Posted: Thu May 16, 2024 4:55 pm Post subject: .net and module adresses
Hello Community!
Im having a little problem with a .net based game. I tried the search function, but didnt find (or realised) anything that would help me.
I used one module adress and replaced the first opcode with a ret and everything works nice and dandy.
But when i close the game and try to use the adress CE wont activate the script, unless i search for the value and look at the code in Memory view. Suddenly its working again.
Am i missing something? Maybe loading/activating something like the Mono feature?
Maybe mono features weren't active. e.g. the game was stopped on a breakpoint
Maybe the code wasn't JIT compiled yet. Machine code won't exist until it's run for the first time. Apparently CE can JIT a function/method from Lua, but I'm not familiar enough with the CE Lua mono API to say how. Pretty much everything is in autorun/monoscript.lua in the main CE directory. _________________
I don't know where I'm going, but I'll figure it out when I get there.
Maybe mono features weren't active. e.g. the game was stopped on a breakpoint
Maybe the code wasn't JIT compiled yet. Machine code won't exist until it's run for the first time. Apparently CE can JIT a function/method from Lua, but I'm not familiar enough with the CE Lua mono API to say how. Pretty much everything is in autorun/monoscript.lua in the main CE directory.
Thank you! Your post gave me an idea after i looked into the monoscript lua. I just had to let the game run the commands and then attach CE to it, after that i found the adresses. Now i just need to find a way to scan for the list after attaching CE, but thats a problem for future me.
Thanks again!
EDIT: For anyone else having the same problem:
{$LUA}
reinitializeSymbolhandler();
{$ASM}
Put this into your activation/update script. It will always update the list and the symbols should easily be activated.
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