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Hardcoded address for use in AA script

 
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gaming04
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Joined: 06 Dec 2010
Posts: 190

PostPosted: Mon Jun 27, 2011 7:56 pm    Post subject: Hardcoded address for use in AA script Reply with quote

In this game, all hard coded addresses are dynamically changed every time the game is loaded into memory. There is no ability to trace this outcome, even with Pointer scanner. I would like to ask for an Auto Assembly script that will steal the hardcoded address that is loaded onto memory.

Take this, exact code, for example:
Code:

0095E0EB - A1 34358703                - mov eax,[03873534] : [028B4128]
0095E0F0 - 8B 15 04371700             - mov edx,[00173704] : [00000000]
0095E0F6 - 3B 50 04                   - cmp edx,[eax+04]
0095E0F9 - 0F83 00170000              - jae 0095F7FF
0095E0FF - 8B 74 90 0C                - mov esi,[eax+edx*4+0C]
0095E103 - C6 86 A3010000 01          - mov byte ptr [esi+000001A3],01


I locate the address by doing a search for 0095E0FF to 0095E103 with AOBSCAN(). Once the address is located, I would like to extract the hard coded addresses for scripting; located at: 0095E0EA.
Code:

0095E0EB - A1 >>34358703<<                - mov eax,[03873534]


How should I go about storing those four bytes for scripting?

My example script, does not work, apparently.:
Code:

aobscan(_address,8B 74 90 0C C6 86 A3 01 00 00 01)
label(pointer)

_address-15:
pointer:


Summary
********
I want to extract a hardcoded pointer for scripting. Pointerscan has failed to find exact origin of address. I used aobscan() to located nearby address and use it to locate the hardcoded address. I am unable to store that hardcoded address for use, because I do not know how. Please share your technique, thank you.
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