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How to find module for aobscanmodule

 
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Classicus
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PostPosted: Sat Jun 07, 2014 12:59 am    Post subject: How to find module for aobscanmodule Reply with quote

Hi,

Sorry if this information exists somewhere. I've been googling and searching the forums like crazy but can't find this info. I always use aobscan but in some games, it takes several seconds to activate some scripts. So I want to try using aobscanmodule, but I have no idea how to find the module of an address or aob.

I tried clicking "Show module addresses" in memory viewer but I can't find what that option changes. I was hoping that would show me the module for the address/aob I want to find.

Thanks in advance!
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Daijobu
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PostPosted: Sat Jun 07, 2014 8:01 am    Post subject: Reply with quote

When you use the AA code injection for a quick table it'll show you which module it's hooked in.

Example: "chrome.exe"+49964:

The module is chrome.exe. This becomes:

aobscanmodule(_nameforAoBscan,chrome.exe,XX XX ?? **)

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Classicus
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PostPosted: Sat Jun 07, 2014 8:17 am    Post subject: Reply with quote

Hmm, I did see for some addresses the module shows up. But the addresses I'm trying to work with don't show any module. I know the main exe doesn't work because I tried using that with aobscanmodule and it doesn't find the aob.

In memory viewer, under View > Enumerate DLLs and Symbols, I see the main exe along with about 50ish dlls. I wonder if it is one of those. Although I don't want to try putting in one dll at a time and seeing if the script activates.

Or maybe there is no specific module for this address, so I have to stick with aobscan?
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Daijobu
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PostPosted: Sat Jun 07, 2014 8:38 am    Post subject: Reply with quote

If there is no particular module you'll have to stick with aobscan as it scans the entire memory you hooked into.
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Dark Byte
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PostPosted: Sat Jun 07, 2014 9:48 am    Post subject: Reply with quote

press ctrl+m in the disassembler to toggle modulename+offset view

note that if it's JIT'ed (flash, java, .net, mono, ...) then the code will not be part of a module

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Classicus
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PostPosted: Sat Jun 07, 2014 10:27 am    Post subject: Reply with quote

Ok, yea it looks like I'll have to stick to aobscan. Parts of the game show a module, but the addresses around the area I'm working with don't have any modules listed with ctrl+m in the disassembler.

Well, at least now I know about the memory viewer's "Show module addresses" and JIT'ed areas won't be part of a module.

Thanks for the responses Dark Byte and Daijoubu!
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