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Can someone check my assembly code?

 
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tbonge
How do I cheat?
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Joined: 25 Apr 2018
Posts: 4

PostPosted: Sun Apr 29, 2018 7:54 am    Post subject: Can someone check my assembly code? Reply with quote

Can someone please check my code for any obvious mistakes or better ways of doing this. I have no idea what I'm doing and just put this together by googling opcodes. The floating point stuff really through me off.

Code:

// Double damage to mobs and half damage to player
// Parameters set by game are:
// xmm1 is attack damage (as a nagative number)
// xmm0 is new HP (original HP plus attack damage)
// Negative HP will make the mob invincible in the game

[ENABLE]

assert(address,bytes)
alloc(newmem,$1000,"game.exe"+3F8F6F)

label(code)
label(return)
label(exit)
label(isPlayer)
label(resist)
label(finalBlow)
label(zero)

newmem:
  pushfq
  cmp rdx,3           // rdx is 3 if player (2 if mob)
  je isPlayer
  subss xmm0,xmm1     // Add back the attack damage (damage is negative)
  mulss xmm1,[resist] // Multiply attack damage by 2
  addss xmm0,xmm1     // Subtract attack damage
  comiss xmm0,[zero]  // Check that HP is not negative
  jbe finalBlow
  exit:
    popfq

code:
  movss [rcx+000000CC],xmm0 // Original game code, sets after attack HP
  jmp return

isPlayer:             // Damage to player
  subss xmm0,xmm1     // Add back the attack damage (damage is negative)
  divss xmm1,[resist] // Divide attack damage by 2
  addss xmm0,xmm1     // Subtract attack damage
  jmp exit

finalBlow:
  movss xmm0,[zero] //Kill mob if after attack HP was negative
  jmp exit

resist:
  dd (float)2
zero:
  dd (float)0

address:
  jmp newmem
  nop
  nop
  nop
return:

[DISABLE]

address:
  db bytes
  // movss [rcx+000000CC],xmm0

dealloc(newmem)
[/code]
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TheyCallMeTim13
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Joined: 24 Feb 2017
Posts: 976
Location: Pluto

PostPosted: Sun Apr 29, 2018 8:08 am    Post subject: Reply with quote

It looks good to me, the only thing would be to remove the repeated code.
Code:

// Double damage to mobs and half damage to player
// Parameters set by game are:
// xmm1 is attack damage (as a nagative number)
// xmm0 is new HP (original HP plus attack damage)
// Negative HP will make the mob invincible in the game

[ENABLE]

assert(address,bytes)
alloc(newmem,$1000,"game.exe"+3F8F6F)

label(code)
label(return)
label(exit)
label(isPlayer)
label(resist)
label(finalBlow)
label(zero)

newmem:
  pushfq
  cmp rdx,3           // rdx is 3 if player (2 if mob)
  subss xmm0,xmm1     // Add back the attack damage (damage is negative)
  mulss xmm1,[resist] // Multiply attack damage by 2
  addss xmm0,xmm1     // Subtract attack damage
  je exit
  comiss xmm0,[zero]  // Check that HP is not negative
  jbe finalBlow
  exit:
    popfq

code:
  movss [rcx+000000CC],xmm0 // Original game code, sets after attack HP
  jmp return

finalBlow:
  movss xmm0,[zero] //Kill mob if after attack HP was negative
  jmp exit

resist:
  dd (float)2
zero:
  dd (float)0

address:
  jmp newmem
  nop
  nop
  nop
return:

[DISABLE]

address:
  db bytes
  // movss [rcx+000000CC],xmm0

dealloc(newmem)

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