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how to figure out enemy's weapons

 
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AngelPearl
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Joined: 08 Nov 2013
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PostPosted: Tue Nov 12, 2013 11:29 am    Post subject: how to figure out enemy's weapons Reply with quote

Hi there, I need help in figuring out enemy's weapon in Twisted Metal or any other similar games you hacked. Your little help will be fruitful to me.

Edited: Here is the health address of the final boss in the game.
01E4911C

and it writes to the following address. What should I do with this code...
please help I have no idea.. is there any possibilities that I can find out what weapons the enemy have with the help of the below code ?

Code:
0041BB65 - 23 41 1C  - and eax,[ecx+1C]
0041BB68 - 8B 51 30  - mov edx,[ecx+30]
0041BB6B - 89 1C 10   - mov [eax+edx],ebx <<
0041BB6E - E9 34FEFFFF - jmp psxfin.exe+1B9A7
0041BB73 - 8B 49 34  - mov ecx,[ecx+34]

EAX=001890FC
EBX=000000F7
ECX=00EF6498
EDX=01CC0020
ESI=801890FC
EDI=0039505E
ESP=0013FE1C
EBP=00EF70E8
EIP=0041BB6E

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zm0d
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PostPosted: Wed Nov 13, 2013 3:24 am    Post subject: Reply with quote

AngelPearl wrote:
Edited: Here is the health address of the final boss in the game.
01E4911C

Is this a base address?

Well, i never did what you want to do, but maybe you've to go a little deeper into reverse engineering.
Let me say, the game is programmed somehow like this:
Code:

public class Boss {
    SuperDamageWeapon3000 bossGun = new SuperDamageWeapon3000();
    int hp = 1337;
    [...]
}

This is a "very, very" simple example. It can be much more complex with inheritance or a stronger encapsulation.

In this case, if you find out the boss baseaddress, you can also find out the address of the weapon, because its (bossaddress+offset x). As soon as you got this, you can access the weapons structure with ((bossaddress+offset x)+offset y). So with offset y you can access the SuperDamageWeapon3000 structure, where you could e.g. change the damage of the weapon or you can find a weapon name/id.
I don't know if my explanation above is 100% correct, but it should show you some understanding of data structure.

Also I recommend to you, to do the last step in the built-in CE tutorial. This shows you how to deal with some kind of distinction.
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AngelPearl
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PostPosted: Wed Nov 13, 2013 5:24 am    Post subject: Reply with quote

thanks for your reply zm0d Smile Smile and you are right CE's built in tutorial is more appropriate to try what I am trying to achieve. Smile

I just recalled Dark Byte told me the Asm code I have found is Emulator's code not the game's actual code. I don't have knowledge of assembly language.
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zm0d
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PostPosted: Wed Nov 13, 2013 5:50 am    Post subject: Reply with quote

AngelPearl wrote:
0041BB6E - E9 34FEFFFF - jmp psxfin.exe+1B9A7

Ahh I see... psxfin.exe Razz
Well with things like this, I dont have a clue...
I never took a look at Emulator code and even never used one. Sad
Sorry.
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AngelPearl
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PostPosted: Wed Nov 13, 2013 10:58 am    Post subject: Reply with quote

It's ok.. Looks like I have to send a PM to Dark Byte , asking for help. Razz
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