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Finding the address of a function (probably missed a guide)

 
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Astaroth4256
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Joined: 25 May 2014
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PostPosted: Wed May 29, 2019 6:25 am    Post subject: Finding the address of a function (probably missed a guide) Reply with quote

Before anyone slaps me for making this thread I have to say that I never did this kind of haxing before (finding a game's function in it's memory etc), I have read up on many reverse engineering guides in the past but well, I'm bad.

What I need to do:
Find a function responsible for "sell all items" and call it with external application

The problem:
I don't know how to find the function and I'm not experienced with assembler (I know the basics though)

What I have:
Address of the list/vector that holds pointers to each item's structure in inventory

How do I use this data to get the address of the function I need to find? Should I get something other than "inventory item list"?

Also a question if anyone has experience with this: is it possible to use CreateRemoteThread to call the game's function once I have it's address, or do I need to do dll injection which would be kinda impossible to do for me for this game?
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Dark Byte
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PostPosted: Wed May 29, 2019 6:35 am    Post subject: Reply with quote

You can use ultimap /ultimap2 (needs intel) or the code filter (all cpu's but needs a full list of all instructions, and only works if the game has no integrity checks, and if any address in the list is wrong, then the game will crash)


Start ultimap, sell something and then tell it the code has been executed (and all future events/addresses are invalid)
then play the game for a bit and tell it the code hasn't been executed.
Repeat a few times until only a workable list is available. (Tip: You can filter on calls, so you only get function entry points)

Quote:

is it possible to use CreateRemoteThread to call the game's function once I have it's address, or do I need to do dll injection which would be kinda impossible to do for me for this game?

Yes, but it will require you to pass it all the information, like the class instance you're working on, the parameters for the function, and in some cases setup the thread-local-storage variables (e.g mono and .net)

Usually it's easier to do a code injection at an often called routine where you do have the information needed and call from there when a key is down

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