[Request help] How to increase damage with assemble

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primeval
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[Request help] How to increase damage with assemble

Post by primeval »

[CODE] mov [rdx+68],eax



//mov eax,[rdx+68]

test eax,eax

jmp return[/CODE]



I would like to edit x2 damage for some this



I try mov [rdx+68],0 but its effect hit 1 dead. i just want only x2 damage. but went i try 1 or more increase damage will not decrease and freeze score
Last edited by primeval on Wed May 20, 2020 2:36 pm, edited 2 times in total.

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happyTugs
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[Request help] How to increase damage with assemble

Post by happyTugs »

Some that I can think of if you are trying to multiply EAX by 2.

[CODE=cea]

shl eax

mov [rdx+68],eax

//mov eax,[rdx+68]

test eax,eax

jmp return

[/CODE]

[CODE=cea]

imul eax,2

mov [rdx+68],eax

//mov eax,[rdx+68]

test eax,eax

jmp return

[/CODE]

[CODE=cea]

push ebx

mov ebx,2

mul ebx

pop ebx

mov [rdx+68],eax

//mov eax,[rdx+68]

test eax,eax

jmp return

[/CODE]

But, it depends.
Last edited by happyTugs on Thu Jan 01, 1970 12:00 am, edited 1 time in total.

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GreenHouse
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[Request help] How to increase damage with assemble

Post by GreenHouse »

[QUOTE="happyTugs, post: 135990, member: 39952"]

Some that I can think of if you are trying to multiply EAX by 2.

[/QUOTE]

What is [B][rdx+68][/B] exactly? If it's health then those won't work. As you'll be multiplying the health. So if you have 100 health, take 50 damage, you'll multiply 50*2 and get 100 health back again.

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happyTugs
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[Request help] How to increase damage with assemble

Post by happyTugs »

[QUOTE]If it's health then those won't work [/QUOTE]

Thank you for catching me. I am assuming that eax is some value and is not the calculated health value. If [B][rdx+68][/B] contains health then the below should work. However, you may need to check for integer overflows if health is unsigned.

[CODE=cea]

shl eax

sub [rdx+68],eax

//mov [rdx+68],eax

//mov eax,[rdx+68]

test eax,eax

jmp return

[/CODE]

[CODE=cea]

imul eax,2

sub [rdx+68],eax

//mov [rdx+68],eax

//mov eax,[rdx+68]

test eax,eax

jmp return

[/CODE]

[CODE=cea]

push ebx

mov ebx,2

mul ebx

pop ebx

sub [rdx+68],eax

//mov [rdx+68],eax

//mov eax,[rdx+68]

test eax,eax

jmp return

[/CODE]

If eax is the calculated health value, I would trace backwards to find how eax is calculated instead of trying to modify eax at that point. But, you could do that as well.
Last edited by happyTugs on Wed May 20, 2020 4:23 pm, edited 4 times in total.

primeval
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[Request help] How to increase damage with assemble

Post by primeval »

[CODE][ENABLE]



aobscanmodule(DmgInc,Psycosid.exe,03 89 73 68 48 8B 5C 24 30) // should be unique

alloc(newmem,$1000,"Psycosid.exe"+746105)



label(code)

label(return)



newmem:



code:

mov [rbx+68],esi

mov rbx,[rsp+30]

jmp return



DmgInc+01:

jmp newmem

nop 3

return:

registersymbol(DmgInc)



[DISABLE]



DmgInc+01:

db 89 73 68 48 8B 5C 24 30



unregistersymbol(DmgInc)

dealloc(newmem)



{

// ORIGINAL CODE - INJECTION POINT: "Psycosid.exe"+746105



"Psycosid.exe"+7460EA: 75 1C - jne Psycosid.exe+746108

"Psycosid.exe"+7460EC: 8B 43 68 - mov eax,[rbx+68]

"Psycosid.exe"+7460EF: 85 C0 - test eax,eax

"Psycosid.exe"+7460F1: 74 12 - je Psycosid.exe+746105

"Psycosid.exe"+7460F3: 85 F6 - test esi,esi

"Psycosid.exe"+7460F5: 75 0E - jne Psycosid.exe+746105

"Psycosid.exe"+7460F7: 89 43 6C - mov [rbx+6C],eax

"Psycosid.exe"+7460FA: 48 8B 47 50 - mov rax,[rdi+50]

"Psycosid.exe"+7460FE: 48 83 78 18 00 - cmp qword ptr [rax+18],00

"Psycosid.exe"+746103: 75 03 - jne Psycosid.exe+746108

// ---------- INJECTING HERE ----------

"Psycosid.exe"+746105: 89 73 68 - mov [rbx+68],esi

"Psycosid.exe"+746108: 48 8B 5C 24 30 - mov rbx,[rsp+30]

// ---------- DONE INJECTING ----------

"Psycosid.exe"+74610D: 48 8B 74 24 38 - mov rsi,[rsp+38]

"Psycosid.exe"+746112: 48 83 C4 20 - add rsp,20

"Psycosid.exe"+746116: 5F - pop rdi

"Psycosid.exe"+746117: C3 - ret

"Psycosid.exe"+746118: CC - int 3

"Psycosid.exe"+746119: CC - int 3

"Psycosid.exe"+74611A: CC - int 3

"Psycosid.exe"+74611B: CC - int 3

"Psycosid.exe"+74611C: CC - int 3

"Psycosid.exe"+74611D: CC - int 3 [/CODE]



Look right all crash inject. here original code

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SovietWristwatch.jpg
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[Request help] How to increase damage with assemble

Post by SovietWristwatch.jpg »

You can do something like this. Example code from one of my tables.



[CODE][ENABLE]

aobscanmodule(xpMultiplier,D_2.exe,44 01 B1 C4 01 00 00)

alloc(newmem,$1000,xpMultiplier)



label(code)

label(return)



newmem:

sub r14d,[rcx+000001C4] // subtract "new" XP value from old value

imul r14d,#2 // multiply gained XP by 2

add r14d,[rcx+000001C4] // add "old" XP value to multiplied value



code:

mov [rcx+000001C4],r14d // give player modified XP amount

jmp return



xpMultiplier:

jmp newmem

nop 2

return:

registersymbol(xpMultiplier)[/CODE]
Last edited by SovietWristwatch.jpg on Thu Jan 01, 1970 12:00 am, edited 1 time in total.

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