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C++ ASM problem.
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mikeo
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PostPosted: Sat May 12, 2007 10:37 am    Post subject: C++ ASM problem. Reply with quote

Hello,

I'm trying to get the following Cheat Engine code into asm for my C++ code, but can't get it to work.
Code:
[enable]
006b4df9: 
db 76

[disable]
006b4df9:
db 73


Could anyone help me to modify this so it will work within the C++ function __asm { } ?

Thank you very much.
Mikeo.
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appalsap
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PostPosted: Sat May 12, 2007 11:07 am    Post subject: Reply with quote

since you're dealing with DBs, you want __emit, not __asm
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mikeo
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PostPosted: Sat May 12, 2007 11:20 am    Post subject: Reply with quote

Ok,

when I did that I got:
Code:
error C2065: '__emit' : undeclared identifier


My code:
Code:
         __emit
         {
            006b4df9: 
            db 76
         }
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appalsap
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PostPosted: Sat May 12, 2007 11:22 am    Post subject: Reply with quote

http://www.google.com/search?q=__emit

look at how they're using it and see how different it is from your code
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mikeo
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PostPosted: Sat May 12, 2007 11:30 am    Post subject: Reply with quote

I see them use it like:
Code:
    __asm {
        __emit 0x90;
        __emit 0x90;
        __emit 0x90;
        __emit 0xBA;
        __emit 0x42;
        __emit 0x41;
    };

But don't understand how I would use that in my code..

I have this now:
Code:
         __asm
         {
            jmp 0x006B4DF9 
            __emit 0x76
         };

With the error:
error C2415: improper operand type

(btw, are you dutch?)


Last edited by mikeo on Sat May 12, 2007 11:31 am; edited 1 time in total
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appalsap
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PostPosted: Sat May 12, 2007 11:31 am    Post subject: Reply with quote

__emit 0x76;
__emit 0x75;

And no.
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mikeo
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PostPosted: Sat May 12, 2007 11:32 am    Post subject: Reply with quote

But how does it know wich adress to edit then?
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appalsap
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PostPosted: Sat May 12, 2007 11:38 am    Post subject: Reply with quote

It doesn't edit any address.
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UnLmtD
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PostPosted: Sat May 12, 2007 11:42 am    Post subject: Reply with quote

Why would you want to use inline asm when you can do it with API's?
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appalsap
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PostPosted: Sat May 12, 2007 11:53 am    Post subject: Reply with quote

he probably doesn't understand that there is no standard c++ parser for CE autoassembly
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mikeo
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PostPosted: Sat May 12, 2007 11:58 am    Post subject: Reply with quote

zomgiownyou wrote:
Why would you want to use inline asm when you can do it with API's?

That way is detected by gameguard.

@appalsap:
That is the reason why I made this topic, I want to "convert" the "CE ASM" to "inline ASM"
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UnLmtD
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PostPosted: Sat May 12, 2007 12:40 pm    Post subject: Reply with quote

So is using ASM... At the end, it does the same thing. Why do you think people go through a lot of hooking and coding to be able to be undetected. (There's some exceptions)
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Gthuggin
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PostPosted: Fri May 18, 2007 10:09 am    Post subject: Reply with quote

enable->
Code:

*(BYTE *)0x006B4DF9 = 0x76;


and disable->
Code:

*(BYTE *)0x006B4DF9 = 0x73;


that is a simple way...

but yes i would like to know to, how do you write inline ASM to a specified address?

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*CandyShop*
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PostPosted: Sat May 19, 2007 3:36 am    Post subject: Reply with quote

So how Actually I can put ASM Script in C++ Script?:
Example
Code:

if (ClickOnButton=True)
{
      _asm {
                  ASM Script
           }
}

Like That?
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DerLücke
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PostPosted: Sat May 19, 2007 4:45 am    Post subject: mhm Reply with quote

mmhm i cant help u sry
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