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[request] how can i find AoB with my CE..?

 
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Stylo
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PostPosted: Sun Oct 21, 2007 12:43 pm    Post subject: [request] how can i find AoB with my CE..? Reply with quote

title**
how can i find AoB in game / program i want?

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atom0s
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PostPosted: Sun Oct 21, 2007 1:03 pm    Post subject: Re: [request] how can i find AoB with my CE..? Reply with quote

1qaz wrote:
title**
how can i find AoB in game / program i want?


Attach the disassembler and look at the instruction that you need and use the bytes for the opcodes around it.
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Stylo
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PostPosted: Mon Oct 22, 2007 3:19 am    Post subject: Reply with quote

what is disassmebler can u explain please and how i attach it and do everything else..
please i'm little noob in this Confused

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Symbol
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PostPosted: Mon Oct 22, 2007 4:35 am    Post subject: Reply with quote

He means the memory view...
Go to memory and in the lower part, where all the bytes are go to the address you want and gather some bytes. Wink
Then simply scan for aob's. (Value type: Array of Bytes)
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SXGuy
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PostPosted: Mon Oct 22, 2007 6:07 am    Post subject: Reply with quote

Symbol wrote:
He means the memory view...
Go to memory and in the lower part, where all the bytes are go to the address you want and gather some bytes. Wink
Then simply scan for aob's. (Value type: Array of Bytes)


wtf? Shocked

symbol bro, listen, 1 your assuming he can use debugs, not everyone can, nor does everyone have dbvm. And im not just talking about MS. it would be better to explain a method that will always work and is quite simple.

If you know the address you want aob's for, open memory view, and right click the bottom section, select "go to address" and type your address in, then copy the first top line of numbers and letters, they will look somthing like 00 3F 34 2C etc etc.

That is your AOB's you want.

If you only have aob's and you want the address, just click search in the same sections, select Array, and paste your AOB's in, then it will bring up the first result at the top, thats your address.

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Flyte
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PostPosted: Mon Oct 22, 2007 9:51 am    Post subject: Reply with quote

SXGuy wrote:
symbol bro, listen, 1 your assuming he can use debugs, not everyone can, nor does everyone have dbvm. And im not just talking about MS. it would be better to explain a method that will always work and is quite simple.

If you know the address you want aob's for, open memory view, and right click the bottom section, select "go to address" and type your address in, then copy the first top line of numbers and letters, they will look somthing like 00 3F 34 2C etc etc.

That is your AOB's you want.

If you only have aob's and you want the address, just click search in the same sections, select Array, and paste your AOB's in, then it will bring up the first result at the top, thats your address.


Don't be stupid, you just said the exact same thing Symbol did. It is obvious you have no clue what you are talking about. Rolling Eyes
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SXGuy
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PostPosted: Mon Oct 22, 2007 10:58 am    Post subject: Reply with quote

if he said the same as me, how do i not know what im talking about? that would mean either we both dont, or do. now whos stupid? Smile

symbol, i apologise, read it wrong, thought you ment actually use the scanner d'oh

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atom0s
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PostPosted: Mon Oct 22, 2007 12:21 pm    Post subject: Reply with quote

Symbol wrote:
He means the memory view...
Go to memory and in the lower part, where all the bytes are go to the address you want and gather some bytes. Wink
Then simply scan for aob's. (Value type: Array of Bytes)


Thats not what I meant.
Heres some pictures and an explanation of what I meant:

I'm using Minesweeper for this example, firstly, open Minesweeper and attach Cheat Engine to it:


Next locate your flag address by scanning for 10, use a flag, filter for 9, and you should find it. Add it to your cheat table. (Mind the fact that is green which means static, but this is just an example.)
Once you add it to your table, right click it and choose find what writes to this address.


Next, use 1 more flag and you should end up with this:


Once you have that, click on that function inside the 'The following opcodes changed the selected address' box and click on Show Disassembler.


Now, notice the bytes next to our instruction?
01 05 94 51 00 01

That would be the array of bytes we would want, but, this is 1 opcode which could be found elsewhere, so you want to use some others inside your array. Now look ahead 1 instruction. We have a call. I highly suggest you DONT use calls or jumps inside your array of bytes as their bytes can change depending on where the module your AoB might be located. (Calls and Jumps are not static addresses, they are calculated by the distance between the call point and call location.)

Instead, we look behind our instruction:


Good, we have some clean bytes.
mov eax,[esp+04]
Which should never change unless they update the game and something effects that opcode directly. So, we have two opcodes:

mov eax,[esp+04]
add [01005194],eax

Which should be enough to only find this address. (You could throw the e8 of the call in here too if you wanted, but not needed.)

So your AoB would be:
8b 44 24 04 01 05 94 51 00 01

When you code your function to find this, you will need to add a param to offset from the start. Why? Well if you just have your function return the address where this was found (the start of it) you would land up getting:
100346A as your return. Which is not what you want. Instead you want
AoB+4. A little quick explaination:

Scans for: 8b 44 24 04 01 05 94 51 00 01
Locates at: 100346A
Add 4 bytes to get correct address: 100346A+4
Use end result: 100346E

We are adding 4 to our result because of:
mov eax,[esp+04]

The result will return the address of the start of that instruction cause thats where the array was found and started. Beings that mov eax,[esp+04]'s bytes were 4 long, we just add 4 to the result.

For what ever reason, Cheat Engine and Artmoney both wont locate the array, my own functions written in VB6 and C++ both found it though. So you will need to code your own trainer and such Smile Hope that helps.
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Labyrnth
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PostPosted: Tue Oct 23, 2007 5:57 pm    Post subject: Reply with quote

SXGuy wrote:

If you know the address you want aob's for, open memory view, and right click the bottom section, select "go to address" and type your address in, then copy the first top line of numbers and letters, they will look somthing like 00 3F 34 2C etc etc.

That is your AOB's you want.


I needed to quote you on this SXGuy, You cant just select the top row of bytes like this. You got to know what they are for.
If you just start selecting bytes and make changes your going to get screwy results because you could change, lets say

Ok you found:
mov eax,[esp+04]
8B 44 24 04 90 66 00 74 00 20 00 54 00 72 00 65
^ here is your top line of bytes in lower window.
This is the bytes for more then just mov eax,[esp+04].

It is more like:
mov eax,[esp+04]
nop
add [eax+eax+20],dh
add [eax+eax+72],dl
add [ebp+00],ah

So all you need in the first line is just
8B 44 24 04 and thats mov eax,[esp+04]

ok, then you change the bytes to
2b 44 24 04

You just messed up the instruction, it now is this:
sub eax,[esp+04]


Also if you altered the bytes behind this 8B 44 24 04, you would be altering other instructions. Pretty much sure this would give you a crash most times.

So you see what i mean by you cant just select the top line of bytes and go to town altering them. You have to know what they are for when reading or writing bytes.
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thiefgod1010
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PostPosted: Sun Oct 28, 2007 12:30 am    Post subject: Reply with quote

i need a CT for PKO

sombody send me one pwease!!!!
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