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Cannot use registered values from one table to another?

 
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mop
Advanced Cheater
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Joined: 05 Mar 2009
Posts: 55

PostPosted: Sun Apr 10, 2022 11:20 pm    Post subject: Cannot use registered values from one table to another? Reply with quote

Hi,

I have written 2 scripts one is a auto assemble script which injects into the game exe but the other is a Createthread script which only runes on its own,

I am trying to get a value from the injected script into the create thread script but no matter what I do the the create thread script does not turn on unless I removed all reference to the value from injected script being used in the create thread script then it turs on, why is that?

is it a intended limitation ? am I missing something?

I am on CH v7.4, i had used Lazarus to build CE

Script 1 - I am trying to access [PlayerResBase] in Script 2 from Script 1

Code:

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat

 
aobscanmodule(Resources,Sp1.exe,F3 0F 10 8B ?? ?? 00 00 4C 89 E1 E8 A5 9B 3F) // should be unique
alloc(newmem,$1000,Resources)

alloc(PlayerResBase,4)

label(code)
label(return)

newmem:
cmp [PlayerResBase],0
jne code
mov [PlayerResBase],rbx
jmp code


code:
  movss xmm1,[rbx+00000198]
  jmp return

PlayerResBase:
dd 00

Resources:
  jmp newmem
  nop 3
return:

registersymbol(Resources)
registersymbol(code)
registersymbol(PlayerResBase)


[DISABLE]
//code from here till the end of the code will be used to disable the cheat
Resources:
  db F3 0F 10 8B 98 01 00 00


unregistersymbol(Resources)
unregistersymbol(PlayerResBase)
dealloc(newmem)
dealloc(PlayerResBase)



Script 2 - CreateThread, script does not turn on when i hit the check box why? but it will turn on when i get rid of any code in script 2 referring to [PlayerResBase]?

Code:

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
//globalalloc(CodeThread2,1500)

alloc(CodeThread3,500)
createthread(CodeThread3)
registersymbol(end2)
registersymbol(val2)

label(end2)
label(val2)
 
CodeThread3:

mov rbx,[PlayerResBase]


cmp [end2],0
jne CodeThread3

ret


end2:
dd 1

val2:
dd 1

[DISABLE]
//code from here till the end of the code will be used to disable the cheat
unregistersymbol(end2)
unregistersymbol(val2)

end2:
dd 0


am I not understanding something is there a work around or......?
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ParkourPenguin
I post too much
Reputation: 152

Joined: 06 Jul 2014
Posts: 4724

PostPosted: Mon Apr 11, 2022 12:09 am    Post subject: Reply with quote

The auto assembler assembles assembly (i.e. `mov rbx,[PlayerResBase]`) into machine code. If PlayerResBase isn't defined, it can't assemble that instruction into anything meaningful. You need to activate script 1 before script 2, and make sure to never disable script 1 while script 2 is running since script 2 is accessing memory managed by script 1.
It would be safer to use globalalloc in both scripts and address that memory location through a register in script 1. e.g.:
Code:
globalalloc(PlayerResBase ,8)
...
push rdi
mov rdi,PlayerResBase
mov [rdi],rbx
pop rdi

Other minor nitpicks:
Code:
alloc(PlayerResBase,4)  // Should be 8
...
jmp code  // useless jmp
code:
...
PlayerResBase:
dd 00   // should be dq
...
registersymbol(code)  // never unregistered; probably useless anyway

Code:
alloc(CodeThread3,500)  // memory leak
...
CodeThread3:

mov rbx,[PlayerResBase]
// should have a call to sleep in this busy loop

cmp [end2],0
jne CodeThread3
...
end2:  // unaligned data- put "align 4 CC" before this label
dd 1
See this topic for a guide on how to manage a thread's memory safely:
https://forum.cheatengine.org/viewtopic.php?t=619046

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