![]() ![]() The procedure inside the box is what D2Client.dll calls when we type /players command and it references this change inside the D2Game.dll. I'm hoping somebody can tell me what is incorrect.Ĥ. I'm new to assembly so my logic is definitely off somewhere. This causes a crash for me even though it's a pointer to a nearby address inside the same library. In Game check procedure with forced /players 8 inside of it. Point is, doing this works without issues. I've checked to make sure nothing inside the procedure references the RETURN, otherwise I'd have changed the location to reflect the change. In Game check procedure with NOP'd INT3's and the RETURN moved down. In Game check that I want to inject my line of code into. I was hoping that somebody on the forum who has more experience with Olly than I do can point out what I am doing wrong. I've found a procedure that fits the bill quite well, is inside D2Game.dll and has enough room in it to add the line of code into it. My idea is to inject MOV DWORD PTR DS:,08 (with ECX replaced to 8) through OllyDbg inside the D2Game.dll in a procedure that is called when we go from main menu and into game. Meaning that I can hardcode it to 8 but I still have to type in /players 3 for it to change it to 8. The issue is that simply forcing ECX to 8 is not going to do anything on its own because the procedure is only executed when we type the command in chat. The line responsible for players count inside the D2Game.dll is MOV DWORD PTR DS:,ECX with ECX carrying the count. The /players command is inside the D2Client.dll and is called from when you type the command in chat, however, the single line of code that's responsible for setting /players x across the board, is inside D2Game.dll. I'm attempting to hardcode the /players command into my game and lock it at 8 at all times. GOAL: To hardcode /Players 8 and tie it to the procedure that is being called when we enter game from Main Menu.
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