gaming04 Expert Cheater
Reputation: 0
Joined: 06 Dec 2010 Posts: 190
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Posted: Mon Jun 27, 2011 7:56 pm Post subject: Hardcoded address for use in AA script |
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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:
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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
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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.
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0095E0EB - A1 >>34358703<< - mov eax,[03873534]
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How should I go about storing those four bytes for scripting?
My example script, does not work, apparently.:
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aobscan(_address,8B 74 90 0C C6 86 A3 01 00 00 01)
label(pointer)
_address-15:
pointer:
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Summary
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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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