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In The Ball Park but cant find my seat (IDA Edit)


Kilmnar

12 posts in this topic

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I've finally had enough time to sit down and finish my attempt to hack this game....finally got my GDB working again...and now i'm a bit lost. Basically I was aiming for a Spend Some/Get Some kind of thing but at this point i'd even take just loading all the currency in..

 

sne0z5.jpg

 

GDB pointed me to this offset string where the end result of my currency is being set.

I didn't really want to bother the Set Point plus a lot of the strings didnt seem editable in my favor( I could be wrong)

 

 

I looked at the only tutorial i could find on here for actually finding the offset you need to edit but in this case it wasnt helpful.( though it was for my other game)

 

should i post the entire function for some one to analyze or just the main strings around this?

yeah full function because this offset is wrong 

alright give me a seconds to pull it up...thanks...

yeah full function because this offset is wrong 

var_4C          = -0x4C
var_48          = -0x48
 var_34          = -0x34
 var_30          = -0x30
 var_2C          = -0x2C
 var_28          = -0x28
 var_24          = -0x24
var_18          = -0x18
__text:00257160
__text:00257160                 PUSH            {R4-R7,LR}
__text:00257162                 ADD             R7, SP, #0xC
__text:00257164                 PUSH.W          {R8,R10,R11}
__text:00257168                 SUB.W           R4, SP, #0x40
__text:0025716C                 BIC.W           R4, R4, #0xF
__text:00257170                 MOV             SP, R4
__text:00257172                 VST1.64         {D8-D11}, [R4@128]!
__text:00257176                 VST1.64         {D12-D15}, [R4@128]
__text:0025717A                 SUB             SP, SP, #0x50
__text:0025717C                 MOV             R4, R0
__text:0025717E                 MOV             R0, R1
__text:00257180                 BL              _cJSON_Parse
__text:00257184                 MOV             R5, R0
__text:00257186                 MOV             R0, #(___gxx_personality_sj0_ptr - 0x257194)
__text:0025718E                 LDR             R1, =(GCC_except_table49_10 - 0x257196)
__text:00257190                 ADD             R0, PC ; ___gxx_personality_sj0_ptr
__text:00257192                 ADD             R1, PC ; GCC_except_table49_10
__text:00257194                 LDR             R0, [R0] ; ___gxx_personality_sj0
__text:00257196                 STR             R0, [sP,#0x68+var_34]
__text:00257198                 ADD             R0, SP, #0x68+var_4C
__text:0025719A                 STR             R1, [sP,#0x68+var_30]
__text:0025719C                 LDR             R1, =(sub_257258 - 0x2571AC)
__text:0025719E                 STR             R7, [sP,#0x68+var_2C]
__text:002571A0                 ORR.W           R1, R1, #1
__text:002571A4                 STR.W           SP, [sP,#0x68+var_24]
__text:002571A8                 ADD             R1, PC ; sub_257258
__text:002571AA                 STR             R1, [sP,#0x68+var_28]
__text:002571AC                 BLX.W           __Unwind_SjLj_Register
__text:002571B0                 CMP             R5, #0
__text:002571B2                 BEQ             loc_25723C
__text:002571B4                 MOVW            R2, #(:lower16:(aResult - 0x2571C6)) ; "result"
__text:002571B8                 ADD             R6, SP, #0x68+var_58
__text:002571BA                 MOVT.W          R2, #(:upper16:(aResult - 0x2571C6)) ; "result"
__text:002571BE                 MOV.W           R0, #0xFFFFFFFF
__text:002571C2                 ADD             R2, PC  ; "result"
__text:002571C4                 STR             R0, [sP,#0x68+var_48]
__text:002571C6                 MOV             R0, R6
__text:002571C8                 MOV             R1, R5
__text:002571CA                 STR             R5, [sP,#0x68+var_5C]
__text:002571CC                 BL              __Z13GetJSONStringP5cJSONPKc ; GetJSONString(cJSON *,char const*)
__text:002571D0                 MOVS            R0, #1
__text:002571D2                 STR             R0, [sP,#0x68+var_48]
__text:002571D4                 ADD.W           R0, R4, #8
__text:002571D8                 MOV             R1, R6
__text:002571DA                 STR             R4, [sP,#0x68+var_60]
__text:002571DC                 BLX.W           __ZNSt3__112basic_stringIcNS_11char_traitsIcEENS_9allocatorIcEEEaSERKS5_ ; std::__1::basic_string<char,std::__1::char_traits<char>,std::__1::allocator<char>>::operator=(std::__1::basic_string<char,std::__1::char_traits<char>,std::__1::allocator<char>> const&)
__text:002571E0                 LDRB.W          R0, [sP,#0x68+var_58]
__text:002571E4                 TST.W           R0, #1
__text:002571E8                 BEQ             loc_2571EE
__text:002571EA                 LDR             R0, [sP,#0x68+var_50]
__text:002571EC                 B               loc_2571F4
__text:002571EE ; ---------------------------------------------------------------------------
__text:002571EE
__text:002571EE loc_2571EE                              ; CODE XREF: sVCSpendMsgData::ParseData(char const*,CMaterial *)+88j
__text:002571EE                 ADD             R0, SP, #0x68+var_58
__text:002571F0                 ORR.W           R0, R0, #1
__text:002571F4
__text:002571F4 loc_2571F4                              ; CODE XREF: sVCSpendMsgData::ParseData(char const*,CMaterial *)+8Cj
__text:002571F4                 LDR             R4, [sP,#0x68+var_5C]
__text:002571F6                 MOV             R1, #(aSuccess_1 - 0x257202) ; "success"
__text:002571FE                 ADD             R1, PC  ; "success"
__text:00257200                 BLX.W           _strcasecmp
__text:00257204                 CBNZ            R0, loc_257236
__text:00257206                 MOVW            R1, #(:lower16:(aBalance - 0x257216)) ; "balance"
__text:0025720A                 MOVS            R0, #2
__text:0025720C                 MOVT.W          R1, #(:upper16:(aBalance - 0x257216)) ; "balance"
__text:00257210                 STR             R0, [sP,#0x68+var_48]
__text:00257212                 ADD             R1, PC  ; "balance"
__text:00257214                 MOV             R0, R4
__text:00257216                 MOVS            R2, #1
__text:00257218                 BL              __Z10GetJSONIntP5cJSONPKcb ; GetJSONInt(cJSON *,char const*,bool)
__text:0025721C                 MOV             R1, #(__ZN10CGameWorld12s_pGameWorldE_ptr - 0x25722A)
__text:00257224                 LDR             R2, [sP,#0x68+var_60]
__text:00257226                 ADD             R1, PC ; __ZN10CGameWorld12s_pGameWorldE_ptr
__text:00257228                 LDR             R1, [R1] ; CGameWorld::s_pGameWorld
__text:0025722A                 STR             R0, [R2,#4]
__text:0025722C                 LDR             R1, [R1]
__text:0025722E                 LDR.W           R1, [R1,#0x134]
__text:00257232                 STR.W           R0, [R1,#0x3E8]
__text:00257236
__text:00257236 loc_257236                              ; CODE XREF: sVCSpendMsgData::ParseData(char const*,CMaterial *)+A4j
__text:00257236                 ADD             R0, SP, #0x68+var_58
__text:00257238                 BLX.W           __ZNSt3__112basic_stringIcNS_11char_traitsIcEENS_9allocatorIcEEED1Ev ; std::__1::basic_string<char,std::__1::char_traits<char>,std::__1::allocator<char>>::~basic_string()
__text:0025723C
__text:0025723C loc_25723C                              ; CODE XREF: sVCSpendMsgData::ParseData(char const*,CMaterial *)+52j
__text:0025723C                 ADD             R0, SP, #0x68+var_4C
__text:0025723E                 BLX.W           __Unwind_SjLj_Unregister
__text:00257242                 ADD             R4, SP, #0x68+var_18
__text:00257244                 VLD1.64         {D8-D11}, [R4@128]!
__text:00257248                 VLD1.64         {D12-D15}, [R4@128]
__text:0025724C                 SUB.W           R4, R7, #-var_18
 MOV             SP, R4
POP.W           {R8,R10,R11}
POP             {R4-R7,PC}
 End of function sVCSpendMsgData::ParseData(char const*,CMaterial *)

That's what I was thinking when I started browsing the functions but my GDB kept sending me there

its the wrong function

but you can edit some things here already..

In what way would I be able to tell I'm in the right function if my GDB directs me to this one every time?

That's what I was thinking when I started browsing the functions but my GDB kept sending me there

In what way would I be able to tell I'm in the right function if my GDB directs me to this one every time?

do you have aslr on or off?

Off...first thing I did after I cracked it....

then thats weird , then it is the right function but you used the wrong value 

in other words , you found the visual part not the part with real numbers

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