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Writing a string into a register

 
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potentialunexplored
How do I cheat?
Reputation: 0

Joined: 06 Mar 2023
Posts: 8

PostPosted: Sat Nov 02, 2024 1:08 pm    Post subject: Writing a string into a register Reply with quote

Hi, I'm not well versed in Lua at all so forgive me if this is an obvious question.
Here's a script that writes a string into a specific address (2A639EA8). That's the address stored in ecx and it changes every time, so obviously not very convenient.
How do I write it into ecx directly?


Code:
[ENABLE]
{$lua}

local str = "teststring"


local bytes = {}
for i = 1, #str do
  local codepoint = string.byte(str:sub(i, i))
  if codepoint < 128 then
    table.insert(bytes, codepoint)
  elseif codepoint < 2048 then
    table.insert(bytes, 0xC0 + math.floor(codepoint / 64))
    table.insert(bytes, 0x80 + (codepoint % 64))
  else
    table.insert(bytes, 0xE0 + math.floor(codepoint / 4096))
    table.insert(bytes, 0x80 + math.floor((codepoint % 4096) / 64))
    table.insert(bytes, 0x80 + (codepoint % 64))
  end
end

writeBytes(0x2A639EA8, bytes)

{$asm}
aobscanmodule(INJECT,Game.dll,8D 41 02 89 44 24 14 8D 64) // should be unique
alloc(newmem,$1000)

label(code)
label(return)

newmem:

code:
  lea eax,[ecx+02]
  mov [esp+14],eax
  jmp return


INJECT:
  jmp newmem
  nop 2
return:
registersymbol(INJECT)

[DISABLE]
//code from here till the end of the code will be used to disable the cheat
INJECT:
  db 8D 41 02 89 44 24 14

unregistersymbol(INJECT)
dealloc(newmem)
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xxhehe
Expert Cheater
Reputation: 0

Joined: 11 Mar 2015
Posts: 153

PostPosted: Thu Nov 14, 2024 7:40 pm    Post subject: Re: Writing a string into a register Reply with quote

potentialunexplored wrote:
Hi, I'm not well versed in Lua at all so forgive me if this is an obvious question.
Here's a script that writes a string into a specific address (2A639EA8). That's the address stored in ecx and it changes every time, so obviously not very convenient.
How do I write it into ecx directly?


Code:
[ENABLE]
{$lua}

local str = "teststring"


local bytes = {}
for i = 1, #str do
  local codepoint = string.byte(str:sub(i, i))
  if codepoint < 128 then
    table.insert(bytes, codepoint)
  elseif codepoint < 2048 then
    table.insert(bytes, 0xC0 + math.floor(codepoint / 64))
    table.insert(bytes, 0x80 + (codepoint % 64))
  else
    table.insert(bytes, 0xE0 + math.floor(codepoint / 4096))
    table.insert(bytes, 0x80 + math.floor((codepoint % 4096) / 64))
    table.insert(bytes, 0x80 + (codepoint % 64))
  end
end

writeBytes(0x2A639EA8, bytes)

{$asm}
aobscanmodule(INJECT,Game.dll,8D 41 02 89 44 24 14 8D 64) // should be unique
alloc(newmem,$1000)

label(code)
label(return)

newmem:

code:
  lea eax,[ecx+02]
  mov [esp+14],eax
  jmp return


INJECT:
  jmp newmem
  nop 2
return:
registersymbol(INJECT)

[DISABLE]
//code from here till the end of the code will be used to disable the cheat
INJECT:
  db 8D 41 02 89 44 24 14

unregistersymbol(INJECT)
dealloc(newmem)



Write it into to ECX directly
{$asm}
aobscanmodule(INJECT,Game.dll,8D 41 02 89 44 24 14 8D 64) // should be unique
alloc(newmem,$1000)

label(code)
label(return)

newmem:
mov ecx, [esp+4]
writeBytes(ecx, bytes)
jmp return

INJECT:
jmp newmem
nop 2
return:
registersymbol(INJECT)

[DISABLE]
// code from here till the end of the code will be used to disable the cheat
INJECT:
db 8D 41 02 89 44 24 14

unregistersymbol(INJECT)
dealloc(newmem)
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