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[SOLVED]Comparing Hex Value

 
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wayden
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Joined: 09 Dec 2020
Posts: 27

PostPosted: Fri Jul 07, 2023 11:46 am    Post subject: [SOLVED]Comparing Hex Value Reply with quote

Hi,
i was searching on the forum but didn't find any way to cmp 4bytes value to a 4Bytes hex value or the syntax i sould use for that

Code:

  cmp [r12+2],A082CD25


so in this code im trying to interprete the 4bytes inside r12+2 as an hex value and compare it to the 4bytes hex A082CD25, problem, it doesn't seem to work i tried this syntax
Code:

  cmp [r12+2],A082CD25h


but it doesn't compile then i tried

Code:

  cmp [r12+2],0xA082CD25

and it compiled but the cmp still does not work

here is the full script:

Code:

{ Game   : HellIsOthers_launcher.exe
  Version:
  Date   : 2023-07-07
  Author : wayden

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(Invicibleonehitkill,GameAssembly.dll,49 89 44 24 10 4D) // should be unique
alloc(newmem,$1000)

label(code)
label(originalcode)
label(return)

newmem:

code:
  cmp [r12+2],0xA082CD25 //hex for player ID
  jne originalcode
  mov rax,[r12+20] //mov max life into rax
  mov [r12+10],rax // move rax into current life
  jmp return

originalcode:
  mov rax,[r12+10] //mov current life into rax
  sub [r12+10],rax // sub rax to current life
  jmp return

Invicibleonehitkill:
  jmp newmem
return:
registersymbol(Invicibleonehitkill)

[DISABLE]

Invicibleonehitkill:
  db 49 89 44 24 10 4D

unregistersymbol(Invicibleonehitkill)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+BFEBEC

GameAssembly.dll+BFEBC1: 45 33 C0                 - xor r8d,r8d
GameAssembly.dll+BFEBC4: 48 89 84 24 C0 00 00 00  - mov [rsp+000000C0],rax
GameAssembly.dll+BFEBCC: 48 8D 0C 28              - lea rcx,[rax+rbp]
GameAssembly.dll+BFEBD0: 41 8D 50 01              - lea edx,[r8+01]
GameAssembly.dll+BFEBD4: E8 D7 B6 07 00           - call Quantum.SMaths.Round
GameAssembly.dll+BFEBD9: 4D 8B 44 24 20           - mov r8,[r12+20]
GameAssembly.dll+BFEBDE: 45 33 C9                 - xor r9d,r9d
GameAssembly.dll+BFEBE1: 48 8B D6                 - mov rdx,rsi
GameAssembly.dll+BFEBE4: 48 8B C8                 - mov rcx,rax
GameAssembly.dll+BFEBE7: E8 64 96 74 01           - call Photon.Deterministic.FPMath.Clamp
// ---------- INJECTING HERE ----------
GameAssembly.dll+BFEBEC: 49 89 44 24 10           - mov [r12+10],rax
// ---------- DONE INJECTING  ----------
GameAssembly.dll+BFEBF1: 4D 85 ED                 - test r13,r13
GameAssembly.dll+BFEBF4: 0F 84 23 01 00 00        - je GameAssembly.dll+BFED1D
GameAssembly.dll+BFEBFA: 8B 84 24 C8 00 00 00     - mov eax,[rsp+000000C8]
GameAssembly.dll+BFEC01: 49 8D 8D 08 04 00 00     - lea rcx,[r13+00000408]
GameAssembly.dll+BFEC08: 8B 9C 24 E0 00 00 00     - mov ebx,[rsp+000000E0]
GameAssembly.dll+BFEC0F: 4C 8B CD                 - mov r9,rbp
GameAssembly.dll+BFEC12: 4C 8B B4 24 D0 00 00 00  - mov r14,[rsp+000000D0]
GameAssembly.dll+BFEC1A: 4D 8B C4                 - mov r8,r12
GameAssembly.dll+BFEC1D: 48 89 74 24 40           - mov [rsp+40],rsi
GameAssembly.dll+BFEC22: 48 8B D7                 - mov rdx,rdi
}


as you can see after the cmp if it's equal it shouldn't go to originalcode just continue with exec but after testing it always go to originalcode
so i was wondering if it comes from the cmp or if it could be because of some "flags" ive seen someone flush before and pop after but only because he injected right after a cmp is it needed here too ?



EDIT :

Aight Im just dumb

Code:

cmp [r12+2],0xA082CD25


this works fine with the good offset

Code:

cmp [r12+8],0xA082CD25


just did 10 - 8 in base 10 instead of 16 meh..
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