Difference between revisions of "Auto Assembler Example 2"
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Revision as of 01:39, 12 December 2011
I found the following code that calls a function to set the player's health when he is injured. The player's new health is in the ESI register:
00792B4C - 56 - push esi 00792B4D - 8B CF - mov ecx,edi 00792B4F - E8 AC782D00 - call 00A6A400
To keep the player at full health, I decided just to change the value of ESI to be 200. Here's a script that does several things on ENABLE:
- Allocate memory inside the open process for my code
- Assemble my code into that allocated memory
- Replace code in the game with a jmp to my code
Note that since we're replacing those three instructions above with a jmp instruction, we have to execute those in our code.
[ENABLE] alloc(GodCode,512) // allocate memory for our injected code label(GodReturn) // where we will jump back to registersymbol(GodCode) GodCode: // start assembling into our allocated memory mov esi, c8 // set the new health value to be 200 // this is the original code we over-wrote with "jmp GodCode" push esi mov ecx,edi call 00A6A400 jmp GodReturn // jump back to the following instruction // now we start assembling at a new address, replacing instructions // in Sam3.exe with a jump instruction that will call our code. 00792B4C: jmp GodCode db 78 2D 00 // original bytes GodReturn: // will be set to 792B54, where we want to jump back to
When disabling, we just free the memory we allocated and assemble the original instructions back into place:
[DISABLE] // free our allocated memory dealloc(GodCode) // replace the jump instruction in Sam3.exe with the original code 00792B4C: push esi mov ecx,edi call 00A6A400