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Auto Assembly not working even though no compilation errors
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Mr.Cifer
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PostPosted: Sat Apr 15, 2017 2:54 am    Post subject: Auto Assembly not working even though no compilation errors Reply with quote

Code:
[ENABLE]
alloc(code,1024)
label(returnhere)
label(x)
label(y)
label(z)
registersymbol(x)
registersymbol(y)
registersymbol(z)
label(senable)
label(lenable)
label(savecoords)
label(loadcoords)
label(checker)
registersymbol(senable)
registersymbol(lenable)


code:

senable:
dd 0
lenable:
dd 0
x:
dd 0
y:
dd 0
z:
dd 0

checker:
cmp [senable],1
je savecoords
cmp [lenable],1
je loadcoords
jmp returnhere

savecoords:
mov [senable],0
push edi
mov edi,[coord]
mov [x],edi
mov edi,[coord+4]
mov [z],edi
mov edi,[coord+8]
mov [y],edi
pop edi
jmp returnhere

loadcoords:
mov [lenable],0
push edi
mov edi,[x]
mov [coord],edi
mov edi,[y]
mov [coord+8],edi
mov edi,[z]
mov [coord+4],edi
pop edi
jmp returnhere

returnhere:

[DISABLE]
unregistersymbol(x)
unregistersymbol(y)
unregistersymbol(z)
unregistersymbol(senable)
unregistersymbol(lenable)
dealloc(code)

So when ever i change the values of senable and lenable they do not go back to zero ,becuz as you can see in the code if the value of either of those should be equal to 1, the script jumps to savecoords or loadcoords where the value of
senable or lenable is made equal to zero ,but that is not happening plz help.
P.S. I am able to enable the script,but it does nothing.
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Zanzer
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PostPosted: Sat Apr 15, 2017 6:31 am    Post subject: Reply with quote

You're not injecting your code into the game anywhere. None of it is executing at all.
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mgr.inz.Player
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PostPosted: Sat Apr 15, 2017 6:33 am    Post subject: Reply with quote

You do not have injection point.
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Mr.Cifer
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PostPosted: Sat Apr 15, 2017 9:46 am    Post subject: Reply with quote

apologies for the frivolities ,so here is my new script :
Code:
[ENABLE]
alloc(code,1024)
label(originalcode)
label(returnhere)
label(exit)
label(x)
label(y)
label(z)
registersymbol(x)
registersymbol(y)
registersymbol(z)
label(senable)
label(lenable)
label(savecoords)
label(loadcoords)
label(checker)
registersymbol(senable)
registersymbol(lenable)


code:

senable:
dd 0
lenable:
dd 0
x:
dd 0
y:
dd 0
z:
dd 0

checker:
cmp [senable],1
je savecoords
cmp [lenable],1
je loadcoords
jmp originalcode

savecoords:
mov [senable],0
push edi
mov edi,[coord]
mov [x],edi
mov edi,[coord+4]
mov [z],edi
mov edi,[coord+8]
mov [y],edi
pop edi
jmp originalcode

loadcoords:
mov [lenable],0
push edi
mov edi,[x]
mov [coord],edi
mov edi,[y]
mov [coord+8],edi
mov edi,[z]
mov [coord+4],edi
pop edi
jmp originalcode

originalcode:
movdqa xmm0,[DARKSOULS.exe+CD5260]


exit:
jmp returnhere

"DARKSOULS.exe"+ABDBE5:
jmp code
nop
nop
nop
returnhere:

[DISABLE]
unregistersymbol(x)
unregistersymbol(y)
unregistersymbol(z)
unregistersymbol(s)
unregistersymbol(l)
dealloc(code)
"DARKSOULS.exe"+ABDBE5:
movdqa xmm0,[DARKSOULS.exe+CD5260]

But now its making my game crash any ideas? ;/
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PostPosted: Sat Apr 15, 2017 11:12 am    Post subject: Reply with quote

You WILL need to check this for errors. You might have to change your [register+offset] values and allocations:

Code:

[ENABLE]
alloc(code,1024)

label(originalcode)
label(returnhere)
label(x)
label(y)
label(z)
label(senable)
label(lenable)
label(savecoords)
label(loadcoords)

registersymbol(x)
registersymbol(y)
registersymbol(z)
registersymbol(senable)
registersymbol(lenable)

//==============================//

code:
cmp byte ptr [senable],1
je savecoords
cmp byte ptr [lenable],1
je loadcoords
jmp originalcode

savecoords:
mov byte ptr [senable],0
push edi
mov edi,[DARKSOULS.exe+CD5260]
mov [x],edi
mov edi,[DARKSOULS.exe+CD5260+8]
mov [y],edi
mov edi,[DARKSOULS.exe+CD5260+10]
mov [z],edi
pop edi
jmp originalcode

loadcoords:
mov byte ptr [lenable],0
cmp [x],0
je originalcode
push edi
mov edi,[x]
mov [DARKSOULS.exe+CD5260],edi
mov edi,[y]
mov [DARKSOULS.exe+CD5260+8],edi
mov edi,[z]
mov [DARKSOULS.exe+CD5260+10],edi
pop edi
jmp originalcode

originalcode:
movdqa xmm0,[DARKSOULS.exe+CD5260]
jmp returnhere

senable:
db 0
lenable:
db 0
x:
dq 0
y:
dq 0
z:
dq 0

//==============================//

"DARKSOULS.exe"+ABDBE5:
jmp code
nop
nop
nop
returnhere:

[DISABLE]
dealloc(code)
"DARKSOULS.exe"+ABDBE5:
movdqa xmm0,[DARKSOULS.exe+CD5260]

unregistersymbol(x)
unregistersymbol(y)
unregistersymbol(z)
unregistersymbol(senable)
unregistersymbol(lenable)
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Mr.Cifer
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PostPosted: Sat Apr 15, 2017 10:13 pm    Post subject: Reply with quote

Got it thanks
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PostPosted: Sun Apr 16, 2017 12:01 am    Post subject: Reply with quote

Working?
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++METHOS
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PostPosted: Mon Apr 17, 2017 12:11 pm    Post subject: Reply with quote

Did you ever get this working?
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Mr.Cifer
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PostPosted: Wed Apr 19, 2017 9:02 am    Post subject: Reply with quote

Well your scrip'ts adjustments (like this
Code:
cmp [x],0 je originalcode
line)did have an impact beacause I do remember that it worked once after I edited the the script ,but just that one time ,it didn't work after that ;/ .
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PostPosted: Wed Apr 19, 2017 12:09 pm    Post subject: Reply with quote

What?

That compare is only there as a safeguard, so that you do not try to teleport when nothing has been saved off (i.e. so that you do not teleport off of the map).

If it was working but stopped, it could be for a number of reasons -- all of which are likely something on your end, that you will need to investigate further. You may need to check that the instruction is exclusive to your hero coordinates and is not accessing other addresses. You may also check that the instruction is still being used to handle your coordinates. You will also want to use an instruction that is constantly accessing your coordinates, not writing to them.
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Mr.Cifer
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PostPosted: Thu Apr 20, 2017 9:57 am    Post subject: Reply with quote

Thanks for the tips. Btw I know for a fact that the instruction im injecting at is a shared code(which is probably the problem). and also
Code:
[ENABLE]
alloc(code,1024)
label(originalcode)
label(returnhere)
label(exit)
label(x)
label(y)
label(z)
registersymbol(x)
registersymbol(y)
registersymbol(z)
label(senable)
label(lenable)
label(savecoords)
label(loadcoords)
label(checker)
registersymbol(senable)
registersymbol(lenable)


code:

senable:
dd 0
lenable:
dd 0
x:
dq 0
y:
dq 0
z:
dq 0

checker:
cmp byte ptr [senable],1
je savecoords
cmp byte ptr [lenable],1
je loadcoords
jmp originalcode

savecoords:
mov [senable],0
cmp [coord],0
je originalcode
push ebx
mov ebx,[coord]
mov [x],ebx
mov ebx,[coord+4]
mov [z],ebx
mov ebx,[coord+8]
mov [y],ebx
pop ebx
jmp originalcode

loadcoords:
mov [lenable],0
cmp [x],0
je originalcode
push ebx
mov ebx,[x]
mov [coord],ebx
mov ebx,[y]
mov [coord+8],ebx
mov ebx,[z]
mov [coord+4],ebx
pop ebx
jmp originalcode

originalcode:
movq xmm0,[esp]


exit:
jmp returnhere

"DARKSOULS.exe"+ABDBCA:
jmp code
returnhere:

[DISABLE]
unregistersymbol(x)
unregistersymbol(y)
unregistersymbol(z)
unregistersymbol(s)
unregistersymbol(l)
dealloc(code)
"DARKSOULS.exe"+ABDBCA:
movq xmm0,[esp]

in this there is variable named "coord" which is an aob scan in which I have my player co-ordinates , so there is no way that my code is accessing other npc co-ordinates.

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sbryzl
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PostPosted: Thu Apr 20, 2017 10:44 am    Post subject: This post has 1 review(s) Reply with quote

Code:
"DARKSOULS.exe"+ABDBCA:
jmp checker
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Mr.Cifer
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PostPosted: Thu Apr 20, 2017 10:47 am    Post subject: Reply with quote

Oh my god it worked thank you dude, btw why is it that jumping to code not work?
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sbryzl
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PostPosted: Thu Apr 20, 2017 10:54 am    Post subject: Reply with quote

All your variable are listed there.
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PostPosted: Thu Apr 20, 2017 1:36 pm    Post subject: Reply with quote

MR.realdoge wrote:
in this there is variable named "coord" which is an aob scan in which I have my player co-ordinates
-Maybe state that in the OP next time.
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