To put it simply, editing memory is just changing the memory of a program. For example, it could be replacing an instruction with NOPs or changing dec eax to inc eax. However, when you're changing instructions like this, you're limited to however much space you have in that section of asm. If you want to do something more advanced, you'll have to hook that instruction.
A hook is basically just redirecting the program to execute your code. It could optionally execute the code that was originally there, or it could just ignore it. You tend to use jumps to do this: wherever you want the program to start running your code, you write a jmp right there that goes to the beginning of your code. Your code is then run and eventually jumps back to some spot in the program, usually near where you jumped from.
Since you're editing the game's executable memory when you write a jmp to your code, hooking could be considered a form of memory editing. _________________
I don't know where I'm going, but I'll figure it out when I get there.
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