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Question-1:
Lets say you found a label that looks pretty good to get a code out of, so you hit space and then F3. Ok now your at the referr and it is lets say ADDUI with a register of a1. We know that most of the time the referr we get brought to is not the actual code where the effect we want is stored. My question is does the code we are looking for always have to have a register just like the referr a1? Question-2: Lets say we have found the correct address where the effect we want to edit is stored. How do you figure out or know if you have to nop or edit other address around the addres where the effect is being stored before the effect you want takes place? Q-2 is the one that confuses me the most cause sometimes even if you found the correct address where the effect is being stored, you still have to edit other address before the effect you want happens. But how do you know if other address need editing? This is about as clear as I can ask these questions so if you think or know you can help me out this would be great! Thanks, Subless |
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A-1
No.. It usually has nothing to do with anything but the label.. A-2 You have to look at the way the function is being assembled, which is how you should've found the area for the code in the first place? Say you're making a point mod for a game that multiplies points if you do more than one trick etc. and you look and see it's adding a loaded register that also has an "branch if" jumping to a load which is telling the game when and what to multiply, you can change the register being added to a constant immediate value and change the "branch if" to always add the register for the immediate value you created and you should get a constant multiplied value for only doing one trick.. Just one off the wall example, you just need to be open minded and creative.. Last edited by JohnnyHax; 09-20-2007 at 06:47 AM.. |
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