What were you trying to do and what exactly were you stuck at doing.
Provide some more information about the situation please.
im a bit stuck here/
i know i probably wont get much help here,
so ill post her and at UC.
its ASM so...
I was reversing LocalPlayer
(thats where a reliable source told me to work at)
and i come across this:
have at itCode:loopne near ptr dword_372CB000+7ECh test ds:0C8D62EF7h, edi bound esp, [eax-3EDE4AE9h] les edx, [ebx+3Ah] cmc lea edx, [esi] jo short near ptr dword_372CB000+7F8h jo short loc_372CB8DF jle short loc_372CB853 and ebp, 23h db 3Eh, 64h push edx test [edx], bl imul esi, [ebp+7E62589h], 77h
What were you trying to do and what exactly were you stuck at doing.
Provide some more information about the situation please.
I Read All Of My PM's & VM'sIf you need help with anything, just let me know.
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i kinda figured it out.
i achieved what i set out to do.
i was just trying to figure out what
test [edx], bl
actually did.
turns out whatever it does, doesnt matter too much,
it didnt cause any damage not knowing
i understand
test [edx]
but not understanding the point of "bl" at the end
Its same like
It "tests" with the AND operator if the pointer EAX is pointing to a varibale value which is actually 2000h (8192d), and then set its flagsCode:test dword ptr [eax], 2000h
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
https://www.youtube.com/watch?v=EMSB1GbBVl8
And for sure my 8 months old gameplay with 2 friends
https://www.youtube.com/watch?v=Na2kUdu4d_k
-Bl00d- (12-04-2012),[MPGH]Flengo (12-04-2012)
The real answer you are looking for is.
bl comes from ebx which is a 32 bit register bx is 16 bit register so bl come from bx since bx has a bh and blCode:test [edx], bl // Tests the value of edx with BL to see if they match.
ana base high and base low which means the high 8 bits and low 8 bits so you are using the low 8 bits of ebx which is equivalent to one byte.
8 bit register can hold up to a value of 255. so your code is comparing if(edx == bl)
and as hint the value is comparing is less than 255 since ur using an 8bit register have fun.
it depends on what the rest of the assembly look like but yeah it is a condition. which will set your flags and possible conditional jumps around there.
if you want add me on skype. teamnonymous i can help you out with what ever your doing since im bored and got nothing to do o:
-Bl00d- (12-06-2012)
Registers - SkullSecurity
In addition to the 8 32-bit registers available, there are also a number of 16-bit and 8-bit registers. The confusing thing about these registers it that they use the same storage space as the 32-bit registers. In other words, every 16-bit register is half of one of the 32-bit registers, so that changing the 16-bit also changes the 32-bit. Furthermore, the 8-bit registers are part of the 16-bit registers.
For example, eax is a 32-bit register. The lower half of eax is ax, a 16-bit register. ax is divided into two 8-bit registers, ah and al (a-high and a-low).
There are 8 32-bit registers: eax, ebx, ecx, edx, esi, edi, ebp, esp.
There are 8 16-bit registers: ax, bx, cx, dx, si, di, bp, sp.
There are 8 8-bit registers: ah, al, bh, bl, ch, cl, dh, dl.
Last edited by Departure; 12-08-2012 at 08:27 AM.
-Bl00d- (12-08-2012)