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Ignoring NOPs or "90"'s in AOB Scans?

 
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adaptusaaf
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PostPosted: Wed Jul 16, 2014 5:09 pm    Post subject: Ignoring NOPs or "90"'s in AOB Scans? Reply with quote

I need a way to do an aob scan that can ignore No Operations, for example, I want to find this byte sequence:

F0 35 11 0A CC C2 C5 09 55

even if it looks like this

F0 35 11 0A CC 90 90 90 90 C2 C5 09 55

or this

F0 35 90 11 0A 90 CC C2 C5 09 55 90

or this

F0 90 90 90 90 35 11 0A CC C2 C5 09 55

(my game is randomly injecting NOP's in random places on startup as a protection scheme I think)
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STN
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PostPosted: Wed Jul 16, 2014 6:30 pm    Post subject: Reply with quote

Are you sure ? i have only seen self-modifying code in malware and there is no reason for a game to do that.

If it is however, then you need to find out the code that does it. Your other solution would be inline patching depending on the type of modification it does.

What game is it btw ? This looks interesting

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adaptusaaf
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PostPosted: Wed Jul 16, 2014 10:23 pm    Post subject: Reply with quote

I'm sure, however, it doesn't seem to intentional, it seems to be a side effect of code obfuscation and very frequent mini-updates. The code itself doesn't change much, but I guess after every compilation of this game, the obfuscation routine (from a proprietary obfuscation software) seems to add these pesky NOPs in random places. Since mini-updates occur daily, it becomes a pain, especially since the byte patterns aren't changing besides the NOPs moving.
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daspamer
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PostPosted: Thu Jul 17, 2014 5:10 am    Post subject: Reply with quote

Look into lua scripting.
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