Tutorial:CodeInjection EditableValues

This tutorial builds on the subject of code injection, and starts from a working script.
Pleas start here: Code Injection - full

Any game will work but I will be using **Windows Solitaire**.

First you will need to find an Integer.
If unsure how to find values see: Finding values - Integers

## Finding the injection point

After you have found the address of the score then we can find the injection point.
Where this is depends on what we want to do so in *Windows Solitaire* the score decreases over timer,
lets make it increase the score, **But here let's make it a value that can be changed from the Cheat table without editing the script**.

If you followed along with the *Code Injection - full* tutorial you should have a script like this.

```
define(address,"solitaire.exe"+396CC)
define(bytes,41 83 43 14 FE)

[ENABLE]
assert(address,bytes)
alloc(newmem,$1000,address) // '$' before a nuber is a short hand for '0x' (hex).

label(code)
label(return)

    add dword ptr [r11+14],02
    jmp return

address:
  jmp newmem
  return:

[DISABLE]
address:
  db bytes
  // add dword ptr [r11+14],-02

dealloc(newmem)

```

So let's add a value that we can change the value of on the CT.

## Adding an Editable Value

So we'll need some memory, which we have some allocated so let's just **create a label and register the symbol**. We need to register the symbol to be able to access it else where. We can also use align to align the memory because we will just put it at the end of the allocated memory.

```
define(address,"solitaire.exe"+396CC)
define(bytes,41 83 43 14 FE)

[ENABLE]
assert(address,bytes)
alloc(newmem,0x400,address)

label(code)
label(return)

label(intScoreAdder) // we need a unque name,
// and I like to indicate the value type in the name (i.e.: "int" for integer).
registerSymbol(intScoreAdder)

    push rax // push/save the registory.
    mov eax,[intScoreAdder] // EAX is 32 bits of RAX
    add [r11+14],eax // the size is determinded by the size of the registory.
    pop rax // pop/restore the registory.
    jmp return

  align 10 CC // align the memory to be assebled.
  intScoreAdder:
    dd (int)5 // we could just use 'dd 5' as decimal 5 is equal to hex 5
              // or the short hand for an integer 'dd #5'.

address:
  jmp newmem
  return:

[DISABLE]
address:
  db bytes
  // add dword ptr [r11+14],-02

dealloc(newmem)

```

So now let's **enable the script and add the address to the CT**.

## Adding the Address a CT

And that gives us a changeable value that is used inside the script.

You can set the address as a child of the script, and **right click the address record** to **enable the *Hide children when deactivated* option** under *Group config*.

## Working with Floats

### Health Damage Multiplier

Let's say you have an injection point that looks like this, and it's effecting health, and XMM1 holds the damage value.

```
subss xmm0,xmm1
movss [rsi],xmm0

```

It could even be space apart, all we need is the "subss xmm0,xmm1" in the injection script.

```
subss xmm0,xmm1
// ...
movss [rsi],xmm0

```

So let's add a damage multiplier.

```
define(address, "game.exe"+123ABC)
define(bytes, F3 0F 5C C1 F3 0F 11 06)

[ENABLE]
assert(address, bytes)
alloc(newmem, 0x400, address)

label(code)
label(return)

    subss xmm0,xmm1
    movss [rsi],xmm0
    jmp return

address:
  jmp newmem
  nop
  nop
  nop
  return:

[DISABLE]
address:
  db bytes

dealloc(newmem)

```

Starting with a script like above; let's add a float (single precision floating point), and multiply XMM1.

```
define(address, "game.exe"+123ABC)
define(bytes, F3 0F 5C C1 F3 0F 11 06)

[ENABLE]
assert(address, bytes)
alloc(newmem, 0x400, address)

label(code)
label(return)

label(fltHealthMultiplier) // we need a unque name,
// and I like to indicate the value type in the name (i.e.: "flt" for float).
registerSymbol(fltHealthMultiplier)

    mulss xmm1,[fltHealthMultiplier]
    subss xmm0,xmm1
    movss [rsi],xmm0
    jmp return

  align 10 CC // align the memory to be assebled.
  fltHealthMultiplier:
    dd (float)0.25

address:
  jmp newmem
  nop
  nop
  nop
  return:

[DISABLE]
address:
  db bytes

dealloc(newmem)

```

### Packed Multiplier

Let's say you have an injection point that looks like this, and it's effecting health and shield, and XMM1 holds the damage values for both.

```
subps xmm0,xmm1
movaps [rsi],xmm0

```

```
define(address, "game.exe"+123ABC)
define(bytes, 0F 5C C1 0F 29 06)

[ENABLE]
assert(address, bytes)
alloc(newmem, 0x400, address)

label(code)
label(return)

    subss xmm0,xmm1
    movss [rsi],xmm0
    jmp return

address:
  jmp newmem
  nop
  return:

[DISABLE]
address:
  db bytes

dealloc(newmem)

```

Starting with a script like above; let's add some floats (single precision floating point), and multiply XMM1 with a packed instruction. For an aligned instruction we need to be at an address ending in 0x0, and for a packed instruction we'll need a value that spans 0x10 bytes (0x0 to 0xF).

```
define(address, "game.exe"+123ABC)
define(bytes, 0F 5C C1 0F 29 06)

[ENABLE]
assert(address, bytes)
alloc(newmem, 0x400, address)

label(code)
label(return)

label(fltHealthMultiplier) // we need a unque name,
// and I like to indicate the value type in the name (i.e.: "flt" for float).
registerSymbol(fltHealthMultiplier)

    mulps xmm1,[fltHealthMultiplier]
    subps xmm0,xmm1
    movaps [rsi],xmm0
    jmp return

  align 10 CC // align the memory to be assebled. Alignment is required for an aligned instruction.
  fltHealthMultiplier:
    dd (float)0.25
    dd (float)0.35
    dd (float)1 // Any values you don't want to change set the multilpier to 1
    dd (float)1

address:
  jmp newmem
  nop
  return:

[DISABLE]
address:
  db bytes

dealloc(newmem)

```

To add the values to a CT just set the value type to float and the address for the first one to "*fltHealthMultiplier*" and the address for the second to "*fltHealthMultiplier+4*".

## See also

* Code Injection - basic
* Code Injection - full
* **Code Injection - editable values**
* Code injection
* Tutorials

## External links

* wikipedia.org/wiki/Cheating\_in\_video\_games
	+ Modification of runtime game data
* wikipedia.org/wiki/Code\_injection