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My script crash the game with Stealthedit part

 
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Akami23
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Joined: 19 Jan 2015
Posts: 18

PostPosted: Tue Jul 31, 2018 6:54 am    Post subject: My script crash the game with Stealthedit part Reply with quote

Hello. I have a script:

Code:
[ENABLE]

aobscanmodule(Level_AOB,Game.exe,4B 18 48 8B C3 48 8B 5C 24 40) // should be unique
alloc(newmem,$1000,Level_AOB)

label(code)
label(return)

newmem:

code:
  mov dword [rbx+14],#120
  mov dword [rbx+44],#15
  mov rax,rbx
  mov rbx,[rsp+40]
  jmp return

Level_AOB+02:
  jmp newmem
  nop
  nop
  nop
return:
registersymbol(Level_AOB)

[DISABLE]

Level_AOB+02:
  db 48 8B C3 48 8B 5C 24 40

unregistersymbol(Level_AOB)
dealloc(newmem)


It working perfectly fine with no issues. But as soon as I'm trying to get it working with stealthedit it crashing my game with StackHash error:

Code:
[ENABLE]

aobscanmodule(level_AOB,Game.exe,48 8B C3 48 8B 5C 24 40 48 8B 6C 24 50 48 8B 74 24 58 48 83 C4 30 5F C3 CC CC CC CC CC CC CC 83 FA FF) // should be unique
registersymbol(level_AOB)

stealtheditex( spflvl_copy, level_AOB, 1 )
alloc( Hook, 0x1000, level_AOB )

label(originalcode)
label(return)

label( level2 )
registersymbol( level2 )

Hook:

originalcode:
  mov dword [rbx+14],#120
  mov dword [rbx+44],#15
  mov rax,rbx
  mov rbx,[rsp+40]
  jmp return
spflvl_copy:
level2:
  jmp Hook
  nop
  nop
  nop
return:

[DISABLE]

level2:
  db 48 8B C3 48 8B 5C 24 40
unregistersymbol(level2)
unregistersymbol(level_AOB)
dealloc(Hook)


What could be the problem?
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ulysse31
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PostPosted: Tue Jul 31, 2018 7:42 am    Post subject: Reply with quote

It is probably way easier than you think to beat memory scan protections. I used to rely on stealthedit too but there are some geri tutorials out there that will make you defeat memory integrity scans very fast
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Akami23
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PostPosted: Tue Jul 31, 2018 8:03 am    Post subject: Reply with quote

ulysse31 wrote:
It is probably way easier than you think to beat memory scan protections. I used to rely on stealthedit too but there are some geri tutorials out there that will make you defeat memory integrity scans very fast

Thanks for your answer. I've been using stealthedit all the time for this game and had no issues. All scripts used to work perfectly fine, no issues. Except this one. Like what could be wrong here? I'm doing the same thing I've been doing for months and script without stealthedit part works just fine. But somehow stealthedit addition makes it crash
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Dark Byte
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PostPosted: Tue Jul 31, 2018 9:51 am    Post subject: Reply with quote

try a higher pagecount overhead, 1 is often too small

and have you tried rightclicking the memory and enable stealthedit like that and see how that reacts ?

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Akami23
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Joined: 19 Jan 2015
Posts: 18

PostPosted: Tue Jul 31, 2018 1:16 pm    Post subject: Reply with quote

Dark Byte wrote:
try a higher pagecount overhead, 1 is often too small

and have you tried rightclicking the memory and enable stealthedit like that and see how that reacts ?


Thank you for your suggestion. I've tried pagecount "2", "3", "4" and I'm still crashing. It doesn't crash instantly after activating. It crashing only on loading screen.



Script without steaelthedit doesn't have any issues. I have a lot stealthedit based injection scripts for this game and none of them crash. This one is just weird one.
I tried to enable stealthedit manually on the code. Its froze my CE for like 30-40 seconds and then turned memory region to "green". I tried to run around, triggering loading screen activating non-stealthedit version of the script and it didn't crash.


What else I can try?
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Dark Byte
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PostPosted: Tue Jul 31, 2018 1:42 pm    Post subject: Reply with quote

some spots just are more tricky than others (page boundary issues, reassemble mistakes, etc...)

try stealthedit instead of stealtheditex as what you describe the original slow one works better than the fast one that cuts some corners

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Akami23
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PostPosted: Wed Aug 01, 2018 6:41 am    Post subject: Reply with quote

Thank you for help.

I have another question is there any other simple methods other than stealthedit to silently edit bytes in disassembler without triggering CRC check? (like change jmp to je for example)
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Dark Byte
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PostPosted: Wed Aug 01, 2018 7:30 am    Post subject: Reply with quote

you can find the integrity check routines and change those to read unedited memory

or use dbvm and make use of it's memory cloaking where it splits up the memory in a separate executable and read/write memory

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