magellenproject Advanced Cheater
Reputation: 0
Joined: 23 Nov 2011 Posts: 59
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Posted: Tue Dec 20, 2016 7:02 am Post subject: Mysteries of the Sith Problem... |
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....(Mysteries Of The Sith).
Did George Lucas decide to make an Unhackable game back in 1996??
[code] JKM.EXE+13B71C - C3 - ret
JKM.EXE+13B71D - D9 86 3C010000 - fld dword ptr [esi+0000013C]
JKM.EXE+13B723 - D8 64 24 1C - fsub dword ptr [esp+1C]
//I should have started the AutoAssembler script here right? I really don't know. Raja Ganesh's youtube video I found said I should of.
JKM.EXE+13B727 - 3B 35 A8408D00 - cmp esi,[JKM.EXE+4D40A8] { [054129E4] }
aobHealth - D9 9E 3C010000 - fstp dword ptr [esi+0000013C]
//I tried to make a previous hack in Auto Assembly using the aobscanmodule command and it has registered the symbol aobHealth with the JKM.CEA i saved, but I messed up.
JKM.EXE+13B733 - 75 1A - jne JKM.EXE+13B74F //IS THIS comparing some micro-detail that is unimportant to what I am trying to accomplish, or is an important component of a OHK script?
JKM.EXE+13B735 - D9 44 24 1C - fld dword ptr [esp+1C]
JKM.EXE+13B739 - D8 0D 34B15700 - fmul dword ptr [JKM.EXE+17B134] { [0.04] }
JKM.EXE+13B73F - 6A 00 - push 00 { 0 }
JKM.EXE+13B741 - 6A 00 - push 00 { 0 }
JKM.EXE+13B743 - 51 - push ecx
JKM.EXE+13B744 - D9 1C 24 - fstp dword ptr [esp]
JKM.EXE+13B747 - E8 E4BCFDFF - call JKM.EXE+117430
JKM.EXE+13B74C - 83 C4 0C - add esp,0C { 12 }
JKM.EXE+13B74F - D9 86 3C010000 - fld dword ptr [esi+0000013C]
JKM.EXE+13B755 - D8 1D 38B15700 - fcomp dword ptr [JKM.EXE+17B138] { [1.00] }
JKM.EXE+13B75B - DFE0 - fnstsw ax
JKM.EXE+13B75D - F6 C4 01 - test ah,01 { 1 }
[code]
I am making a few assumptions.
I can't work out whether the assumptions i am making are correct or not.
For instance I am assuming that her:>
At the [esi+0000013C]
JKM.EXE+13B71D - D9 86 3C010000 - fld dword ptr [esi+0000013C]
[ESI+0000013C] is the pointer to my health??
Is that correct?
And [esi+10] is a usefull thing to use in comparing all the values in the data dissect, so i can distinguish my health from the AI's and in turn make one hit kill?
Nopping this:>
JKM.EXE+13B744 - D9 1C 24 - fstp dword ptr [esp]
give Enemy+Player Insta-kill
I have no idea what this compare does:>
JKM.EXE+13B727 - 3B 35 A8408D00 - cmp esi,[JKM.EXE+4D40A8]
I don't think it has anything to do with the process of doing something to my health. Or at least I cant figure out what it does yet.
I'm assuming this subtracts something from something slightly unrelated to the main code i need for one hit kill, because its [esp+1C] and not an offset from esi, like, for example the above [esi+0000013C]:>
JKM.EXE+13B723 - D8 64 24 1C - fsub dword ptr [esp+1C]
And there are lots+lots of pushes, pops, register swap-arounders, and adds and the like that I have not idea about, in the context of this.
I tried using the mov opcode in an ASM script but, do mov opcodes not work with floats.
I tried something like:>
[code]
push ebx
mov ebx,10 // the group different value, when I did a data dissect).
cmp [esi+10],ebx
pop ebx
je labeledthing(mov byte ptr [esi+0000013C],0 //OR// JKM.EXE+13B744(godmode) //OR// labelledthingforgodmode.
[/code]
The point is everything I tried when i tried to make an ASM script, either gave me and the AI godmode, or me and the AI instakill.
Hacking Return to Castle Wolfenstein(2002) on the other hand, using the same techniques, a more recent game.
Piece of Cake, here's my Return To Castle Wolfenstein script. Works like a Charm.
See.>
[code]
aobscanmodule(aobHealth,qagamex86.dll,89 8A D8 03 00 00 8B 45 08 83 B8 A
alloc(newmem,$2000)
label(onehitkill)
label(hurtsme)
label(playerCheck)
label(return)
newmem:
playerCheck:
push eax
mov eax,[edx+00000108]
cmp eax,1
pop eax
jne onehitkill
jmp hurtsme
onehitkill:
mov [edx+000003D8],0
jmp return
hurtsme:
mov [edx+000003D8],ecx
jmp return
aobHealth:
jmp playerCheck
nop
return:
registersymbol(aobHealth)
[DISABLE]
aobHealth:
db 89 8A D8 03 00 00
unregistersymbol(aobHealth)
dealloc(newmem)
[/code]
Any ideas because I am truly lost.
[/code] |
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