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adaptusaaf Advanced Cheater Reputation: 0
Joined: 13 Jan 2008 Posts: 52
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Posted: Tue Apr 26, 2011 2:21 pm Post subject: AOB/Signature Scanning in dynamic updating game? |
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Hello, I have 24 different array of bytes for a game I play that all never change code just change place in memory and I need to make them NOP each time I play the game, and I'm looking for the best way to automatically search for the array of bytes each time the game updates, and not only give me the new address, but automatically NOP the new address's bytes. Is this possible?
The problem is that the game updates its DLL file or whatever every day, moving the codes around (but not changing them just adding new ones) and searching manually with CE for the new place the AOB signatures have gone to is very tedious to add them to a new cheat table..
Also I'm completely new to coding/scripting, but I would really love some help here.
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Dark Byte Site Admin Reputation: 458
Joined: 09 May 2003 Posts: 25288 Location: The netherlands
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Posted: Tue Apr 26, 2011 2:58 pm Post subject: |
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Look into using the auto assembler command "aobscan(name, aob)"
e.g:
aobscan(codeX, 11 22 * 33 44 55)
codeX:
nop
nop
nop
nop
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adaptusaaf Advanced Cheater Reputation: 0
Joined: 13 Jan 2008 Posts: 52
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Posted: Tue Apr 26, 2011 3:07 pm Post subject: |
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ok I did I came up with this which SORT of works...
Code: | [ENABLE]
AOBSCAN(myvar,85 c0 ?? ?? ?? ?? ?? ?? ?? ?? 8b 96 54 01 00 00 03 c2 c7 86 98 00 00 00 00 00 00 00)
myvar:
db 90 90 ?? ?? ?? ?? ?? ?? ?? ?? 8b 96 54 01 00 00 03 c2 c7 86 98 00 00 00 00 00 00 00
[DISABLE] |
As you can see the first two bytes are the targets to be NOP'ed, and I know I could make this one work by not needing the wildcards but I need to get wildcards to work for the define byte (db) function for other ones.. but it screws it up if I use wildcards for define byte, but not for aobscan, why?
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Dark Byte Site Admin Reputation: 458
Joined: 09 May 2003 Posts: 25288 Location: The netherlands
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Posted: Tue Apr 26, 2011 3:10 pm Post subject: |
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I'm surprised the assembler did not give an error on the wildcard in db (i'll fix it)
anyhow, do:
Code: |
myvar:
db 90 90
myvar+a:
db 8b 96 54 01 00 00 03 c2 c7 86 98 00 00 00 00 00 00 00
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adaptusaaf Advanced Cheater Reputation: 0
Joined: 13 Jan 2008 Posts: 52
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Posted: Tue Apr 26, 2011 3:19 pm Post subject: |
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What is the +a part of myvar+a do? how does it know how many bytes to skip before writing the new bytes? in this example it needs to skip 8 byte-things, but what if it needed to skip 4?
AA did give an error earlier when I tried to 'assign to current cheat table' with the wildcards, but it was when I used ** as wildcards and not ?? for the define byte, I think..
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Dark Byte Site Admin Reputation: 458
Joined: 09 May 2003 Posts: 25288 Location: The netherlands
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Posted: Tue Apr 26, 2011 4:03 pm Post subject: |
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Code: |
90 90 ?? ?? ?? ?? ?? ?? ?? ?? 8b
0 1 2 3 4 5 6 7 8 9 a
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myvar: can also be read as myvar+0
to to start from the 8b you do myvar+a (2+8=a)
and if you need to skip 4 thenyou use (2+4=)6
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adaptusaaf Advanced Cheater Reputation: 0
Joined: 13 Jan 2008 Posts: 52
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Posted: Tue Apr 26, 2011 4:21 pm Post subject: |
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It's working perfect now thank you so much this is the greatest thing ever, I've manually done this for this game over 200 times because I've done it for years now, probably adding up to about 250 hours worth of hassle over the years probably more. Got to love scripts haha..
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