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Label A Register Address

 
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searay330
How do I cheat?
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PostPosted: Sat Jun 16, 2018 2:04 pm    Post subject: Label A Register Address Reply with quote

i have been all over the internet and the forum what i am trying to do is quite simple, i want to save a registers address while my code is running so that i can register it as a symbol and display that symbol in the table. This for some reason seems to elude me i have tried to use define and labels all with no luck if some one could show me how to save an address from a register to a label that would be great thanks
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FreeER
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PostPosted: Sat Jun 16, 2018 2:37 pm    Post subject: Reply with quote

search for injection copies, though in short allocate some memory and register that as a symbol then hook the code that uses the register and copy the address in the register to your symbol's memory. Then you'll have a pointer to the address, eg. if your symbol is PlayerPtr then PlayerPtr is the address of the allocated memory and [PlayerPtr] is the address from the register, to use that in another AA script you'd do something like

Code:
mov rax, [PlayerPtr] // load address
mov [rax+0], ... // set value at address to ...


In the addresslist / lua you could just use [[PlayerPtr]+0]. The +0 is unnecessary, just indicting where the offset would go for a structure.

a register's value is constantly changing (plus each thread has it's own register values) so you can have a symbol directly to a register and AA doesn't have a way to register arbitrary symbols post assembling, with lua you could just call registerSymbol('name', RAX) (assuming it's stopped at a breakpoint and accessing the value of RAX makes sense)

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Dark Byte
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PostPosted: Sat Jun 16, 2018 3:21 pm    Post subject: Reply with quote

you may wish to use https://forum.cheatengine.org/viewtopic.php?t=607828

as in your code injection you csn then call the lua function to register the value of the register

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