Posted: Sat May 02, 2020 6:09 pm Post subject: CE does wrong restoration of bytes when disabling lua script
While I was making a hack for a single player UnityEngine based game and checking my C/C++ trainer changes in CE to make sure it does the right thing, I noticed CE does not... Consider the attached image, and take a look at the restored address address being put into rax. I don't know why the game code does this redundant operation, but that's beside the point. In the script where that operation is included, I simply comment it out since it's the same operation being used before mov [rax], eci which I'm modifying.
Thought it was worth mentioning, for me this was unexpected behavior.
It's pretty hard to tell you what's wrong with the script if you don't post the script.
If I had to guess, that assembly is the output of a JIT compiler and those values are pointers that will change the next time it's compiled - i.e. when the game is restarted. In which case you could solve that using readmem and reassemble. _________________
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Joined: 09 May 2003 Posts: 25796 Location: The netherlands
Posted: Sun May 03, 2020 1:18 am Post subject:
how do you store the original bytes?
readmem or reassemble?if you use a hardcoded byterow this will fail if the code loads at a different location _________________
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My bad doing this when tired. I somehow brainfarted that CE would just deal with it automatically and forgot to pay attention to the [disable] section which of course only looked at the initial value when making the script, I very rarely need to change that so it skipped my mind a bit.
Behavior no longer unexpected at all.
And I'd like to add no criticism intended, just confusion.
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