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  1. #1
    BadBurrito's Avatar
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    Post runconsole in nasm

    Hey guys since hackshield checks for the memory hacks, I just put off some functions from this hack so that there are just a jew pushtoconsoles left that I will share ... I coded it in NASM with the nasmx - project... so it is not really new but maybe someone is interested in another programming language, because I love assembler because it is so basic
    As you can see there is also a function ('proc findaddys') that uses sig scans so that the hack updates after an update

    Code:
    %include 'C:\Programme\asm\inc\nasmx.inc'
    
    IMPORT VirtualProtect, 16
    IMPORT CreateThread, 24
    IMPORT GetModuleHandleA, 4
    
    extern Sleep
    
    entry	DllEntry
    
    [section .text]
    
    d3d9hook:
    
    	push oldprotect
    	push 40h
    	push 10
    	push dword [addyrc]
    	call VirtualProtect
    
    	mov ecx, dword [addyrc]
    
    	mov byte [ecx+1Bh], 90h
    	mov byte [ecx+1Ch], 90h
    	mov byte [ecx+24h], 90h
    	mov byte [ecx+25h], 90h
    	
    push szfps
    call [addyrc]
    add esp, 4
    
    push sznxchams
    call [addyrc]
    add esp, 4
    
    push szfrunvel
    call [addyrc]
    add esp, 4
    
    push szsrunvel
    call [addyrc]
    add esp, 4
    
    push szbrunvel
    call [addyrc]
    add esp, 4
    
    push szspread1
    call [addyrc]
    add esp, 4
    
    push szspread2
    call [addyrc]
    add esp, 4
    
    push szspread3
    call [addyrc]
    add esp, 4
    
    push szspread4
    call [addyrc]
    add esp, 4
    
    push szhulk
    call [addyrc]
    add esp, 4
    
    push szfps
    call [addyrc]
    add esp, 4
    
    	mov ecx, dword [addyrc]
    
    	mov byte [ecx+1Bh], 72h
    	mov byte [ecx+1Ch], 0Eh
    	mov byte [ecx+24h], 73h
    	mov byte [ecx+25h], 05h
    
    mov eax, [endsceneaddy]
    add eax, 2
    mov byte [eax], 55h
    mov byte [eax+1], 8Bh
    mov byte [eax+2], 0xEC
    mov byte [eax+3], 6Ah
    mov byte [eax+4], 0xFF
    
    push ebp
    mov ebp, esp
    push 0FFFFFFFFh
    jmp [rchookback]
    
    
    
    proc attachrc
    locals none
    
    	loopwait:
    	push 10000
    	call Sleep
    
    	mov eax, dword [endsceneaddy]	
    	mov dword [moduled3d9], eax
    
    	mov eax, [moduled3d9]
    	mov dword [rchookback], eax
    
    	add dword [rchookback], 7
    
    	invoke VirtualProtect, [moduled3d9], 10, 40h, oldprotect
    	
    	add dword [moduled3d9], 2
    
    	mov ecx, dword [moduled3d9]
    
    	mov byte [ecx], 0xE9	
    	mov eax, d3d9hook
    	sub eax, dword [moduled3d9]
    	sub eax, 5
    	mov dword [ecx+1], eax
    
    	jmp loopwait
    endproc
    
    
    proc findaddys
    locals none
    
    	loopcshell:
    	invoke GetModuleHandleA, szCshell
    	cmp eax, 0
    	je loopcshell
    
    	mov [modulecshell], eax		
    
    	loopclientfx:
    	invoke GetModuleHandleA, szClientFX
    	cmp eax, 0
    	je loopclientfx
    
    
    	loopd3d9:
    	invoke GetModuleHandleA, szD3D9
    	cmp eax, 0
    	je loopd3d9
    
    	mov [moduled3d9], eax
    
    	mov ecx, [modulecshell]
    
    	looprcbyte:
    	inc ecx
    
    	cmp byte [ecx], 0xA1
    	jne looprcbyte
    
    	cmp byte [ecx+4], 37h
    	jne looprcbyte
    
    	cmp byte [ecx+5], 8Bh
    	jne looprcbyte
    
    	cmp byte [ecx+6], 88h
    	jne looprcbyte
    
    	cmp byte [ecx+11], 68h
    	jne looprcbyte
    
    	cmp byte [ecx+15], 37h
    	jne looprcbyte
    
    	cmp byte [ecx+16], 0xFF
    	jne looprcbyte
    
    	cmp byte [ecx+17], 0xD1
    	jne looprcbyte
    
    	cmp byte [ecx+18], 59h
    	jne looprcbyte
    
    	cmp byte [ecx+19], 0xC2
    	jne looprcbyte
    
    	cmp byte [ecx+20], 10h
    	jne looprcbyte
    
    	cmp byte [ecx+21], 00h
    	jne looprcbyte
    
    	mov ebx, [ecx+7]
    	mov dword [rcoffset], ebx	
    	mov ebx, [ecx+1]
    	mov ebx, [ebx]
    	add ebx, [rcoffset]
    	mov ecx, [ebx]
    	mov dword [addyrc], ecx
    
    
    	mov ecx, [moduled3d9]
    
    	loopsearchd3d9:
    	inc ecx
    
    	cmp byte [ecx], 0xC7
    	jne loopsearchd3d9
    
    	cmp byte [ecx+1], 06h
    	jne loopsearchd3d9
    
    	cmp byte [ecx+6], 89h
    	jne loopsearchd3d9
    
    	cmp byte [ecx+7], 86h
    	jne loopsearchd3d9
    
    	cmp byte [ecx+12], 89h
    	jne loopsearchd3d9
    
    	cmp byte [ecx+13], 86h
    	jne loopsearchd3d9
    
    	add ecx, 2
    	mov ebx, [ecx]
    	add ebx, 168
    	mov eax, [ebx]
    	mov dword [endsceneaddy], eax
    
    invoke	CreateThread, 0, 0, attachrc, 0, 0, 0
    endproc
    
    
    
    proc   DllEntry, ptrdiff_t hinst, size_t reason, size_t reserved
    locals none
    	mov	ecx, 1
    	cmp	[ebp+0Ch], ecx 
    	jne	goon
    	invoke	CreateThread, 0, 0, findaddys, 0, 0, 0
    	goon:
    	mov	eax, 1
    endproc
    
    
    
    
    [section .data]
    
        szCshell:    declare(NASMX_TCHAR) NASMX_TEXT('cshell.dll'), 0x0
        szClientFX:    declare(NASMX_TCHAR) NASMX_TEXT('ClientFX.fxd'), 0x0
        szD3D9:    declare(NASMX_TCHAR) NASMX_TEXT('d3d9.dll'), 0x0
        sznxchams:    declare(NASMX_TCHAR) NASMX_TEXT('SkelModelStencil -1'), 0x0
        szfrunvel:    declare(NASMX_TCHAR) NASMX_TEXT('FRunVel 500.000000'), 0x0
        szbrunvel:    declare(NASMX_TCHAR) NASMX_TEXT('BRunVel 500.000000'), 0x0
        szsrunvel:    declare(NASMX_TCHAR) NASMX_TEXT('SRunVel 500.000000'), 0x0
        szspread1:    declare(NASMX_TCHAR) NASMX_TEXT('PerturbRotationEffect  0.000000'), 0x0
        szspread2:    declare(NASMX_TCHAR) NASMX_TEXT('PerturbIncreaseSpeed 0.000000'), 0x0
        szspread3:    declare(NASMX_TCHAR) NASMX_TEXT('PerturbWalkPercent 0.000000'), 0x0
        szspread4:    declare(NASMX_TCHAR) NASMX_TEXT('PerturbFiringIncreaseSpeed 0.000000'), 0x0   
        szfps:    declare(NASMX_TCHAR) NASMX_TEXT('ShowFps 1'), 0x0
        szhulk:	declare(NASMX_TCHAR) NASMX_TEXT('JumpVel 660.000000'), 0x0 
    
    
    [section .bss]
    	
    	modulecshell : resd 2
    	addyrc : resd 2
    	rcoffset : resd 2
    	rchookback : resd 2
    	moduled3d9 : resd 2	
    	oldprotect : resd 2
    	endsceneaddy : resd 2

  2. #2
    Ch40zz-C0d3r's Avatar
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    Nice done mate!

    Progress with my game - "Disbanded"
    • Fixed FPS lag on spawning entities due to the ent_preload buffer!
    • Edit the AI code to get some better pathfinding
    • Fixed the view bug within the sniper scope view. The mirror entity is invisible now!
    • Added a new silencer for ALL weapons. Also fixed the rotation bugs
    • Added a ton of new weapons and the choice to choose a silencer for every weapon
    • Created a simple AntiCheat, noobs will cry like hell xD
    • The name will be Disbanded, the alpha starts on the 18th august 2014



    Some new physics fun (Serversided, works on every client)



    My new AI
    http://www.youtube.com/watch?v=EMSB1GbBVl8

    And for sure my 8 months old gameplay with 2 friends
    http://www.youtube.com/watch?v=Na2kUdu4d_k

  3. #3
    topblast's Avatar
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    Far from around you Programmer: C++ | VB | C# | JAVA
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    putting it in another language wont change anything.
    I just like programming, that is all.

    Current Stuff:

    • GPU Programmer (Cuda)
    • Client/Server (Cloud Server)
    • Mobile App Development

  4. #4
    BadBurrito's Avatar
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    I have already said that it is nothing new, but in my opinion some things are easier done for example the hook (you do not copy any bytes from the original endscene) ... also the output is really small, the DLL is just 3KB, that might be not important and it is more playing around... maybe someone is interested in

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