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Got code cave, do I need a better script? Game crashing

 
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gid2525
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Joined: 21 Oct 2013
Posts: 103

PostPosted: Fri Mar 11, 2016 10:53 pm    Post subject: Got code cave, do I need a better script? Game crashing Reply with quote

I am not good with scripting. Anyway, so, I created a code cave, altered the assembly and it worked in game. So I created a simple script from other very simple scripts I have seen on here to replace the bytes. Here is the info:

Code:

[ENABLE]
fs2_open_3_7_2.exe+224133:    <---Jump to code cave
db E9 73C1DDFF

fs2_open_3_7_2.exe+224138: <-- NOP leftover bytes
db 90 90 90

fs2_open_3_7_2.exe+2AB:         
db C7 82 D8010000 0060EA46

fs2_open_3_7_2.exe+2B5:
db F3 0F10 8A D8010000

fs2_open_3_7_2.exe+2BD:
db E9 793E2200

[DISABLE]
fs2_open_3_7_2.exe+224133: <---replace JMP with original
db F3 0F10 8A D8010000

fs2_open_3_7_2.exe+2AB:     <-- zero out the cave
db 00 00 00000000 00000000

fs2_open_3_7_2.exe+2B5:
db 00 0000 00 00000000

fs2_open_3_7_2.exe+2BD:
db 00 00000000


Anyway here is the assembly. Original:
Code:

fs2_open_3_7_2.exe+224133 - F3 0F10 8A D8010000   - movss xmm1,[edx+000001D8]

Replace with a jmp to go to code cave and NOP leftover bytes:
Code:

fs2_open_3_7_2.exe+224133 - E9 73C1DDFF   90 90 90        -  jmp fs2_open_3_7_2.exe+2AB

Add my code cave:
Code:

fs2_open_3_7_2.exe+2AB - C7 82 D8010000 0060EA46 - mov [edx+000001D8],46EA6000 { 30000.00 }


fs2_open_3_7_2.exe+2B5 - F3 0F10 8A D8010000   - movss xmm1,[edx+000001D8]

Jump up to adress just after the jump to code cave:
Code:

fs2_open_3_7_2.exe+2BD - E9 793E2200  - jmp fs2_open_3_7_2.exe+22413B


Works great if i input the assembly in manually. I figured I could just tell it to replace the bytes with what i want and then set them back to the way they were. doing something else wrong? Game crashes when I activate the script. Can anyone help with a script solution or am I doing something else wrong? Thanks!
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++METHOS
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Joined: 29 Oct 2010
Posts: 4197

PostPosted: Fri Mar 11, 2016 11:43 pm    Post subject: Reply with quote

I would strongly encourage you to make use of the auto assembly feature and let CE build your scripts for you. It is so much easier and it will help to mitigate potential pebcak errors. Very Happy

I would also recommend pasting future scripts in their entirety, without any additional notes added to them, so that people can look at them to determine what might be causing any issues.
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gid2525
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Joined: 21 Oct 2013
Posts: 103

PostPosted: Sat Mar 12, 2016 12:12 am    Post subject: Reply with quote

Ah, I did not even know how to use the auto assemble with its
Templates. WOW, it sets up the jmp, injection and the jump back! Razz Wow, it worked. Thanks!
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