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Is it possible to disable AA script by using "jmp"

 
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Dr.Disrespect
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Joined: 17 Feb 2016
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PostPosted: Tue Feb 23, 2016 11:46 pm    Post subject: Is it possible to disable AA script by using "jmp" Reply with quote

Is it possible to jump to the "Disable AA script" by using jump commands, such as jmp, jl, je, etc?
I want to achieve the following:
Code:


[ENABLE]
......
cmp eax,1
je [DISABLE]   <---------something like this?
.....
[DISABLE]
.......


I want this result because in the game that I want to put my cheat in, there is a function that keeps repeating itself, so when I inject my cheat, which increases health value by 1, the health value keeps going up to an extend that I don't like (and there is no other way to detect the value, just assume I am right Very Happy). So I want to compare the health of the unit, and when it reaches certain value, the cheat AA script will stop.

Thanks in advance.
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akumakuja28
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PostPosted: Wed Feb 24, 2016 1:56 am    Post subject: Reply with quote

post the rest of your script.

And no there is no easy way to disable a script like that. Difficult ways yes. Easier ways are possible but we need more info about the code injection spot.

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Dark Byte
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PostPosted: Wed Feb 24, 2016 2:40 am    Post subject: Reply with quote

instead of jumping to disable, you can also jump to the original code, making it behave like it's disabled
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Dr.Disrespect
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Joined: 17 Feb 2016
Posts: 526

PostPosted: Wed Feb 24, 2016 10:42 am    Post subject: Reply with quote

Dark Byte wrote:
instead of jumping to disable, you can also jump to the original code, making it behave like it's disabled


Thanks for the reply, two more things If I may:

1. You said instead of jumping to disable, I can "also" jump to the original code. Does it mean I can jump to the disable part?

2. The reason I don't want to jump to the original code is that when I open a certain game menu, that memory address, to which I want to change its value, is repeatedly accessed by another function, like a timer that keeps going on and on. However, I only want to change the value once. That's why I need to jump to DISABLE directly. If I jump to original code, the memory address will stilling be accessed by another function and the value will keep being modified.
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Vlad-00003
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PostPosted: Wed Feb 24, 2016 10:53 am    Post subject: Reply with quote

Create some kind of flag, like this:
Code:

alloc(_yourAlloc,$100)
alloc(_completeOnce,1)
label(return)
label(originalcode)
_completeOnce:
  db 0

_yourAlloc:
  ...
  mov [_completeOnce], 1
  jmp return

originalcode:
  ...
return:

something like that

Edit:
Just check what I wrote and .... did facepalm...
Step-by-step:

    1) alloc flag and set it to 0
    2)check if it 1 and if so, got to the original code
    3)make what you want(inc heal?)
    4)jmp to return
    5) original code(with jmp to the return)



Edit2:
Also - post your script.
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STN
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PostPosted: Wed Feb 24, 2016 12:50 pm    Post subject: Reply with quote

^Like the poster above said you can use flags

OR

Right after you execute your code, write back the original bytes to the game memory thereby removing the jump to your code cave(allocated memory) so your script will only be executed once. This has the disadvantage that CE won't know you disabled your code and still show your script as activated. Something like this

_yourAlloc:
...
your desired code injection
cmp eax,1
je DISABLEdd <---------something like this?
.....
DISABLEdd:
mov [gamecode], C80054
mov [gamecode+4], D8F011


Using the flags is a better way though and the above^ can only be handy if for some reason you don't want your jump to codecave be present all the time of game exectuion.

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Dr.Disrespect
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PostPosted: Wed Feb 24, 2016 2:12 pm    Post subject: Reply with quote

Thanks a lot guys. I will try that and give you guys feedback. Thanks again.
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