Posted: Wed Dec 23, 2020 8:31 am Post subject: CMPing techniques
Does anyone know of comparing techniques for opcodes that has one instruction that accesses literally hundreds and thousands of addresses?
I'm mostly referring to newer games that uses Unreal Engine.
Comparing registers seems to be the ideal method but only when the opcode access < 5 - 10 addresses. Ive seen tables where people copy registers into a something like a "dword ptr" but their code becomes much more difficult for me to read/understand after that.
Well it depends honestly on which addresses does it access
e.g you found health,ammo that are part of player structure
now health is located at 0x20 offset (pStructure+0x20) and ammo is at 0x28 (pStructure+0x28)
If they both being accessed by the very same instruction, I would recommend finding a different instruction, or place a break point (adding a condition for register == healthAddress could help..).
check registers or any other instructions (usually before the instruction), see if you can find any reference to pStructure or anything else that could help to distinguish, if not, keep stepping (maybe out of the procedure) and see which function calls the procedure and perhaps apply your hook right there, repeat if necessary (step out to the next caller and the next caller..), basically you will have to analyze it quite a bit.
You could also try to dissect structures (select few addresses, your target address, few of the most accessed, few of moderate etc.), and see if you could distinguish somehow, whether with pointers (try except or isbadptr could be handy if it's quite difficult).
I haven't messed with games made with unreal engine, so can't say for sure but this is how I usually deal with shared instructions, leaning toward the first option. _________________
I'm rusty and getting older, help me re-learn lua.
If I'm understanding this correctly, I would basically have to go at it pointer by pointer and discerning good and bad pointers. I think I can wrap my head around that.
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