Code Injection - Editable Values

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TimFun13
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Code Injection - Editable Values

Post by TimFun13 »

[Link]

Code Injection - Editable Values

This tutorial builds on the subject of code injection, and starts from a working script. Pleas start here: [Link]

Any game will work but I will be using Windows Solitaire.

First you will need to find an Integer. If unsure how to find values see: [Link]



Finding the injection point

After you have found the address of the score then we can find the injection point. Where this is depends on what we want to do so in Windows Solitaire the score decreases over timer, lets make it increase the score, But here let's make it a value that can be changed from the Cheat table without editing the script.



If you followed along with the Code Injection - Full tutorial you should have a script like this.

Code: Select all

define(address,"solitaire.exe"+396CC)
define(bytes,41 83 43 14 FE)

[ENABLE]
assert(address,bytes)
alloc(newmem,$1000,address) // '$' before a number is a short hand for '0x' (hex).

label(code)
label(return)

newmem:
 code:
 add dword ptr [r11+14],02
 jmp return


address:
 jmp newmem
 return:

[DISABLE]
address:
 db bytes
 // add dword ptr [r11+14],-02

dealloc(newmem)
So let's add a value that we can change the value of on the CT.





Adding an Editable Value

So we'll need some memory, which we have some [Link] so let's just create a [Link] and [Link]. We need to register the symbol to be able to access it else where. We can also use [Link] to align the memory because we will just put it at the end of the allocated memory.

Code: Select all

define(address,"solitaire.exe"+396CC)
define(bytes,41 83 43 14 FE)

[ENABLE]
assert(address,bytes)
alloc(newmem,0x400,address)

label(code)
label(return)

label(intScoreAdder) // we need a unque name,
// and I like to indicate the value type in the name (i.e.: "int" for integer).
registerSymbol(intScoreAdder)

newmem:
 code:
 push rax // push/save the registory.
 mov eax,[intScoreAdder] // EAX is 32 bits of RAX
 add [r11+14],eax // the size is determinded by the size of the registory.
 pop rax // pop/restore the registory.
 jmp return

 align 10 CC // align the memory to be assebled.
 intScoreAdder:
 dd (int)5 // we could just use 'dd 5' as decimal 5 is equal to hex 5
 // or the short hand for an integer 'dd #5'.


address:
 jmp newmem
 return:

[DISABLE]
address:
 db bytes
 // add dword ptr [r11+14],-02

dealloc(newmem)
So now let's enable the script and add the address to the CT.





Adding the Address a CT



[Link]



And that gives us a changeable value that is used inside the script.



You can set the address as a child of the script, and right click the address record to enable the Hide children when deactivated option under Group config.

[Link]





Working with Floats



Health Damage Multiplier

Let's say you have an injection point that looks like this, and it's effecting health, and XMM1 holds the damage value.

Code: Select all

subss xmm0,xmm1
movss [rsi],xmm0
It could even be space apart, all we need is the "subss xmm0,xmm1" in the injection script.

Code: Select all

subss xmm0,xmm1
...
movss [rsi],xmm0
So let's add a damage multiplier.

Code: Select all

define(address, "game.exe"+123ABC)
define(bytes, F3 0F 5C C1 F3 0F 11 06)

[ENABLE]
assert(address, bytes)
alloc(newmem, 0x400, address)

label(code)
label(return)

newmem:
 code:
 subss xmm0,xmm1
 movss [rsi],xmm0
 jmp return


address:
 jmp newmem
 nop
 nop
 nop
 return:

[DISABLE]
address:
 db bytes

dealloc(newmem)
Starting with a script like above; let's add a float (single precision floating point), and multiply XMM1.

Code: Select all

define(address, "game.exe"+123ABC)
define(bytes, F3 0F 5C C1 F3 0F 11 06)

[ENABLE]
assert(address, bytes)
alloc(newmem, 0x400, address)

label(code)
label(return)

label(fltHealthMultiplier) // we need a unque name,
// and I like to indicate the value type in the name (i.e.: "flt" for float).
registerSymbol(fltHealthMultiplier)

newmem:
 code:
 mulss xmm1,[fltHealthMultiplier]
 subss xmm0,xmm1
 movss [rsi],xmm0
 jmp return

 align 10 CC // align the memory to be assebled.
 fltHealthMultiplier:
 dd (float)0.25


address:
 jmp newmem
 nop
 nop
 nop
 return:

[DISABLE]
address:
 db bytes

dealloc(newmem)


Packed Multiplier

Let's say you have an injection point that looks like this, and it's effecting health and shield, and XMM1 holds the damage values for both.

Code: Select all

subps xmm0,xmm1
movaps [rsi],xmm0

Code: Select all

define(address, "game.exe"+123ABC)
define(bytes, 0F 5C C1 0F 29 06)

[ENABLE]
assert(address, bytes)
alloc(newmem, 0x400, address)

label(code)
label(return)

newmem:
 code:
 subss xmm0,xmm1
 movss [rsi],xmm0
 jmp return


address:
 jmp newmem
 nop
 return:

[DISABLE]
address:
 db bytes

dealloc(newmem)
Starting with a script like above; let's add some floats (single precision floating point), and multiply XMM1 with a packed instruction. For an aligned instruction we need to be at an address ending in 0x0, and for a packed instruction we'll need a value that spans 0x10 bytes (0x0 to 0xF).

Code: Select all

define(address, "game.exe"+123ABC)
define(bytes, 0F 5C C1 0F 29 06)

[ENABLE]
assert(address, bytes)
alloc(newmem, 0x400, address)

label(code)
label(return)

label(fltHealthMultiplier) // we need a unque name,
// and I like to indicate the value type in the name (i.e.: "flt" for float).
registerSymbol(fltHealthMultiplier)

newmem:
 code:
 mulps xmm1,[fltHealthMultiplier]
 subps xmm0,xmm1
 movaps [rsi],xmm0
 jmp return

 align 10 CC // align the memory to be assebled. Alignment is required for an aligned instruction.
 fltHealthMultiplier:
 dd (float)0.25
 dd (float)0.35
 dd (float)1 // Any values you don't want to change set the multilpier to 1
 dd (float)1


address:
 jmp newmem
 nop
 return:

[DISABLE]
address:
 db bytes

dealloc(newmem)
To add the values to a CT just set the value type to float and the address for the first one to [ICODE]fltHealthMultiplier[/ICODE] and the address for the second to [ICODE]fltHealthMultiplier+4[/ICODE].





See also
  • [Link]
  • [Link]
  • [Link]
  • [Link]
External links
  • [Link]
    • [Link]
  • [Link]
Last edited by TimFun13 on Tue May 01, 2018 12:29 am, edited 7 times in total.

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