jgoemat Master Cheater Reputation: 22
Joined: 25 Sep 2011 Posts: 252
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Posted: Fri Mar 09, 2018 2:04 pm Post subject: Better code list? |
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I was thinking of modifying the code list to be able to be more generic and reusable. Right now I think it uses Module+Offset and/or Address, and it stores the instruction bytes and 5 bytes before and 5 bytes after. Not much use for JITed code or if the game version and offsets change.
For Mono/DotNet games I think it would be useful to use the symbol they supply, like here:
Code: | ShipDB:ApplyResourceChange+d5 - E8 E68E25FF - call UnityEngine:Mathf:Max
ShipDB:ApplyResourceChange+da - 83 C4 10 - add esp,10 { 16 }
ShipDB:ApplyResourceChange+dd - D9 5E 44 - fstp dword ptr [esi+44] |
So while the address will certainly change each time you run it, the offset into the particular function probably will not.
For other games maybe it could also be able to use the unique AOB and offset from the AA "AOB Injection" template (possibly an index too, I've found a few games where there are 2-5 areas with the same AOB and just being able to select the first or second one would be nice).
I'm thinking checkboxes or a radio button to select the type. You could make it one of (Address, Name, AOB), or you could store all three if selected and CE would try them in that order, updating the address if Name or AOB found the code at a different address, which would be the case 100% of the time when the code is JITed or if the game was updated.
This could probably be done just by storing the 'getNameFromAddress()' value if it returns something for mono/java/etc, and the AOB (and offset, index) from trying to find a unique AOB. Then when opening 'Advanced Options' it could resync, maybe have a 'refresh' button for JIT so it doesn't freeze when being opened if there are a bunch of JITed code and it's using AOB scans of memory.
I think it would be useful to me, any thoughts? Would it be better to make the user select one, or be able to use multiple?
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