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OmniXBro Newbie cheater Reputation: 0
Joined: 20 Sep 2007 Posts: 11
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Posted: Tue Oct 30, 2007 6:22 am Post subject: What does this piece of code signify? |
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Hi there folks, I'm just starting to move on from simple memory editing to actually beating DMA's. Trying to. It would be great if you could help me with this small, simple-looking piece of code. Thanks.
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mov eax,[ebp+08]
mov ecx,[ebp+0c]
sub [eax],ecx
pop ebp
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eax at this time is 0D0CEF28, it contains 200, the current ammo
ecx is 2 (each shot uses 2 ammo)
ebp is 0012f314 throughout. It always has this value.
So I've searched for the pointer pointing at 0D0CEF28 and entering that into the address list as a pointer, but this doesn't work when the game reloads.
so....what am I missing here?I tried doing stuff with 0012f314, but I'm just shooting in the dark. A nudge in the right direction, if you would be so kind.
Thanks! |
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sponge I'm a spammer Reputation: 1
Joined: 07 Nov 2006 Posts: 6009
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Posted: Tue Oct 30, 2007 5:09 pm Post subject: |
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EBP is a stack pointer. The value is actually referencing a virtual address. So 2 local variables are loaded into eax and ecx and obviously, your ammo is subtracted.
Anyways, it is probably a multilevel pointer. I find it easier just to hook the function and change ecx to 0. _________________
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Labyrnth Moderator Reputation: 9
Joined: 28 Nov 2006 Posts: 6285
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Posted: Tue Oct 30, 2007 6:05 pm Post subject: |
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sub [eax],ecx
All you need is this,
Alter it to add [eax],ecx Your ammo will increase instead of decrease.
You can also do this in an injection.
mov ecx,0
sub [eax],ecx
^ This is something that does the same of what sponge is saying to do.
And last but not least Nop out this instruction and you have infinite ammo.
sub [eax],ecx <----- Nop out this _________________
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OmniXBro Newbie cheater Reputation: 0
Joined: 20 Sep 2007 Posts: 11
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Posted: Tue Oct 30, 2007 6:24 pm Post subject: |
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So... i should stop being stuck to traditional value-controlling cheat tables/address list and lern2 assembly hacking instead? I liked traditional memory altering tho, been using it since the ZSNES days. So I guess I have to move on huh? |
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Labyrnth Moderator Reputation: 9
Joined: 28 Nov 2006 Posts: 6285
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Posted: Tue Oct 30, 2007 6:26 pm Post subject: |
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If you want to defeat DMA or CodeShifting, which is getting more popular with todays code yes you will have to make a move.
It not that hard mate.
Look at the sticky here about "insight on AA scripts"
Also take a look at some of the great AA script tutorials a few others have done. _________________
Last edited by Labyrnth on Tue Oct 30, 2007 7:03 pm; edited 1 time in total |
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OmniXBro Newbie cheater Reputation: 0
Joined: 20 Sep 2007 Posts: 11
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Posted: Tue Oct 30, 2007 7:02 pm Post subject: |
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Will do. Thanks for the protips everyone Much love, hugs and kisses and junk. |
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