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ulysse31 Master Cheater
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Joined: 19 Mar 2015 Posts: 324 Location: Paris
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Posted: Sat Sep 26, 2015 3:35 pm Post subject: Looking for a jump fixer |
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Hello,
I am using a game's functions in my c++ through inline assembly and usually i just save the disassembled output that CE gives me, however this means I have to rewrite every single jump / conditionnal jump the function may have.
I am looking for a way to get all that done, i am pretty sure such a plugin has already been made, surely there is someone here who could just name me the right tool for this ? Idm using other debugers like olly etc.
Thanks!
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ulysse31 Master Cheater
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Joined: 19 Mar 2015 Posts: 324 Location: Paris
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Posted: Sun Oct 04, 2015 5:19 am Post subject: |
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Well, just in case someone stumbles upon this thread through google searching, the answer to this question is :
Code Ripper plugin from ollydbg
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Zanzer I post too much
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Joined: 09 Jun 2013 Posts: 3278
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Posted: Sun Oct 04, 2015 7:02 am Post subject: |
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I might also suggest searching "C++ Code Cave" on this site.
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STN I post too much
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Joined: 09 Nov 2005 Posts: 2676
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Posted: Sun Oct 04, 2015 10:34 am Post subject: |
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ulysse3131 wrote: | Well, just in case someone stumbles upon this thread through google searching, the answer to this question is :
Code Ripper plugin from ollydbg |
Nice. If there was something like that for CE though.
_________________
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ulysse31 Master Cheater
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Joined: 19 Mar 2015 Posts: 324 Location: Paris
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Posted: Sun Oct 04, 2015 1:01 pm Post subject: |
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STN wrote: | ulysse3131 wrote: | Well, just in case someone stumbles upon this thread through google searching, the answer to this question is :
Code Ripper plugin from ollydbg |
Nice. If there was something like that for CE though. |
there'd need a bit more of reworking for CE though, as it mistakingly disassembles certain opcodes.
For instance :
some hexa code on CE will get disasembled as :
mov [ebp+ 50],00000001
However on olly this will disassemble as :
mov dword ptr [ebp+ 50],00000001
If you code it in asm however both those codes have different effects, the first one will only update 1 byte of the [ebp+ 50] variable and keep whatever other 3 bytes it had while with the ollydbg disassembled instruction it will update the other 3 bytes by 00s. I'd lost a bit of time till i figured out what was happening tldr CE code would give me unpredictable results while olly's code would give me the expected :
[ebp+ 50] = 00000001
CE would give :
[ebp+ 50] = xxxxxx01
Therefore for reusing code the safest bet seems to be olly atm although CE is great and in plenty other cases i find it more convenient to use.
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