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Custom 'AOB Injection' Templates [ver. 1.3.6]
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Scorm
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PostPosted: Sun Jan 06, 2019 1:01 pm    Post subject: Reply with quote

Using Win7 x64.
I had backwardCompatibility.lua, customAOBInjectionTemplates.lua, ModuleInfo.lua in autorun dir.

I could try to patch these here and there, but I've taken the path to learn LUA to not be dependent on 3rd party code and their bugs. However I do appreciate seeing them and the tutorials to quickly get an idea of how to work. I am a bit sad that coroutines are not an actual multi-threading functionality though.
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DeRol
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PostPosted: Fri May 24, 2019 9:31 pm    Post subject: Same Error Reply with quote

Just chiming in that I'm also receiving the same error:

customAOBInjectionTemplates.lua:365: attempt to perform arithmetic on a nil value (local 'size')"

It happens on many games, but not on others.

I don't know lua, but from the error the
Code:
size = getModuleSize(v.Name)
in the below function ends up not being defined
Code:
 local function giveModuleAndOffset(address)
    local modulesTable,size = enumModules(),0
    for i,v in pairs(modulesTable) do
      size = getModuleSize(v.Name)
      if address>=v.Address and address<=v.Address+size
        then return '"'..v.Name..'"+'..string.format('%X',address-v.Address) end
    end
    return getNameFromAddress(address)
  end



Cheat Engine Version: 6.8.3
No other lua modules added to autorun directory
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mgr.inz.Player
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PostPosted: Mon Aug 26, 2019 4:30 pm    Post subject: Reply with quote

I'll check it tomorrow (and probably I will add other useful extension I'm currently working on).
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mgr.inz.Player
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PostPosted: Fri Oct 11, 2019 1:00 pm    Post subject: Reply with quote

version 1.3.3:
- patched for CE7.0
- fixed error when local 'size' is nil
- fixed issue mentioned here: link (e.g. name "mp")

new keyword:
%replacedInstructionsSizeHex% - the same as %replacedInstructionsSize% but it is hexadecimal numer

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Csimbi
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PostPosted: Sat Oct 12, 2019 3:23 am    Post subject: Reply with quote

Any chance to add the version number as comment on top?

Thank you for the continued support!
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mgr.inz.Player
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PostPosted: Sat Oct 12, 2019 4:47 am    Post subject: Reply with quote

Did you mean game executable version?
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Csimbi
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PostPosted: Sat Oct 12, 2019 9:12 am    Post subject: Reply with quote

I mean your template Wink
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mgr.inz.Player
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PostPosted: Sat Oct 12, 2019 1:02 pm    Post subject: Reply with quote

OK, another version 1.3.4

new keywords:
%exeVersion%, %moduleVersion%, %scriptDate% - self explainable
%extensionVersion% - current extension version, e.g. 1.3.4



example:
Code:
...
...
<<INFO>>
// Game Executable   : %processName%
// Author            : %authorName%
// Executable Version: %exeVersion%
// Module Version    : %moduleVersion%
// Script Date       : %scriptDate%
// Created with      : customAOBInjectionTemplates version: %extensionVersion%
<<INFO_END>>
...
...


will give:
Quote:
// Game Executable : hl.exe
// Author : Hitler
// Executable Version: 1.1.1.1
// Module Version :
// Script Date : 2019-10-12
// Created with : customAOBInjectionTemplates version: 1.3.4

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Csimbi
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PostPosted: Fri Oct 25, 2019 4:47 am    Post subject: This post has 1 review(s) Reply with quote

I added a few more variants; please find it attached.
Thank you!



customAOBInjectionTemplates.lua
 Description:
Please merge these changes

Download
 Filename:  customAOBInjectionTemplates.lua
 Filesize:  21.3 KB
 Downloaded:  77 Time(s)



Last edited by Csimbi on Wed Oct 30, 2019 12:15 pm; edited 3 times in total
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mgr.inz.Player
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PostPosted: Fri Nov 01, 2019 1:21 pm    Post subject: Custom 'AOB Injection' Templates [ver. 1.3.5] Reply with quote

Merged.
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Csimbi
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PostPosted: Sun Dec 01, 2019 7:31 am    Post subject: Re: Custom 'AOB Injection' Templates [ver. 1.3.5] Reply with quote

mgr.inz.Player,
every now and then, when I try to create an AOB script, I get this message:
"No process selected or could not find unique AOB!"

Is there any way to force creation of the AOB script even if the signature is not unique (at the current instruction)?
You know, get a warning about that fact but give the user the script anyway so it can be edited further manually? (the alternative is better than having to create one manually from scratch)

For example, the built-in AOB script generator creates a script like this.
I'd know it's not unique and I'd have more job to do:

Code:
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat

 
 
aobscanmodule(SkillPointCheck,GlimpseGame.exe,ERROR: Could not find unique AOB, tried code "83 B8 10 01 00 00 00") // should be unique
alloc(newmem,$1000,"GlimpseGame.exe"+50981E)

label(code)
label(return)

newmem:

code:
  cmp dword ptr [rax+00000110],00
  jmp return

SkillPointCheck+95B0F68:
  jmp newmem
  nop 2
return:
registersymbol(SkillPointCheck)

[DISABLE]
//code from here till the end of the code will be used to disable the cheat
SkillPointCheck+95B0F68:
  db 83 B8 10 01 00 00 00

unregistersymbol(SkillPointCheck)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "GlimpseGame.exe"+50981E

"GlimpseGame.exe"+5097F6: 48 8B C3                 -  mov rax,rbx
"GlimpseGame.exe"+5097F9: 48 83 C4 20              -  add rsp,20
"GlimpseGame.exe"+5097FD: 5B                       -  pop rbx
"GlimpseGame.exe"+5097FE: C3                       -  ret
"GlimpseGame.exe"+5097FF: CC                       -  int 3
"GlimpseGame.exe"+509800: 48 83 EC 28              -  sub rsp,28
"GlimpseGame.exe"+509804: 48 81 C1 34 09 00 00     -  add rcx,00000934
"GlimpseGame.exe"+50980B: E8 50 10 86 00           -  call GlimpseGame.exe+D6A860
"GlimpseGame.exe"+509810: 48 8B 88 F8 07 00 00     -  mov rcx,[rax+000007F8]
"GlimpseGame.exe"+509817: 48 8B 81 F0 1D 00 00     -  mov rax,[rcx+00001DF0]
// ---------- INJECTING HERE ----------
"GlimpseGame.exe"+50981E: 83 B8 10 01 00 00 00     -  cmp dword ptr [rax+00000110],00
// ---------- DONE INJECTING  ----------
"GlimpseGame.exe"+509825: 0F 9F C0                 -  setg al
"GlimpseGame.exe"+509828: 04 02                    -  add al,02
"GlimpseGame.exe"+50982A: 48 83 C4 28              -  add rsp,28
"GlimpseGame.exe"+50982E: C3                       -  ret
"GlimpseGame.exe"+50982F: CC                       -  int 3
"GlimpseGame.exe"+509830: 40 53                    -  push rbx
"GlimpseGame.exe"+509832: 48 83 EC 30              -  sub rsp,30
"GlimpseGame.exe"+509836: 48 8B DA                 -  mov rbx,rdx
"GlimpseGame.exe"+509839: 41 8B D0                 -  mov edx,r8d
"GlimpseGame.exe"+50983C: E8 2F 34 00 00           -  call GlimpseGame.exe+50CC70
}


Thank you!
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mgr.inz.Player
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PostPosted: Sun Dec 01, 2019 10:30 am    Post subject: Re: Custom 'AOB Injection' Templates [ver. 1.3.5] Reply with quote

@Csimbi, yes can be done with ease. I'll add it soon.
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Csimbi
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PostPosted: Sun Dec 01, 2019 12:29 pm    Post subject: Reply with quote

Yei, thanks, I will keep an eye on this thread.
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mgr.inz.Player
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PostPosted: Sun Dec 01, 2019 2:58 pm    Post subject: Re: Custom 'AOB Injection' Templates [ver. 1.3.6] Reply with quote

Done. It will give you a warning and let you go further. You can edit aob scanning command.
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Csimbi
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PostPosted: Sun Dec 01, 2019 4:48 pm    Post subject: Reply with quote

Purrfect, thank you.
Much appreciated!

Just one note:
the offset shall always be zero in this case (or, replace with some dummy string like 'ERROR' or something so it will surely throw an error when the user clicks ok without making manual adjustments).
For example, I got an offset added everywhere:
Code:
//"GlimpseGame.exe"+30F845:
aobInteractionTimeCalc+6D43D0:
aobInteractionTimeCalc_r:
jmp lblInteractionTimeCalc
nop 3
lblInteractionTimeCalcRet:

But, I can live with this, just add it to the warning text that offset may be invalid, too.
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