Code Injection - Working with Floats

Section's for general approaches on hacking various options in games. No online-related discussions/posts OR warez!
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TimFun13
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Code Injection - Working with Floats

Post by TimFun13 »

[Link]

Code Injection - Working with Floats

This tutorial builds on the topic of Code Injection:
  • [Link]
  • [Link]
  • [Link]
  • [Link]
Let's say you have a float and some code that increases the value.

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addss [eax+10],xmm0
Note: SS is for singles and SD is for doubles. (i.e.: [Link] or [Link]

What if what writes to the value is only a [Link]. Try to find a spot above the write instruction that has an [Link] (or a [Link] depending on what you want to do).

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addss xmm0,xmm1
//...
movss [eax+10],xmm0


Editable value

We could use a [Link], giving it some memory. And optionally [Link] it so the label can be used on the table as an address.

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//...
alloc(someMem, 0x400)
//...
label(someSymbol)
registerSymbol(someSymbol)
//...
someMem:
 //...
 movss xmm0,[someSymbol]
 addss [eax+10],xmm0
 //...
 jmp return
 //...
 someSymbol:
 dd (float)100
//...


Adding a Multiplier

We could add an editable value like above but use [Link] to add a multiplier to the script.

Code: Select all

//...
alloc(someMem, 0x400)
//...
label(someSymbol)
registerSymbol(someSymbol)
//...
someMem:
 //...
 mulss xmm0,[someSymbol]
 addss [eax+10],xmm0
 //...
 jmp return
 //...
 someSymbol:
 dd (float)100
//...


Calculate a value for a Multiplier

Let's say we just can't find an [Link] or a [Link], and all we have is a [Link].

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movss [eax+10],xmm0
We can just do some math in the script, to calculate a value for a multiplier.

Code: Select all

//...
alloc(someMem, 0x400)
//...
label(someSymbol)
registerSymbol(someSymbol)
//...
someMem:
 //...
 subss xmm0,[eax+10]
 mulss xmm0,[someSymbol]
 addss xmm0,[eax+10]
 movss [eax+10],xmm0
 //...
 jmp return
 //...
 someSymbol:
 dd (float)10
//...


Working with doubles

Let's say the game use doubles, we can use [Link], [Link], [Link], and [Link] instead. We just need to also make our scripts value a double.

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movsd [eax+10],xmm0
So to calculate a value for a multiplier.

Code: Select all

//...
alloc(someMem, 0x400)
//...
label(someSymbol)
registerSymbol(someSymbol)
//...
someMem:
 //...
 subsd xmm0,[eax+10]
 mulsd xmm0,[someSymbol]
 addsd xmm0,[eax+10]
 movsd [eax+10],xmm0
 //...
 jmp return
 //...
 someSymbol:
 dq (double)10
//...


Working with packed instructions

Some times (especially with vectors) you'll see packed instructions, like [Link], [Link], [Link], [Link], [Link]. These type of instructions work on 16 bytes at a time.



So let's say you have some code accessing the player coordinate deltas, and it's using packed instructions.

Code: Select all

addps [eax+10],xmm0
So let's add a multiplier for this.

Code: Select all

//...
alloc(someMem, 0x400)
//...
label(someSymbol)
registerSymbol(someSymbol)
//...
someMem:
 //...
 mulps xmm0,[someSymbol]
 addps [eax+10],xmm0
 //...
 jmp return
 //...
 someSymbol:
 dd (float)1.75
 dd (float)1.75
 dd (float)1.25
 dd (float)1
//...


Calculate a value for packed instruction

Let's say we just can't find an [Link] or a [Link], and all we have is a [Link] or a [Link].

Code: Select all

movups [eax+10],xmm0
We can just do some math in the script, to calculate a value for a multiplier.

Code: Select all

//...
alloc(someMem, 0x400)
//...
label(someSymbol)
registerSymbol(someSymbol)
//...
someMem:
 //...
 subps xmm0,[eax+10]
 mulps xmm0,[someSymbol]
 addps xmm0,[eax+10]
 movups [eax+10],xmm0
 //...
 jmp return
 //...
 someSymbol:
 dd (float)1.75
 dd (float)1.75
 dd (float)1.25
 dd (float)1
//...
We could use the [Link] command and then be able to use aligned instructions. So if the injection point looks like this.

Code: Select all

movaps [eax+10],xmm0
Then we could make a script like this.

Code: Select all

//...
alloc(someMem, 0x400)
//...
label(someSymbol)
registerSymbol(someSymbol)
//...
someMem:
 //...
 subps xmm0,[eax+10]
 mulps xmm0,[someSymbol]
 addps xmm0,[eax+10]
 movaps [eax+10],xmm0
 //...
 jmp return
 //...
 align 10 CC
 someSymbol:
 dd (float)1.75
 dd (float)1.75
 dd (float)1.25
 dd (float)1
//...


Working with the FPU registry

Some times you'll find some opcode that uses the [Link] registry. These include [Link], [Link], [Link], [Link], [Link], [Link].



So with singles it might look like this.

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fld dword ptr [ebp+20]
fmul dword ptr [ebp+40]
fadd dword ptr [eax+10]
fstp dword ptr [eax+10]
And if it was with doubles it might look like this.

Code: Select all

fld qword ptr [ebp+20]
fmul qword ptr [ebp+40]
fadd qword ptr [eax+10]
fstp qword ptr [eax+10]
So say we have some opcode that decreases health that looks like this.

Code: Select all

fld dword ptr [eax+10]
fsub dword ptr [ebp+20]
fstp dword ptr [eax+10]
So the add a multiplier to this we could make a script like this.

Code: Select all

//...
alloc(someMem, 0x400)
//...
label(someSymbol)
registerSymbol(someSymbol)
//...
someMem:
 //...
 fld dword ptr [ebp+20]
 fmul dword ptr [someSymbol]
 fld dword ptr [eax+10]
 fsub st(0),st(1)
 fstp dword ptr [eax+10]
 fstp st(0)
 //...
 jmp return
 //...
 someSymbol:
 dd (float)0.25
//...


See Also
  • [Link]
  • [Link]
  • [Link]
  • [Link]
  • [Link]
  • [Link]
Last edited by TimFun13 on Sat May 12, 2018 3:06 am, edited 13 times in total.

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SunBeam
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Code Injection - Working with Floats

Post by SunBeam »

Should also add a branch of this for playing with 16 bytes ;) Example: read/write player coordinates (Vec3):

Code: Select all


movups xmm0,[plCoords] // save

movups [stCoords],xmm0

movups xmm0,[newCoords]

mov [plCoords],xmm0

That makes an easy 16-bytes write on the fly, rather than doing 3/4 movss for each coordinate. As well as other specific operations: shuffling, adding, subtracting, etc. for processing ;)



Found [Link] quite useful ;)



BR,

Sun
Last edited by SunBeam on Thu Jan 01, 1970 12:00 am, edited 4 times in total.

TimFun13
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Code Injection - Working with Floats

Post by TimFun13 »

SunBeam, post: 45535, member: 12587 wrote:Should also add a branch of this for playing with 16 bytes...


Yeah, I was at first, but then wanted to talk about aligned instruction. But I don't know if it requires just memory to be aligned or the stack, testing seems just memory used but I found some stuff talking about the stack. Just been trying to find an answer, but I agree 12587, I should add the unaligned instruction's for now. I mostly made this one for all the "how to add a multiplier" questions.



I did go over it a bit in the editable values tutorial, but this is where I started to want to find a good answer to the aligned question.



I'm betting you might know 12587, is it just the memory or the stack that needs to be aligned for the aligned instructions?



EDIT:

And I want to add some stuff for the FPU registory.
Last edited by TimFun13 on Thu Jan 01, 1970 12:00 am, edited 1 time in total.

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SunBeam
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Code Injection - Working with Floats

Post by SunBeam »

See [Link] or [Link]. It's the operand, as in the memory address. Just use movups.



The other way around is to AND address so it ends in a 0. But then you wouldn't be able to dynamically use it very well if you call functions requiring alignment from your cave.



If you plan to use an address from your cave, then use one that ends in a 0. Might as well use CE's align to solve this.
Last edited by SunBeam on Fri May 11, 2018 1:24 pm, edited 2 times in total.

TimFun13
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Code Injection - Working with Floats

Post by TimFun13 »

^ So it's just the memory, I guess the stack if we access it but at that point offsets work fine.



I actually use the shit out of CE align, it just makes the assembled code look better I think; I guess that's the art part of coding.

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Code Injection - Working with Floats

Post by SunBeam »

I'll do that too from now on :) Used to add CC bytes manually (see my AC4 table) :)

TimFun13
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Code Injection - Working with Floats

Post by TimFun13 »

Yeah I did the same, then found align some where and fell in love with it. The only thing I have found is if it's already aligned and you want the "CC" bytes then you have to unalign it first (i.e.: [ICODE]db CC[/ICODE]).
Last edited by TimFun13 on Thu Jan 01, 1970 12:00 am, edited 1 time in total.

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