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Trying to find anything I can in don't starve or DST.

 
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Wombleinc
How do I cheat?
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Joined: 03 Dec 2019
Posts: 8

PostPosted: Thu May 21, 2020 3:07 pm    Post subject: Trying to find anything I can in don't starve or DST. Reply with quote

Hello,

I am trying to find literally anything that I can use to get an address on don't starve. I've been told that pretty much every value is run through one or two addresses which I've found to be true. I have however found small details that I could use if I knew everything there was to know about assembly language.

I found that health is stored in a string as currenthealth but I don't know how to use this to create a script. I tried to disassemble this address and there is nothing that appears to be health around that string.

I've attached a lot of the stuff I've found below and would appreciate any help that I might could get. Let me know if you have any questions. I know this is prob the hardest game to find addresses for but it's honestly one of my favorite games.



addresses.png
 Description:
 Filesize:  36.31 KB
 Viewed:  6214 Time(s)

addresses.png



current.png
 Description:
 Filesize:  120.96 KB
 Viewed:  6214 Time(s)

current.png



accessible strings.png
 Description:
 Filesize:  114.25 KB
 Viewed:  6214 Time(s)

accessible strings.png



unknown.png
 Description:
 Filesize:  62.53 KB
 Viewed:  6214 Time(s)

unknown.png


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ParkourPenguin
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PostPosted: Thu May 21, 2020 7:08 pm    Post subject: Reply with quote

I'm guessing you're trying to make some sort of an injection copy.
If you inject at 0036A31B, it could go something like this:
Code:
alloc(newmem,1024)
alloc(buf,4096)

label(code)
label(checkStrings)
label(strncmpLoop)
label(copyAddress)
label(reachedNullTerm)
label(getNextString)
label(cleanupInjection)
label(originalCode)
label(return)

label(healthAddr)
label(firefxAddr)
label(logAddr)
registersymbol(healthAddr)
registersymbol(firefxAddr)
registersymbol(logAddr)

// define address/string combinations here in buf
buf:

// align 20      - align sections to 32 (0x20) bytes
// foo:          - registered symbol to use in table
//   dd 0        - space for address (4 bytes)
//   db 'bar',0  - string as it appears in the game (must be <28 chars)

align 20
healthAddr:
  dd 0
  db 'currenthealth',0

align 20
firefxAddr:
  dd 0
  db 'firefx',0

align 20
logAddr:
  dd 0
  db 'log',0

// etc...

dq 0 0 0 0     // necessary if you remove a section and reenable the script

newmem:
code:
  push  ebp
  push  edi
  push  esi
  push  edx
  push  ecx
  push  ebx
  push  eax
  sub   esp,8
  mov   [esp+4],ebp          // [esp+4] = address of value
  mov   eax,[ebp+10]
  mov   esi,[eax+C]          // size of string
  cmp   esi,F                // game string should be <=15 chars to fit there
  ja    cleanupInjection     // I don't presume what happens for >15; just exit
  test  esi,esi              // if game's string is empty, exit
  jz    cleanupInjection
  cmp   byte ptr[buf+4],0    // if buf doesn't have any strings defined, exit
  je    cleanupInjection
  lea   edi,[eax+10]         // game's string of characters
  xor   ebp,ebp
  lea   esi,[eax+esi+10]     // esi = address of final byte in game string
  mov   [esp],edi            // [esp] = address of game's string of chars
  mov   edi,buf+4            // edi = address of my strings to find
checkStrings:
  mov   edx,edi
  mov   eax,[esp]            // address of game's string
strncmpLoop:
  // eax = game's string, edx = my string
  movzx ecx,byte ptr[eax]
  movzx ebx,byte ptr[edx]
  test  cl,cl             // if game's string ends, stop checking
  jz    reachedNullTerm
  cmp   cl,bl             // if they differ, check my next string
  jne   getNextString
  add   eax,1
  add   edx,1
  cmp   eax,esi           // if strings are the same so far and it hasn't reached
  jne   strncmpLoop       // the end of the game's string, continue checking
copyAddress:
  // if we made it here, the strings are the same
  mov   eax,[esp+4]       // address of the value
  sal   ebp,5
  mov   [ebp+buf],eax     // write to registered symbol
  jmp   cleanupInjection
reachedNullTerm:
  // we reached a 0 byte in the game's string
  // this should never happen (limited by game's specified size), but hey, just in case
  cmp   cl,bl
  je    copyAddress
getNextString:
  // prepare next string to check
  add   edi,20
  add   ebp,1
  cmp   byte ptr[edi],0
  jne   checkStrings         // if we have more strings to check, then check them
cleanupInjection:
  // gracefully exit
  add   esp,8
  pop   eax
  pop   ebx
  pop   ecx
  pop   edx
  pop   esi
  pop   edi
  pop   ebp
originalcode:
  mov   ecx,[ebp+00]
  //...
  jmp return
I didn't test this.
It's missing the disable section, aobscan, injection point code, and some of the original code, but it's mostly there.

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Wombleinc
How do I cheat?
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Joined: 03 Dec 2019
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PostPosted: Fri May 22, 2020 12:15 pm    Post subject: Reply with quote

I know this is a dumb question but could you possibly help me understand what this is doing? What is the sudo code behind this? Were basically comparing based on the currenthealth string and the fox string?
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ParkourPenguin
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PostPosted: Fri May 22, 2020 1:12 pm    Post subject: Reply with quote

The comments are there to help people understand the code.

At a high level, it compares the game's string associated with a value against a list of provided strings. If one matches, it saves the address of the value like any other injection copy.

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Wombleinc
How do I cheat?
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Joined: 03 Dec 2019
Posts: 8

PostPosted: Fri May 22, 2020 1:21 pm    Post subject: Reply with quote

Here's another question for you if you don't mind. For something like this game and really other games but this one in particular what is the best path to learning what I need to know to find other things to use?

An example of what I mean:

- Should I start all the way at the beginning and learn x86 and x64 assembly? Is there things I can look into that go over video game structures? It seems everything I've looked into is tailored to a specific thing that has no relation when I am looking at a call structure in cheat engine.

-Would learning lua or another programming language help me better understand the structure of video game assembly? I'd love to be able to make my own tables when games that I have interest in come out or to re-do some older tables for games where the tables are outdated. An example being Stardew Valley (I know how to fix some things here and there if the addresses are semi the same or still near the original Array of bytes)

I'm slowly grasping concepts but I still get stuck on the way assembly works and what call structures are doing. I watch cheat the game, steven chatman and guided hacking but I still don't understand outside of the games they're using.
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ParkourPenguin
I post too much
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PostPosted: Fri May 22, 2020 3:13 pm    Post subject: Reply with quote

You should learn how to do something before seriously trying to do it. That's especially true for any programming language, not just x86/x64.

There's a lot of stuff in gamehacking that can't be discussed generally because games are different from one another. e.g. the way values are organized in structures will be completely different from one game to the next.

Scripting languages like Lua won't help you much with learning assembly. I guess it would be better than no prior programming experience, but you could draw better connections with a system programming language or at least something that's directly compiled to assembly.

I don't know what you mean by "call structure," but maybe you're looking for the term "calling conventions"? Or do you mean something more general, i.e. reading and understanding assembly? The former you can search for, the latter comes with continuous practice/experience over a long period of time.

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