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Quote:
cave: pushad ; preserve registers loop: ; loop begin mov bl, [eax+14] ; okay, eax supposedly on the stack cmp bl, 79 ; is bl = 79 je enemy ; if so, boing out of this routine cmp bl, 0 ; is bl = 0 (presumably end of string) je out ; if so, boing out inc eax ; incriment our pointer by 1 jmp loop ; loop << this is where u can cause a crash eax may be on stack, but the stack does have limits, and this could be reproduced by puting crap in eax out: popad ; restore the registers jmp back ; get out enemy: ; enemy portion popad ; restore registers sub [eax+538],ecx ; and do the mathy thing jmp back ; then get out back: flags not preserved, the sub [eax+538], ecx can adjust the flags Quote:
what i would do is check that the byte @ eax fits within an 'acceptable' character range, then i would do an lstrlen or so on it to calculate its length and work from that... its relatively safer.. like check it fits within 'a->z/0-9' or 'A->Z /0-9' then begin processing the game could act on the flags, from the code, so the cmp, etc can screw the flags, ideally what u want to do is to set the flags for when u handle the player portion, (where u set the flags to a good condition), and leave them as-is for the enemy portion.. such code could be like call check_ammo_amount ; this would be the code that you patch jz user_has_no_ammo etc.. where the flags are DEFINATELY important, it depends on how the game was coded, but its worth paying attention to.. and i guess u can pity me joe, cos i started out in the dos days, interrupts, 8 bit, 16 bit, pmode... all fun to learn though
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bleh DO NOT PM me with questions, leave that in the forums...ESPECIALLY if i dont know you... Last edited by TippeX; 17-04-2007 at 08:28. |
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