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Getting memory addresses that were written to once

 
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Xer0
How do I cheat?
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Joined: 05 May 2020
Posts: 2

PostPosted: Wed May 06, 2020 2:33 am    Post subject: Getting memory addresses that were written to once Reply with quote

I'm undergoing a bit of an interesting project. I'm attempting to translate the static menu associated with Dragon Quest X (Japanese only localized MMO).

Due to it being an MMO, checksum checks make it so I'm unable to edit the static data in the actual client side files. So, I figured I would create a program that someone could use to translate it all in memory. I'm now faced with a scenario where that data gets written to memory once, and then sits there and I'm having trouble figuring out how to access it every time. Pointer scans seem to be useless.

The interesting thing is, I notice the address I'm looking for, while never the same, always ends in A88.


And I know it's the value I'm looking for when editing it every time.


When I open the menu I can see what's accessing that address. But I'm a bit lost as to how to try to find a reliable base address for it based on this?


Admittedly, my assembly knowledge is limited, but I'm reaching out here because I feel like this might be something trivial to you guys, and I'd like to learn how to figure out what's going on here. Thanks.



dq103.JPG
 Description:
Opcode that accesses the memory when I open the menu.
 Filesize:  52.51 KB
 Viewed:  1557 Time(s)

dq103.JPG



dq102.JPG
 Description:
When that value is edited in game
 Filesize:  90.9 KB
 Viewed:  1557 Time(s)

dq102.JPG



dq101.JPG
 Description:
addresses always end in A88
 Filesize:  121.87 KB
 Viewed:  1557 Time(s)

dq101.JPG


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DanyDollaro
Master Cheater
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Joined: 01 Aug 2019
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PostPosted: Wed May 06, 2020 4:56 am    Post subject: Reply with quote

Xer0 wrote:
So, I figured I would create a program that someone could use to translate it all in memory.
You could use the VirtualAlloc function to create a new page (a block of memory) to write the translated strings to it, and you can redirect the game's reading codes to the allocated region from your program (with a code injection).
If you find out what read the first character of a string I think you can find an array of pointers on the strings you're looking for, this is one of the most common methods used to manage them but there are others too.

I don't understand why the game should perform a checksum, unless it is an anti cheat system but you could try to bypass it, and from there you should find the string initialization code (to do this you have to reverse engineering the process)

You can also try changing the strings by looking for them in the .exe file (or other imported sources) but since it uses wide chars you may not have enough space for the translated string (if you overwrite it with a longer string you could corrupt the file)
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Xer0
How do I cheat?
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Joined: 05 May 2020
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PostPosted: Wed May 06, 2020 7:21 pm    Post subject: Reply with quote

Thanks for the reply. I'll look down these avenues.
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