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aeree Cheater
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Joined: 23 Jan 2010 Posts: 42 Location: Germany
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Posted: Mon May 16, 2016 10:10 am Post subject: Finding a module's base address in assembly |
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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 I post too much
Reputation: 92
Joined: 29 Oct 2010 Posts: 4197
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Posted: Mon May 16, 2016 12:53 pm Post subject: |
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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 Moderator
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Joined: 25 Jan 2006 Posts: 8587 Location: 127.0.0.1
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++METHOS I post too much
Reputation: 92
Joined: 29 Oct 2010 Posts: 4197
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Posted: Mon May 16, 2016 7:25 pm Post subject: |
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My mistake. I just now realized what the OP was talking about. Sorry. |
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