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Messsed up code Help Plxx

 
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NanoByte
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Joined: 13 Sep 2013
Posts: 222

PostPosted: Mon Jun 02, 2014 3:45 pm    Post subject: Messsed up code Help Plxx Reply with quote

When i enable / disable my code it ruins the code so the game crashes
also how

i just want to be sure

even if i add bytes of other codes that i dont want to edit just to help aobscan with finding the code, it dosent change or effect them at all does it?

that could be my problem right now
Code:

[ENABLE]
alloc(newmem,2048)
label(returnhere)
label(originalcode)
label(exit)
label(_uss)
registersymbol(_uss)
aobscanmodule(aobscc,WolfNewOrder_x64.exe,?? ?? C1 89 43 20 48 8B 5C 24 30)

newmem:
mov eax,1E
originalcode:
//cmovg eax,ecx
mov [rbx+20],eax

exit:
jmp returnhere

aobscc:
_uss:
jmp newmem // so instead of cmovg eax,ecx = jmp newmem?
nop // instead of mov [rbx+20],eax = nop?
returnhere:


 
 
[DISABLE]
dealloc(newmem)
_uss:
cmovg eax,ecx
mov [rbx+20],eax
unregistersymbol(_uss)
//Alt: db 89 43 20 48 8B 5C 24 30



Capture.PNG
 Description:
left picture is the clean code uneffected

right one is efter i enable my script and disable it again
 Filesize:  7.88 KB
 Viewed:  4151 Time(s)

Capture.PNG


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Dark Byte
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Joined: 09 May 2003
Posts: 25807
Location: The netherlands

PostPosted: Mon Jun 02, 2014 4:27 pm    Post subject: Reply with quote

try
Code:

alloc(newmem,2048, WolfNewOrder_x64.exe)


the code injection template should have done that for you

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Daijobu
Master Cheater
Reputation: 13

Joined: 05 Feb 2013
Posts: 301
Location: the Netherlands

PostPosted: Mon Jun 02, 2014 4:32 pm    Post subject: Reply with quote

edit: what dark_byte wrote. *flies away*

I'm halfway to drunk so forgive me if I've missed something.

The code on DISABLE is 6 bytes long requiring one nop. Which is set correct.

You've adjusted the script as it originally was:

Code:
mov [rbx+20],eax
mov rbx,[rsp+30]


Something might have goofed there.

Try putting back the bytes instead of the code at [DISABLE]:

Code:
[DISABLE]
dealloc(newmem)
_uss:
db 0F 4F C1 89 43 20
unregistersymbol(_uss)

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NanoByte
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Joined: 13 Sep 2013
Posts: 222

PostPosted: Mon Jun 02, 2014 4:39 pm    Post subject: Reply with quote

Thx DarkByte It works but what difference that make?
why did that work?

Daijubo Very Happy

thx mate i,m a bit afraid of using db array of bytes because i belive the first 2 bytes are wildcards so that would mess with my code Very Happy
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justa_dude
Grandmaster Cheater
Reputation: 23

Joined: 29 Jun 2010
Posts: 893

PostPosted: Mon Jun 02, 2014 6:14 pm    Post subject: Reply with quote

NanoByte wrote:
what difference that make?
why did that work?


http://forum.cheatengine.org/viewtopic.php?p=5535660

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NanoByte
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Joined: 13 Sep 2013
Posts: 222

PostPosted: Tue Jun 03, 2014 1:23 am    Post subject: Reply with quote

Ohh nice, Thanks Justa_Dude Very Happy Hehe
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