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A Very In Depth Tutorial on Auto Assembler
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Nastri
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PostPosted: Mon Feb 28, 2011 8:36 am    Post subject: Re: GREAT TUTORIAL!!! Reply with quote

Thanks
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stanoja
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PostPosted: Fri Mar 11, 2011 12:04 pm    Post subject: Reply with quote

Code:
CMP ax,bx //compare ax with bx
JGE [somewhere]

It's about ax>=bx

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ElleXuzZ
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PostPosted: Tue Mar 15, 2011 7:27 pm    Post subject: Reply with quote

Hey,

I've got the problem that I want to edit a value at an address, but the address is not fixed.

I need to edit it multiple times.

I can get the address with Aobscan(VARIABLE,ARRAY_OF_BYTES), but that takes too much time to do it more than one time.

What I want is to save the address in a label.

Code:
alloc(ChiliDog,4)
label(ChiliDog)


How do I put the address in ChiliDog so that i can fetch it from another script?

Second question is:

How do I read the address out of ChiliDog, so that I can put a value at that address?
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gaming04
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PostPosted: Wed Jun 29, 2011 5:45 pm    Post subject: Reply with quote

Missing out on the more difficult tasks...handling float and double values.

fld
fldz
fld1
fstp
fadd
fcmp

Now how in the world are we suppose to force our personal float value into memory?
How about double values?
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paupav
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PostPosted: Fri Jul 15, 2011 2:18 pm    Post subject: Reply with quote

I fel like my brain will explode... I just started yesterday and i dont know how i will remember all this :/
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weetree
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PostPosted: Mon Dec 26, 2011 5:33 am    Post subject: Reply with quote

First of thank you so much for tut, it was very easy to understand compared to other tuts.

Tried to mimic what you did with minesweeper for practice, and ran into a crash.
The actual address for the time was 0032E740 and what was writing into it was FF71B75B.
Some things to note,
-time was not 4 byte but rather a float value.
-Not normal minesweeper on win xp, this one is 64bit
-The Address writing into time looks like this (address different from above because it was different attempt)
FF96B75B - F3 0F11 40 20 - movss [rax+20],xmm0
-I used rax instead of eax because for some reason (I'm guessing it is because it is 64bit) all the normal registers start with r not e.

This code causes the game to crash as soon as script is enabled, would appreciate some advice.

Code:

[ENABLE]
alloc(AlterTime,256)
alloc(ChiliDog,4)
label(ReturnHere)
registersymbol(ChiliDog)

ChiliDog:
dd 0
FF71B75B:
Jmp AlterTime
nop

ReturnHere:

AlterTime:
push rax
mov rax,[ChiliDog]
mov [0032E740],rax
pop rax
jmp ReturnHere

[DISABLE]
dealloc(AlterTime)
dealloc(ChiliDog)
unregistersymbol(ChiliDog)

FF71B75B:
inc [0032E740]
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rolicaj
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PostPosted: Fri Apr 13, 2012 8:14 pm    Post subject: Reply with quote

paupav wrote:
I fel like my brain will explode... I just started yesterday and i dont know how i will remember all this :/


i'm with you, like 100%
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Matthew
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PostPosted: Sun Jun 03, 2012 7:50 pm    Post subject: Reply with quote

This is extremely useful, thank you very much!
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Invader
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PostPosted: Tue Aug 14, 2012 5:38 pm    Post subject: Reply with quote

nice tut helped me a lot
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Brian-1337-
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PostPosted: Tue Jan 01, 2013 10:33 am    Post subject: Reply with quote

Thanks for the tutorial.

edit: Questions to Great Ultimate Expert Master Cheater Supreme. Very Happy

1 - What is the purpose/job of 'returnhere'?
2 - How decimal and hexadecimal works in auto assemble? like 'mov [eax],???', what is "???"?
3 - Is all conditional jump command returns? like JE, JNE, etc?

please answer. thank you
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Dark Byte
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PostPosted: Wed Jan 02, 2013 5:04 am    Post subject: Reply with quote

1: That is to easily find the address after the overwritten bytes, so you can jump back to after to the hook

2: It's default hexadecimal, but you can add a # or (int) in front of it to convert to a decimal

3: I have no idea what you mean

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Brian-1337-
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PostPosted: Wed Jan 02, 2013 6:43 am    Post subject: Reply with quote

thank you and never mind the last question. Smile
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Rise
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PostPosted: Sat Jan 05, 2013 11:53 am    Post subject: Reply with quote

Thank you, I enjoyed reading you well-written tutorial. Very Happy Most things have gotten a hell of a lot clearer thanks to you, samuri25404. There are still a few functions I can not follow however. I guess I'll have to try reading up on them soon when I have time.
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Mirtokimbo
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PostPosted: Fri Jan 11, 2013 12:47 pm    Post subject: Reply with quote

..

Last edited by Mirtokimbo on Sat Feb 21, 2015 11:45 am; edited 1 time in total
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DKMikey
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PostPosted: Fri Jun 14, 2013 4:48 pm    Post subject: Re: A Very In Depth Tutorial on Auto Assembler Reply with quote

samuri25404 wrote:
so forth up to F, which stands for 16.


I'm six years late, but F stands for 15.

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