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[Problem]Making Superjump hack

 
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vergilganesh
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PostPosted: Fri Sep 06, 2013 10:14 am    Post subject: [Problem]Making Superjump hack Reply with quote

I have a problem with a code. I dont know what it means. I tried to multiply the value xmm0 before addsd instruction but the hack doesnt works. Actually How to multiply the value of address??
Y CO-ORDINATE

X CO-ORDINATE



I Just want the X and Y co-ordinate value to be multipled how to do
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vergilganesh
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PostPosted: Wed Sep 11, 2013 11:44 pm    Post subject: Reply with quote

...
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puntigam
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PostPosted: Thu Sep 12, 2013 5:35 pm    Post subject: Reply with quote

I am just reading up on assembly myself but the xmm0 register should contain a float value.

Have you tried fmul?
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vergilganesh
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PostPosted: Fri Sep 13, 2013 6:50 am    Post subject: Reply with quote

This is my code:
Code:

alloc(newmem,512)
alloc(mul,12)
label(return)
mul:
dd (float)2.0
newmem:
mulss xmm1,[mul]
addsd xmm0,xmm1
jmp return

0042EF84:
jmp newmem
nop
return:



I tried instead of mulss as mulsd but the game is crashed.
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pox911
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PostPosted: Fri Sep 13, 2013 7:34 am    Post subject: Reply with quote

maybe fmul will be better? Im assuming its a single float value being stored in xmm0?
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STN
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PostPosted: Fri Sep 13, 2013 8:46 am    Post subject: Reply with quote

In the first picture, edx+4 contains the y co ordinate, debug that address and choose another code location that doesn't overwrite its value. You have chosen a pretty bad location to do injection considering you don't understand SSE instructions.

It would help if you post a screenshot of all the addresses that pop up when you debug the y coord

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_Veggy
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PostPosted: Fri Sep 13, 2013 11:22 am    Post subject: Reply with quote

Your way in making super jump is wrong.
Think like a developer, every character has a static value that tells the game
how high you can jump.
The key in making a super jump / gravity hack is to find that static value.
On unreal engine based games that static value is usually stored inside the
player structure as a floating point value.
But in some occasions it's not, than reversing is the way to go.
Your way of breakpointing is right by breaking on the Y-coordinate.
Think like it this way when you jump the game has to decide if you jump higher than the staticly assigned value, if not you are allowed to jump.
Increasing that staticly assigned value you can jump much higher.
So you need to trace back the code to determine where the game is checking if you jumped passed the staticly assigned value.
For which game are you trying to make this?
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pox911
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PostPosted: Fri Sep 13, 2013 5:59 pm    Post subject: Reply with quote

Another thing to keep in mind, velocity. I know in some games the jump just sets your momentum on jump if conditions are met. So instead of debugging the Y value itself, try debugging the Y velocity.
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vergilganesh
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PostPosted: Sat Sep 14, 2013 1:51 am    Post subject: Reply with quote

I make a code just as above i just convert xmm1 and then multiply then convert.
Code:

alloc(newmem)
alloc(val,4)
label(return)

val:
dd (float)0.5
newmem:
cvtsd2ss xmm1,xmm1
mulss xmm1,[val]
cvtss2sd xmm1,xmm1

addsd xmm0,xmm1
jmp return

0042EF84:

jmp newmem
nop
return:

But what i got means., player can jump higher but slower. It is like a slowmotion when he jumps and falls., what these codes does to the value of co-ordinate
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_Veggy
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PostPosted: Sat Sep 14, 2013 9:01 am    Post subject: Reply with quote

I have no idea what your saying/ what you mean.
Which game is this for?
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STN
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PostPosted: Sat Sep 14, 2013 10:54 am    Post subject: Reply with quote

What you're doing won't make your player jump higher but simply make him float in the air until jumping out of map boundaries. All you're doing with that code is increase the value of Y (height) co-ordinate.

If you want to make a super jump, follow what veggy said. With that Y co ord, you can make a float mode option if you use some flags.

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