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mindoff Advanced Cheater
Reputation: 0
Joined: 12 Jun 2016 Posts: 96
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Posted: Thu Jan 19, 2017 7:46 am Post subject: How to execute different code on different assert? |
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sometimes Unity game,function with a lot of code,let's say 200 line for C# may be 500 or more for assembly language
for example
define(NoDashCooldown2_Entry, "RaycastCharacterController2D:MoveInXDirection"+1440)
the code i am looking for maybe at 1440 offset of the function this time.
next time it maybe 16f4
luckily,the varation is predictable,means it only vary 2 or 3.
So i am thinking is it possibly to judge
define(A_bytes,11 22 33 44)
assert(A_Entry, A_bytes)
define(B_bytes, 66 77 88 99)
assert(B_Entry, B_bytes)
if the assert A pass I will execute codeA
if it fail,I will try assert B and if B pass execute codeB
so does C and D and that...
Can CE auto assemble do this?If so,how?any example? |
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Dark Byte Site Admin
Reputation: 470
Joined: 09 May 2003 Posts: 25807 Location: The netherlands
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Posted: Thu Jan 19, 2017 8:51 am Post subject: |
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you can do something like this in auto assemble scripts: (fill in a/b_address* yourself, or use registered symbols)
| Code: |
{$lua}
if autoAssemble([[assert(a_address,11 22 33 44)]]) then
return [[define(correctaddress,a_address)]]
end
if autoAssemble([[assert(a_address2,11 22 33 44)]]) then
return [[define(correctaddress,a_address2)]]
end
if autoAssemble([[assert(a_address3,11 22 33 44)]]) then
return [[define(correctaddress,a_address3)]]
end
error('No correctaddress found')
if autoAssemble([[assert(b_address,66 77 88 99)]]) then
return [[define(correctaddress2,b_address)]]
end
if autoAssemble([[assert(b_address2,66 77 88 99)]]) then
return [[define(correctaddress2,b_address2)]]
end
if autoAssemble([[assert(b_address3,66 77 88 99)]]) then
return [[define(correctaddress2,b_address3)]]
end
error('No correctaddress2 found')
{$asm}
correctaddress:
db 90 90 90 90
correctaddress2:
db 00 00 00 00
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mindoff Advanced Cheater
Reputation: 0
Joined: 12 Jun 2016 Posts: 96
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Posted: Fri Jan 20, 2017 1:33 am Post subject: |
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er,how to use asm variable in lua?
I try to write like below,can't compile...
| Code: |
{$lua}
LaunchMonoDataCollector()
mono_symbolLookupCallback("RaycastCharacterController2D:MoveInXDirection")
{$asm}
define(NoDashCooldown_Entry1, "RaycastCharacterController2D:MoveInXDirection"+14a8)
define(NoDashCooldown_Entry2, "RaycastCharacterController2D:MoveInXDirection"+16f4)
define(NoDashCooldown_bytes, F3 0F 10 87 FC 00 00 00)
{$lua}
if autoAssemble([[assert(NoDashCooldown_Entry1, NoDashCooldown_bytes)]]) then
return [[define(NoDashCooldown_addr, NoDashCooldown_Entry1)]]
end
if autoAssemble([[assert(NoDashCooldown_Entry2,NoDashCooldown_bytes)]]) then
return [[define(NoDashCooldown_addr, NoDashCooldown_Entry2)]]
end
error('No correctaddress found')
[ENABLE]
globalalloc(NoDashCooldown_Code,0x1000)
NoDashCooldown_Code:
mov [rdi+000000FC],0
movss xmm0,[rdi+000000FC]
jmp NoDashCooldown_Exit
NoDashCooldown_addr:
jmp NoDashCooldown_Code
db 90 90 90
NoDashCooldown_Exit:
[DISABLE]
NoDashCooldown_addr:
db NoDashCooldown_bytes
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Dark Byte Site Admin
Reputation: 470
Joined: 09 May 2003 Posts: 25807 Location: The netherlands
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Posted: Fri Jan 20, 2017 5:39 am Post subject: |
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you don't, the lua sections are parsed before auto assembler runs
use things like
| Code: |
{$asm}
define(NoDashCooldown_Entry1, "RaycastCharacterController2D:MoveInXDirection"+14a8)
{$lua}
if autoAssemble([[
define(NoDashCooldown_Entry1, "RaycastCharacterController2D:MoveInXDirection"+14a8)
define(NoDashCooldown_bytes, F3 0F 10 87 FC 00 00 00)
assert(NoDashCooldown_Entry1, NoDashCooldown_bytes)
]]) then
return [[define(NoDashCooldown_addr, NoDashCooldown_Entry1)]]
end
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or just
| Code: |
if autoAssemble([["RaycastCharacterController2D:MoveInXDirection"+14a8, F3 0F 10 87 FC 00 00 00) then
return [[define(NoDashCooldown_addr, "RaycastCharacterController2D:MoveInXDirection"+14a8]]
end
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_________________
Do not ask me about online cheats. I don't know any and wont help finding them.
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Last edited by Dark Byte on Fri Jan 20, 2017 5:49 am; edited 3 times in total |
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mgr.inz.Player I post too much
Reputation: 222
Joined: 07 Nov 2008 Posts: 4438 Location: W kraju nad Wisla. UTC+01:00
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Posted: Fri Jan 20, 2017 5:41 am Post subject: |
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Lua is executed before anything else. It doesn't know anything about what is inside "Asm" part(s).
Try this one:
| Code: | {$lua}
LaunchMonoDataCollector()
mono_symbolLookupCallback("RaycastCharacterController2D:MoveInXDirection")
{$asm}
define(NoDashCooldown_bytes,F3 0F 10 87 FC 00 00 00)
[ENABLE]
define(NoDashCooldownRegion,"RaycastCharacterController2D:MoveInXDirection")
aobscanregion(NoDashCooldown_addr,NoDashCooldownRegion+14a8,NoDashCooldownRegion+1750,NoDashCooldown_bytes)
registersymbol(NoDashCooldown_addr)
globalalloc(NoDashCooldown_Code,4096)
NoDashCooldown_Code:
mov [rdi+000000FC],0
movss xmm0,[rdi+000000FC]
jmp NoDashCooldown_Exit
NoDashCooldown_addr:
jmp NoDashCooldown_Code
db 90 90 90
NoDashCooldown_Exit:
[DISABLE]
NoDashCooldown_addr:
db NoDashCooldown_bytes
unregistersymbol(NoDashCooldown_addr) |
(you might extend NoDashCooldown_bytes so aobscanregion will get right address) _________________
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mindoff Advanced Cheater
Reputation: 0
Joined: 12 Jun 2016 Posts: 96
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Posted: Fri Jan 20, 2017 2:57 pm Post subject: |
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Thank you guys.
OK,dark byte ways work now.
the aobscanregion function,I tried mgr.inz.Player code too.
| Code: |
{$lua}
LaunchMonoDataCollector()
mono_symbolLookupCallback("RaycastCharacterController2D:MoveInXDirection")
{$asm}
define(NoDashCooldown_bytes,F3 0F 10 87 FC 00 00 00 F3 0F 5A C0 F3 0F 10 8F DC 00 00 00)
[ENABLE]
define(NoDashCooldownRegion,"RaycastCharacterController2D:MoveInXDirection")
aobscanregion(NoDashCooldown_addr,NoDashCooldownRegion+14a8,NoDashCooldownRegion+1750,NoDashCooldown_bytes)
registersymbol(NoDashCooldown_addr)
globalalloc(NoDashCooldown_Code,4096)
NoDashCooldown_Code:
mov [rdi+000000FC],0
movss xmm0,[rdi+000000FC]
cvtss2sd xmm0,xmm0
movss xmm1,[rdi+000000DC]
jmp NoDashCooldown_Exit
NoDashCooldown_addr:
jmp NoDashCooldown_Code
db 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90
NoDashCooldown_Exit:
[DISABLE]
NoDashCooldown_addr:
db NoDashCooldown_bytes
unregistersymbol(NoDashCooldown_addr)
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It compiles OK,and should be working,but not.I also try to extend from 0 to 2000,still nothing
what's wrong? |
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mgr.inz.Player I post too much
Reputation: 222
Joined: 07 Nov 2008 Posts: 4438 Location: W kraju nad Wisla. UTC+01:00
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Posted: Fri Jan 20, 2017 3:48 pm Post subject: |
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Extend only for aobscanregion, not for everything. Also, I forgot that user defined keyword(s) doesn't work for aobscans. Fixed.
| Code: |
{$lua}
LaunchMonoDataCollector()
mono_symbolLookupCallback("RaycastCharacterController2D:MoveInXDirection")
{$asm}
define(NoDashCooldown_bytes,F3 0F 10 87 FC 00 00 00)
[ENABLE]
aobscanregion(NoDashCooldown_addr,"RaycastCharacterController2D:MoveInXDirection"+14a8,"RaycastCharacterController2D:MoveInXDirection"+1750,F3 0F 10 87 FC 00 00 00 F3 0F 5A C0 F3 0F 10 8F DC 00 00 00)
registersymbol(NoDashCooldown_addr)
globalalloc(NoDashCooldown_Code,4096)
NoDashCooldown_Code:
mov [rdi+000000FC],0
movss xmm0,[rdi+000000FC]
jmp NoDashCooldown_Exit
NoDashCooldown_addr:
jmp NoDashCooldown_Code
db 90 90 90
NoDashCooldown_Exit:
[DISABLE]
NoDashCooldown_addr:
db NoDashCooldown_bytes
unregistersymbol(NoDashCooldown_addr)
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mindoff Advanced Cheater
Reputation: 0
Joined: 12 Jun 2016 Posts: 96
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Posted: Sat Jan 21, 2017 4:26 am Post subject: |
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Thank you,now it works.
All problem solved  |
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