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[Quake] Assembler - help finding compare value for player

 
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UnIoN
Expert Cheater
Reputation: 2

Joined: 17 May 2011
Posts: 146

PostPosted: Tue Sep 07, 2021 5:30 am    Post subject: [Quake] Assembler - help finding compare value for player Reply with quote

for educational purpose i am trying to figure out how to find a way comparing something to seperate asm code.

the game is quake (remake)

everything (jump, triggers, ammo, health) is handled in the same loop instruction

Code:
quake_x64_steam.exe+1D8F56    mov rax,[quake_x64_steam.exe+18272D0]
quake_x64_steam.exe+1D8F5D    mov ecx,[rbx+rdi*4]
quake_x64_steam.exe+1D8F60    mov [rdx+rax],ecx



i dissect data of RAX [534D2E30] (or static ptr: "quake_x64_steam.exe"+018272D0)
trying to find a changing value that would represent the player


i know there are existing trainers but i would like to learn how to find this myself

any hint would be cool
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LeFiXER
Grandmaster Cheater Supreme
Reputation: 20

Joined: 02 Sep 2011
Posts: 1053
Location: 0x90

PostPosted: Tue Sep 07, 2021 5:46 am    Post subject: Reply with quote

Find out what addresses this instruction accesses, then adding the address responsible for your value into group one and everything else in group two, then scanning for commonalities.

That way you can compare the a constant value (the player) against other entities and base your hack on that logic. i.e.

pseudo:
Code:

if player then
   infiniteHealth = true
else
   executeNormalCode
end


In AA it would look something like this:
Code:

[ENABLE]
...
label(isEnemy)

newmem:
  cmp [ecx+54],0
  jne isEnemy
  mov [ecx+C], 3E7 //999 in hex
  jmp return

code:
  jmp return

isEnemy:
  mov [ecx+C], eax
  jmp code
...
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