Posted: Wed Aug 12, 2015 5:47 am Post subject: other ways to find the jump, that I want to prevent
Hello.
I am currently trying to find a jump right in front of a call, within the game watch dogs.
For my own progress I want to learn to find the right spot via the debugger (or with other methods).
So far my knowledge includes scan for values, finding static pointers and/or use AOB scans and using them for my C# created trainer.
I now want to know how to find specific "functions" within the game, so I can trigger them or prevent them with my trainer.
Information about the game:
- the game does most of its work within the "Disrupt_b64.dll" - which is indeed 64bit
- i already know how to read out the game memory and use pointers with the base address of the DLL + Offsets.
- In watch dogs you can turn of the engine of the car by pressing the [F]-key.
- You can also toggle it back on again by pressing the [W]-key.
Here is what I want to do:
- I want to be able to find the jump/call which triggers this beahavior
- I also want to be able to manually turn off the engine, without pressing [F] ingame
- And I want to be able to prevent the engine from turning back on, when [W] is pressed
-> In other words, I want to change the jump condition and therefore prevent the engine to turn back on
-> And I want to be able to trigger the call, so the engine gets turned of when I want it.
Here is what I have so far:
- I used the scan to find a value which is changed when the engine is on/off
- Then I used "find out what writes to this address" and got one opcode.
- From this opcode I used the Breakpoint and Trace function to find all the calls and jumps
- I also narrowed it down to a specific call, but within this call there many more calls, going very very deep
I now have a basic idea where the engine gets started, but there are so many calls within the call i found,
that it would take very long to find that specific call and the jump in front of it.
The game seems to trigger a lot of things when the engine is turned back on.
The lights of the car; The sound of the car; etc.
Please help me and point out some methods I can use to find the right call.
I am sure Cheat Engine has some usefull functions that I don't even know of right now.
If you have a link to any tutorials for this topic, I would glady look into it aswell.
When the breakpoint on your opcode fires, you can use the stack trace in the debug window to determine which function called the one you're currently in. _________________
A nagy kapu mellett, mindig van egy kis kapu.
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Come on...
When the breakpoint on your opcode fires, you can use the stack trace in the debug window to determine which function called the one you're currently in.
Just to make sure I understand what you mean:
Instead of using a breakpoint before the call happens, and going through all the calls manually,
I should set a breakpoint right after the cars engine was turned on and then use the stack trace to see
where the initial call was made.
Right now it seems like this would just reverse the process of finding the call/jmp.
But I will try it and see if it helps (never tried that so far). Thanks for the idea!
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