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How to export auto assemble data into the table ?

 
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NoMoreBSoD
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Joined: 03 Sep 2013
Posts: 85

PostPosted: Tue Sep 03, 2013 10:29 am    Post subject: How to export auto assemble data into the table ? Reply with quote

Recifense managed to do it brilliantly on Civilization 5 and I can't reproduce the steps he took there (edit : no url priviledge yet).

Using "what accesses this address" I can find the relevant code that uses a different pointer each time I select a different unit, and I would like to export this pointer in the cheat table so that I am able to modify different offsets on multiple units easily.

Here is my solution so far, and it crashes the game every time Sad

Code:

[ENABLE]

alloc(newmem,2048)
label(returnhere)
label(originalcode)
label(exit)
label(UnitSel)
registersymbol(UnitSel)
alloc(UnitSel,8)

newmem:

UnitSel:
dd 0

mov [UnitSel],ebx

originalcode:
cmp dword ptr [ebx+000000CC],00

exit:
jmp returnhere

"CvGameCore_Expansion2.dll"+214B06:
jmp newmem
nop
nop
returnhere:

 
 
[DISABLE]
"CvGameCore_Expansion2.dll"+214B06:
cmp dword ptr [ebx+000000cc],00
[/code][/url]
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Dark Byte
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PostPosted: Tue Sep 03, 2013 11:38 am    Post subject: Reply with quote

Move unitsel outside of newmem by either putting it at the end or do an alloc(unitsel,4) and put it before
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NoMoreBSoD
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Posts: 85

PostPosted: Tue Sep 03, 2013 12:13 pm    Post subject: Reply with quote

Wow it works ! Thank you Dark Byte ^^

Why didn't my initial
Code:
alloc(UnitSel,8)

do the trick ?
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Dark Byte
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PostPosted: Tue Sep 03, 2013 2:19 pm    Post subject: Reply with quote

You probably placed it after newmem as well

That would mean all the code after unitsel: would be part of that instead of newmem, and newmem would just be uninitialized

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NoMoreBSoD
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PostPosted: Wed Sep 04, 2013 12:56 am    Post subject: Reply with quote

I understand now, thanks ^^
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