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ASM not being used after crash?

 
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pox911
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PostPosted: Thu May 16, 2013 12:46 pm    Post subject: ASM not being used after crash? Reply with quote

Im using the utilmap to find some asm. I found some functions that do exactly what i need them to yet after i restart the game the function no long effects anything. Is this a common accurance or am i just mising something simple?
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Dark Byte
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PostPosted: Thu May 16, 2013 1:05 pm    Post subject: Reply with quote

Are they dll addresses?(or recent game exe) It might be the address has changed after a restart

If possible, next time save addresses using modulename+offset notations

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Last edited by Dark Byte on Thu May 16, 2013 1:09 pm; edited 1 time in total
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pox911
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PostPosted: Thu May 16, 2013 1:08 pm    Post subject: Reply with quote

it is using moduel name + offset . Its going from the base exe. When i load the game again the memory region is static and the function is the exact same but just not being used.
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Dark Byte
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PostPosted: Thu May 16, 2013 1:13 pm    Post subject: Reply with quote

Are you sure it's not being used? Did you try a code injection to store data or a breakpoint? Some games block the normal breakpoints so ce won't break, or just crash if you enable the ability to override existing breakpoints. And sometimes ce has trouble setting breakpoints at the start.
(And changing settings will completely break debugging in 6.2 if you have plugins in the pluginlist)

And of course, perhaps a previous edit of yours caused that path to be taken

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pox911
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PostPosted: Thu May 16, 2013 3:40 pm    Post subject: Reply with quote

I was nopping it to get results. All i did was the util, find it, nop it. I saved the exact address and bored out again after a restart and it doesn't work. According to the memory view its still the same thing. Wonder if the game just randomly chooses one of a select few paths or something.
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Dark Byte
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PostPosted: Thu May 16, 2013 3:55 pm    Post subject: Reply with quote

It's possible but I doubt it, unless it's something that has REALLY high security like an integrity check. But for ingame mechanics I really doubt it.

My guess is that you previously nopped something else before or during the mapping, which caused the specific code to get executed. (e.g nopping a conditional path causes a different path to be executed)

e.g: If cheatsenabled then if godmodeenabled then health=100
If you nop out the result of if cheatsenabled you will get the "if godmodeenabled" branches. , but just nopping the result of "if godmodeenabled" will not cause it to have an effect

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