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Offsets.

 
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Dr.Disrespect
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PostPosted: Fri Mar 18, 2016 11:22 am    Post subject: Offsets. Reply with quote

Please take a look at the following code, I tried to google for the answer but I couldn't.
Code:

movsx eax,word ptr [eax+01900000]
imul eax,eax,00000908
movsx eax,byte ptr [eax+esi+01911111]


The memory address(offset) "01900000" confuses me. The value at "01900000" keeps changing when I restart the game and load the same game-save file, however, the effect of this code stays the same.
How is the offset or the address calculated? Thanks
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hhhuut
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PostPosted: Fri Mar 18, 2016 11:28 am    Post subject: Reply with quote

Is this a dynamic game?

Or sometimes CE calculates the addess wrong because the actual instruction i.e. is coded as
Code:
movsx eax,word ptr [eax+"Game.exe"+12345]

of which CE calculates the absolute address and displays it as an offset (I've experienced that with PES2016 ...)
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Cake-san
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PostPosted: Fri Mar 18, 2016 11:33 am    Post subject: Reply with quote

Well, you can try labelling & registering symbol for that value/offset
example:
a script from crush crush table for pointer.
Code:

aobscan(aob_scan,8B 05 * * * * 8B 0D * * * * 83 E1 FC)
label(_O)
[aob_scan+20]:
_O:
label(_B)
[[aob_scan+8]]:
_B:

registersymbol(_O)
registersymbol(_B)

/////

label(_BO)
[_B+_O+50]:
_BO:
registersymbol(_BO)

Then you can use it in add address:
Bonus mutiplier address: _BO+_O+34

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Dr.Disrespect
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PostPosted: Fri Mar 18, 2016 11:36 am    Post subject: Reply with quote

hhhuut wrote:
Is this a dynamic game?

Or sometimes CE calculates the addess wrong because the actual instruction i.e. is coded as
Code:
movsx eax,word ptr [eax+"Game.exe"+12345]

of which CE calculates the absolute address and displays it as an offset (I've experienced that with PES2016 ...)


Thanks for the reply. I didn't use the "module address" view mode because it changes every time when I restart the game. Can you explain more about "absolute address"?

@Cake-san:
Thank you for the reply. The symbols in your code is hard for me to understand, I am still digesting it. Smile
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Cake-san
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PostPosted: Fri Mar 18, 2016 11:49 am    Post subject: Reply with quote

fmanager wrote:

@Cake-san:
Thank you for the reply. The symbols in your code is hard for me to understand, I am still digesting it. Smile

Lol, B is for base address and O is for offset.It's simpler for me to type it.
That aob signature contain the base address and an offset that always changed when game is restarted.

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Dr.Disrespect
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PostPosted: Fri Mar 18, 2016 5:15 pm    Post subject: Reply with quote

Cake-san wrote:
fmanager wrote:

@Cake-san:
Thank you for the reply. The symbols in your code is hard for me to understand, I am still digesting it. Smile

Lol, B is for base address and O is for offset.It's simpler for me to type it.
That aob signature contain the base address and an offset that always changed when game is restarted.


Oh, thanks for the explanation. Smile
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