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Finding a module's base address in assembly

 
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aeree
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Joined: 23 Jan 2010
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Location: Germany

PostPosted: Mon May 16, 2016 10:10 am    Post subject: Finding a module's base address in assembly Reply with quote

I'm trying to modify the game executable of GTA:SA to create a simple speedhack for SA:MP. It works by overwriting the player's position according to the direction you're looking.

I wrote it using the auto assembler and modified the gta_sa.exe usig olldydbg and after a couple of tries I noticed that of course the base address of the samp.dll, which stores the players position, changes everytime you launch the game.

Is there a reasonable to find the base address just using assembly?
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++METHOS
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PostPosted: Mon May 16, 2016 12:53 pm    Post subject: Reply with quote

Are you asking about the module's base address, or the base address for coordinates?

If you hook one of the instructions that handles player coordinates (or any of the other values in the same structure), you can grab the base address by writing an assembly script to do that.

The base address for the module is automatically calculated by CE. If you're writing own program or file, for example, and want to be able to do the same thing, then you can read the forum about how CE calculates that and how to integrate that function in to your own work.
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atom0s
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PostPosted: Mon May 16, 2016 5:41 pm    Post subject: Reply with quote

We do not support online / multiplayer hacking on this site.
http://forum.cheatengine.org/faq.php#0

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++METHOS
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PostPosted: Mon May 16, 2016 7:25 pm    Post subject: Reply with quote

My mistake. I just now realized what the OP was talking about. Sorry.
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