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is it possible to create a pointer from a simple AA script ?

Posted: Wed Jul 03, 2019 10:32 am
by bachou
hey guys please help me, is it possible to create a pointer from a simple AA script ? example :

Code: Select all

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048,Artisan.Neptunia.UI:DataContext:PopuplatoreInventory+4a) 
label(returnhere)
label(originalcode)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here

originalcode:
mov [rcx+18],#999999
movsxd  rcx,dword ptr [rcx+18]
mov [rax+18],ecx

exit:
jmp returnhere

Artisan.Neptunia.UI:DataContext:PopuplatoreInventory+4a:
jmp newmem
nop
nop
returnhere:


 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
Artisan.Neptunia.UI:DataContext:PopuplatoreInventory+4a:
movsxd  rcx,dword ptr [rcx+18]
mov [rax+18],ecx
//Alt: db 48 63 49 18 89 48 18
this script give 999999 money, is there a way to make a pointer / multi levels pointer out of this script ?

Re: is it possible to create a pointer from a simple AA script ?

Posted: Wed Jul 03, 2019 10:47 am
by Rysefox
bachou wrote:
Wed Jul 03, 2019 10:32 am
hey guys please help me, is it possible to create a pointer from a simple AA script ? example :

Code: Select all

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048,Artisan.Neptunia.UI:DataContext:PopuplatoreInventory+4a) 
label(returnhere)
label(originalcode)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here

originalcode:
mov [rcx+18],#999999
movsxd  rcx,dword ptr [rcx+18]
mov [rax+18],ecx

exit:
jmp returnhere

Artisan.Neptunia.UI:DataContext:PopuplatoreInventory+4a:
jmp newmem
nop
nop
returnhere:


 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
Artisan.Neptunia.UI:DataContext:PopuplatoreInventory+4a:
movsxd  rcx,dword ptr [rcx+18]
mov [rax+18],ecx
//Alt: db 48 63 49 18 89 48 18
this script give 999999 money, is there a way to make a pointer / multi levels pointer out of this script ?
---------------------------------------

Code: Select all

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048,Artisan.Neptunia.UI:DataContext:PopuplatoreInventory+4a) 
label(returnhere)
label(originalcode)
label(exit)
label(Money)
registersymbol(Money)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here

originalcode:
mov [Money],rcx
movsxd  rcx,dword ptr [rcx+18]
mov [rax+18],ecx

exit:
jmp returnhere
Money:
dq 0
Artisan.Neptunia.UI:DataContext:PopuplatoreInventory+4a:
jmp newmem
nop
nop
returnhere:


 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
unregistersymbol(Money)
Artisan.Neptunia.UI:DataContext:PopuplatoreInventory+4a:
movsxd  rcx,dword ptr [rcx+18]
mov [rax+18],ecx
//Alt: db 48 63 49 18 89 48 18
Symbol is money, activate the script, add address manually go to the pointer. Offset is 18 and money is the symbol. I have nothing about the instruction, if it is a direct access you do not have to do anything, or you have to trigger the pointer in which you receive / lose money

Re: is it possible to create a pointer from a simple AA script ?

Posted: Wed Jul 03, 2019 11:09 am
by bachou
i don't understand... so how do i make the pointer :?:
offset is 18 but what about the bottom address (something like "game.exe"+0098A978") << how do i find this

Re: is it possible to create a pointer from a simple AA script ?

Posted: Wed Jul 03, 2019 11:30 am
by Rysefox
bachou wrote:
Wed Jul 03, 2019 11:09 am
i don't understand... so how do i make the pointer :?:
offset is 18 but what about the bottom address (something like "game.exe"+0098A978") << how do i find this
1. Add Address Manually
2. Check Pointer
3. At the bottom do you write Money
4. Offset is 18

I dont know about your instruction, if it accessing directly. When yes pointers load directly. When not you need to trigger it (earn / loose) some gold

Re: is it possible to create a pointer from a simple AA script ?

Posted: Wed Jul 03, 2019 1:02 pm
by bachou
i got it working
so you changed mov [rcx+18],#999999 to mov [Money],rcx

but when i tried to do this on another script i got an error

Code: Select all

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048,Artisan.Neptunia.UI:DataContext:PopuplatoreInventory+66) 
label(returnhere)
label(originalcode)
label(exit)


newmem: //this is allocated memory, you have read,write,execute access
//place your code here

originalcode:
mov [rcx+1C],#999999
movsxd  rcx,dword ptr [rcx+1C]
mov [rax+1C],ecx

exit:
jmp returnhere

Artisan.Neptunia.UI:DataContext:PopuplatoreInventory+66:
jmp newmem
nop
nop
returnhere:


 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
Artisan.Neptunia.UI:DataContext:PopuplatoreInventory+66:
movsxd  rcx,dword ptr [rcx+1C]
mov [rax+1C],ecx
//Alt: db 48 63 49 1C 89 48 1C
i changed it to

Code: Select all

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048,Artisan.Neptunia.UI:DataContext:PopuplatoreInventory+66) 
label(returnhere)
label(originalcode)
label(exit)
label(Gem)
registersymbol(Gem)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here

originalcode:
mov [Gem],rcx
movsxd  rcx,dword ptr [rcx+1C]
mov [rax+1C],ecx

exit:
jmp returnhere

Artisan.Neptunia.UI:DataContext:PopuplatoreInventory+66:
jmp newmem
nop
nop
returnhere:


 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
Artisan.Neptunia.UI:DataContext:PopuplatoreInventory+66:
movsxd  rcx,dword ptr [rcx+1C]
mov [rax+1C],ecx
//Alt: db 48 63 49 1C 89 48 1C


Not all code is injectable.
(Error in line 7 (label(Gem)) :label Gem is not defined in the script)
Are you sure you want to edit it to this?

what is the problem :?:

Re: is it possible to create a pointer from a simple AA script ?

Posted: Wed Jul 03, 2019 1:12 pm
by Rysefox
bachou wrote:
Wed Jul 03, 2019 1:02 pm
i got it working
so you changed mov [rcx+18],#999999 to mov [Money],rcx

but when i tried to do this on another script i got an error

Code: Select all

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048,Artisan.Neptunia.UI:DataContext:PopuplatoreInventory+66) 
label(returnhere)
label(originalcode)
label(exit)


newmem: //this is allocated memory, you have read,write,execute access
//place your code here

originalcode:
mov [rcx+1C],#999999
movsxd  rcx,dword ptr [rcx+1C]
mov [rax+1C],ecx

exit:
jmp returnhere

Artisan.Neptunia.UI:DataContext:PopuplatoreInventory+66:
jmp newmem
nop
nop
returnhere:


 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
Artisan.Neptunia.UI:DataContext:PopuplatoreInventory+66:
movsxd  rcx,dword ptr [rcx+1C]
mov [rax+1C],ecx
//Alt: db 48 63 49 1C 89 48 1C
i changed it to

Code: Select all

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048,Artisan.Neptunia.UI:DataContext:PopuplatoreInventory+66) 
label(returnhere)
label(originalcode)
label(exit)
label(Gem)
registersymbol(Gem)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here

originalcode:
mov [Gem],rcx
movsxd  rcx,dword ptr [rcx+1C]
mov [rax+1C],ecx

exit:
jmp returnhere

Artisan.Neptunia.UI:DataContext:PopuplatoreInventory+66:
jmp newmem
nop
nop
returnhere:


 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
Artisan.Neptunia.UI:DataContext:PopuplatoreInventory+66:
movsxd  rcx,dword ptr [rcx+1C]
mov [rax+1C],ecx
//Alt: db 48 63 49 1C 89 48 1C


Not all code is injectable.
(Error in line 7 (label(Gem)) :label Gem is not defined in the script)
Are you sure you want to edit it to this?

what is the problem :?:
Definition is missing. write under jmp returnhere

Code: Select all

Gem:
dq 0 (64 bit form)
and under disable

Code: Select all

unregistersymbol(Gem)

Re: is it possible to create a pointer from a simple AA script ?

Posted: Wed Jul 03, 2019 2:26 pm
by bachou
thanks man didn't know i missed those lines
also there's another question : is it hard to update a script after a game update ? the script i'm having is for version 1.0 but the game is on version 1.6 now, those scripts are outdated but i have no idea how to update them, is it hard to do that ?

Re: is it possible to create a pointer from a simple AA script ?

Posted: Wed Jul 03, 2019 2:45 pm
by Rysefox
bachou wrote:
Wed Jul 03, 2019 2:26 pm
thanks man didn't know i missed those lines
also there's another question : is it hard to update a script after a game update ? the script i'm having is for version 1.0 but the game is on version 1.6 now, those scripts are outdated but i have no idea how to update them, is it hard to do that ?
When you know what to do, then no

Re: is it possible to create a pointer from a simple AA script ?

Posted: Thu Jul 04, 2019 12:56 am
by bachou
can you help me update them when you have time ? :mrgreen: i'll stream my screen from discord

Re: is it possible to create a pointer from a simple AA script ?

Posted: Thu Jul 04, 2019 12:24 pm
by SunBeam
I literally said in my mind "let's see, it starts with a question then digresses into 'help mi plix'". And boom ^ That post :D So predictable.

Re: is it possible to create a pointer from a simple AA script ?

Posted: Wed Jul 10, 2019 11:17 am
by bachou
can anyone help me fix this script : i want to add 5 more address, each of them is +4 from the "potion" pointer

this is my script

Code: Select all

function addMoreAddresses(baseAddress, num, step)
  local al = getAddressList()

  local base = al.createMemoryRecord()
  base.setAddress("potion")
  base.setDescription("items")
  base.Type = vtString
  base.String.Size = 0

  for i=0, num-1 do
    local rec = al.createMemoryRecord()
    local str = string.format("+%X", i * step)
    rec.setAddress(str)
    rec.setDescription(str)
    rec.appendToEntry(base)
  end
end

addMoreAddresses("potion", 5, 4)
and it doesn't work

Image

Re: is it possible to create a pointer from a simple AA script ?

Posted: Wed Jul 10, 2019 5:31 pm
by SunBeam
See that "num" there? What happens if you do 'addMoreAddresses("potion", 9, 4)'?

Re: is it possible to create a pointer from a simple AA script ?

Posted: Wed Jul 10, 2019 6:14 pm
by Cake-san

Code: Select all

function addMoreAddresses(baseAddress, num, step) 
  for i=1, num do
    local rec = getAddressList().createMemoryRecord()
    local str = string.format("+%X", i * step)
    rec.setAddress(str)
    rec.setDescription(str)
    rec.appendToEntry(getAddressList().getMemoryRecordByDescription(baseAddress))
  end
end

addMoreAddresses("potion", 5, 4)

Re: is it possible to create a pointer from a simple AA script ?

Posted: Thu Jul 11, 2019 8:02 am
by bachou
SunBeam wrote:
Wed Jul 10, 2019 5:31 pm
See that "num" there? What happens if you do 'addMoreAddresses("potion", 9, 4)'?
well i don't know a thing about LUA... i just copied this script on the internet, it worked for adding normal address but not the pointer :mrgreen:
Cake-san wrote:
Wed Jul 10, 2019 6:14 pm

Code: Select all

function addMoreAddresses(baseAddress, num, step) 
 for i=1, num do
 local rec = getAddressList().createMemoryRecord()
 local str = string.format("+%X", i * step)
 rec.setAddress(str)
 rec.setDescription(str)
 rec.appendToEntry(getAddressList().getMemoryRecordByDescription(baseAddress))
 end
end

addMoreAddresses("potion", 5, 4)
thanks gonna try this