PostPosted: Sat Mar 26, 2016 6:42 pm    Post subject: Reply with quote

Fleshlight, eh? Something else on your mind?
You can use the AOB Injection template and replace the original code with:
Code:
mov dword ptr [esi+000000E0],(float)1.0

The base address is stored in the ESI register.
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hot12345
Newbie cheater
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Joined: 23 Mar 2016
Posts: 17

PostPosted: Sun Mar 27, 2016 7:06 am    Post subject: Reply with quote

Zanzer wrote:
Fleshlight, eh? Something else on your mind?
You can use the AOB Injection template and replace the original code with:
Code:
mov dword ptr [esi+000000E0],(float)1.0

The base address is stored in the ESI register.


Could you explain how the code/scripts reads?
Does it reads from top to botom? or does its reads section to section?
Code:

[ENABLE]

aobscanmodule(fleshlight,AlanWake.exe,D9 96 E0 00 00 00 D9 EE) // should be unique
alloc(newmem,$100)

label(code)
label(return)

newmem:

code:
  mov dword ptr [esi+000000E0],(float)1.0
  //fst dword ptr [esi+000000E0]
  jmp return

fleshlight:
  jmp code
  nop
return:
registersymbol(fleshlight)

[DISABLE]
//code from here till the end of the code will be used to disable the cheat
fleshlight:
  db D9 96 E0 00 00 00

unregistersymbol(fleshlight)
dealloc(newmem)

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Zanzer
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Joined: 09 Jun 2013
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PostPosted: Sun Mar 27, 2016 7:28 am    Post subject: Reply with quote

First the aobscanmodule function is executed to find your array of bytes.
It defines a memory location called "fleshlight" which is your starting injection point.
So you read from the "fleshlight:" label and start execution there.
It jumps (JMP) to the "code:" label to execute the new MOV statement.
It skips over the commented FST statement and then finishes up with a jump to "return".
That sends it back to the game's normal execution path.
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