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New at this..trying to hack a game. Help appreciated.
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kjmarket
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PostPosted: Wed Oct 11, 2006 3:52 pm    Post subject: New at this..trying to hack a game. Help appreciated. Reply with quote

I'm trying to eventually make a trainer for an older game called Shadowflare. I'm also, int he process, using it as a learning example. I'm fairly new to this, so bear with me. First things first..God mode...aka infinite health. I used C.E. to find the address it is stored in. In game, it is displayed as 150/150 (health left/total health). I found the addy for both and am able to change either using C.E. Now, I added the addy and right clicked it and tell me what accesses this addy. I went and got hit and some other things popped up, a bunch of cmp instructions and two mov lines...

00467A71 mov {eax+000001a4]
and
00467A7D mov [ecx+000001A4], eax

Now if you click the more info button for the firs tline, theres a sub instruction one line below it...in case this matters...

00467A77 sub eax, [ebp-0C]

For the firs tline, EAX and EDX = 02A2C5F0
EBP 9 for the sub line) = 03E4F68C

For the second line ECX = 02A2C5F0
EAX = 00000074

74 in hex equals 116 in decimal, which is what my health dropped to after being hit. From what I've read, this game uses a pointer, so to get God mode I'd have to find out the addy that the pointer points to? Is this correct? Please point me in the right direction. Thanks.
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odie5533
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PostPosted: Wed Oct 11, 2006 4:07 pm    Post subject: Reply with quote

Code:
00467A7D mov [ecx+000001A4], eax

This means it moves eax (74) into ECX (02A2C5F0) + 1A4.

When it does this, that means ECX (02A2C5F0) is the base. So When you have the 02A2C5F0, go into CE and search for 4 byte exact with a value of 02A2C5F0. Take the addy it finds, copy it, and then click add new memory address manually. Select pointer. In the first box enter this new address you found searching for the 4 byte exact and for the offset type 1A4. That should be it! If not, you should probably write a code cave for it, since it gets more complicated than its worth after that.
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kjmarket
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PostPosted: Wed Oct 11, 2006 4:43 pm    Post subject: Reply with quote

When I tried the first search for the value of 02A2C5F0, 4 byte exact value, it gives me an error, 02A2C5F0 is not a valid 4 byte notation...any idea?
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odie5533
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PostPosted: Wed Oct 11, 2006 4:46 pm    Post subject: Reply with quote

check the hex button next to where you enter the value in.
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kjmarket
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PostPosted: Wed Oct 11, 2006 4:58 pm    Post subject: Reply with quote

I think I figured it out..hex had to be clicked?

Anyway, I found like 5 or six addy's and the first one is it I guess..it has the same value as the one I found initially for health...and when I edit it, my on screen health changes. Cool. Now..is there a way to keep it from being decreased period, like stopping a sub or dec instruction altogether? Reason I want this over just freezing a value, is that monsters in the game do more damage than other games. If you have 3 monsters around you, and they all hit you once at the same time, even with the value frozen, you die. Later int he game the same is true for more powerful monsters. Also..this addy is in black..doent that mean it will change?
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odie5533
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PostPosted: Wed Oct 11, 2006 5:03 pm    Post subject: Reply with quote

Click the freeze checkbox next to the addy value and it will freeze it.

Try the tutorial for CE, it explains a LOT.
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kjmarket
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PostPosted: Wed Oct 11, 2006 5:27 pm    Post subject: Reply with quote

Thanks for the help so far...

One thing, I found 5 addresses with that value...2 of which constantly change. 3 of them dont change the address/vaslue constantly. The first of the 3 changes the value at times other than when being hit. The last two only change the value when I'm hit. So I have 3 pointers? I'm confused. HEres the thing, just simply freezing the value in this address wouldnt work. I want to make a trainer, and it wouldnt work because the address is black in CE...non static. Which means it will change. Any recomendations?
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kjmarket
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PostPosted: Wed Oct 11, 2006 10:45 pm    Post subject: Reply with quote

Everytime I start th egame and searc for the value I get either 5 or 6 results...4 of which are always the same, even though they are black in CE. The other ones have a new address each time. I'm guessing, after reading tuts on pointers, that this is a case of a pointer pointing to a pointer? I checked what accesses the each addy one by one. One had two mov instructions that went nowhere. Anothe rone had like 10 different addresses with mov instructions that had pointers. Is this a pointer pointing to a ointer or am I wrong? Whats the right course of action?
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kjmarket
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PostPosted: Fri Oct 13, 2006 9:29 pm    Post subject: Reply with quote

Been reading tuts and havent come across one for my problem. Anyone?
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Glest
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PostPosted: Sat Oct 14, 2006 12:38 am    Post subject: Reply with quote

if they're always the same you might not even need a pointer... altough it's always safer.

Usualy when you don't find a green pointer you have to search for another pointer to the new pointer... But in order to do that the pointer has to change (when you die or something) if they don't change I'de just use one of them as pointer.

Or, you scroll up in the dissasembler and find out how ecx got build up (must be done manualy). Can be hard/impossible or just easy.



I totaly agree with your nopping. I don't like to freeze adresses... To forced imho. I prefer nopping or using the autoassembler. But, there can be some downsides... Is there just one command that always changes your health or does every monster has his own code to damage you?

And, if there is one line of code, is it just for you or for every living thing in the world. If this is the case you'll have to use the autoassembler. I can help you with that...

So, anwser these two questions and I can help you further Smile

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kjmarket
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PostPosted: Sat Oct 14, 2006 11:11 pm    Post subject: Reply with quote

Well, on the game hacking.com website, someone claimed to hack it, but just gave me some memory addresses to nop, but it didnt owrk, and he doesnt seem to want to tell me anything else. He did say that the line that decreases my life when hit isnt used by monsters. Not sure if each monster/type of monster has its own line to decrease my life. Can I use the autoassembler without knowing this?
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Glest
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PostPosted: Sun Oct 15, 2006 12:54 am    Post subject: Reply with quote

if there is a different command for decreasing your health you don't need to use the autoassembler. You'll just have to nop the command that decreases your health. But there might be a few hundred of them....
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thawit
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PostPosted: Sun Oct 15, 2006 10:54 am    Post subject: Reply with quote

yea lol adress usully change all the time some dont change but eventully most change after you log out and login you need pointer to point to the new address but still i dont know how pointer work.
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Glest
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PostPosted: Sun Oct 15, 2006 10:59 am    Post subject: Reply with quote

no.. you don't need a pointer. If you nop the code decreasing the health you don't need the adress of the health. There might just be a few hundred commands that decrease your health.
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kjmarket
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PostPosted: Sun Oct 15, 2006 10:37 pm    Post subject: Reply with quote

The address for health isnt static, and when I find out what accesses it, I get pointers with mov instructions. No sub's or dec's.
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