最近复习之余,复盘了一下之前搞的FPS热感透视,通过单机游戏实现成功。
搜索步骤
1.进入观战模式按 X
开启后的效果,可以看到全部人都在发光,并且实现了透视效果
在按一次X就是关闭
这样子啥都看不到了
2.打开CE,开始搜索
步骤:
发光搜1
不发光搜0
重复上述步骤,到最后就会剩下10几条,把它全部添加到代码表,从第一条开始查找访问
就会看到有箭头所指的代码访问,选择这串代码,显示反汇编程序,观察汇编代码。
mov [ecx+edx*8+24],bl 这条语句,若bl为1,则开启人物发光,为0则关闭,所以
这里搜索ecx,可以找到指向ecx的指针,我这里就叫做发光基址吧。。
edx是一个人物的类似ID的玩意儿,向上看,可以知道 lea edx,[esi*8+00000000]
sub edx,esi
而esi是在这里赋值的mov esi,[edi+0000a428] ,这个edi其实就是人物基址。
👇
发光地址 = 发光对象地址+[人物基址 + 0xa428]*0x38+0x24
快捷键F5下断,接着点击箭头所指ECX,将其值复制。
搜索框中,选择4字节,勾选十六进制,将ECX的值粘贴进去,点击搜索,会出来两个绿色的基址,就是静态基址,两个选其一,添加到基址表中
dll + xxxx里 的xxx 这个就是发光基址
开关找到了,接下来就是处理颜色
颜色的ARGB分别是这4条代码:
3EC7A0F7 - F3 0F11 44 C8 04 - movss [eax+ecx*8+04],xmm0
3EC7A0FD - F3 0F10 45 D0 - movss xmm0,[ebp-30]
3EC7A102 - F3 0F11 44 C8 08 - movss [eax+ecx*8+08],xmm0
3EC7A108 - F3 0F10 45 D4 - movss xmm0,[ebp-2C]
3EC7A10D - F3 0F11 44 C8 0C - movss [eax+ecx*8+0C],xmm0
3EC7A1D1 - F3 0F11 44 C8 10 - movss [eax+ecx*8+10],xmm0
xmm0 是float 型
代码编写
1.导入库
# -*- coding:utf-8 -*-
"""
@author:
@file: ReadCs.py
@time: 2020-05-12 21:07
@desc: KeyboArd
"""
import win32process#进程模块
from win32con import PROCESS_ALL_ACCESS #Opencress 权限
import win32api#调用系统模块
import ctypes#C语言类型
from win32gui import FindWindow#界面
kernel32 = ctypes.windll.LoadLibrary("kernel32.dll")
GetLastError = kernel32.GetLastError
2.封装函数
def _GetProcessId(className,windowName):
hGameWindow = FindWindow(className, windowName)
pid = win32process.GetWindowThreadProcessId(hGameWindow)[1]
return pid
def _GetPorcessHandle(pid):
hGameHandle = win32api.OpenProcess(PROCESS_ALL_ACCESS, False, pid)
return hGameHandle
def _ReadMemeryInt(hGameHandle,_address,bufflength):
addr = ctypes.c_ulong()
ReadProcessInt = kernel32.ReadProcessMemory
ReadProcessInt(int(hGameHandle), _address, ctypes.byref(addr), bufflength, None)
return addr.value
def WriteMemeryInt(hGameHandle, _address, Data):
WriteProcessInt = kernel32.WriteProcessMemory
WriteProcessInt(int(hGameHandle),_address,ctypes.byref(ctypes.c_ulong(Data)), 4, None)
return Data
def WriteMemeryFloat(hGameHandle, _address,Data):
WriteProcessInt = kernel32.WriteProcessMemory
WriteProcessInt(int(hGameHandle),_address,ctypes.byref(ctypes.c_float(Data)),4,None)
return Data
详情看前面几章
3.创建全局变量
moduleName = 0x3EF90000 //这是client_panorama.dll是一个动态地址,每次重上游戏或者重启都会变
dwOwnObj = 0xD2FB94 //人物基址
dwEntityList = 0x4D43AC4 //对象基址
dwGlowObjectManager = 0x528B8A0 // 发光基址
m_iGlowIndex = 0xA428 // 发光首部
m_iTeamNum = 0xF4 //阵营偏移
m_Hp = 0x100 //血量偏移
4.先进行读取操作测试
def _ReadHp(hGameHandle, baseAddr):
Hp = _ReadMemeryInt(hGameHandle, baseAddr + m_Hp, 4)
return Hp
def _ReadTemp(hGameHandle, baseAddr):
Temp = _ReadMemeryInt(hGameHandle, baseAddr + m_iTeamNum, 4)
return Temp
def main():
ProcessId = _GetProcessId("Valve001", u"****")
_hGameHandle = _GetPorcessHandle(ProcessId)
Addr = _ReadMemeryInt(_hGameHandle, moduleName+dwOwnObj, 4)
Hp = _ReadHp(_hGameHandle,Addr)
print(Hp)
5.发光代码编写
首先了解下结构体
这是一个关于敌人信息,包含 他的坐标 x y z 信息, id,血量,阵营,姓名等。
struct Entity
{
PVOID entityObj;
float x;
float y;
float z;
int id;
int Hp;
int Temp;
char name[10];
};
那么用Python来定义一个结构体,因为Python 好像没有 struct
,所以用类class
来代替也可以
class Own:
pass
own = Own()
own.Addr = _ReadMemeryInt(hGameHandle, moduleName+dwOwnObj, 4)
own.Hp = _ReadHp(hGameHandle, own.Addr)
own.Temp = _ReadTemp(hGameHandle, own.Addr)
class Entity:
pass
Ent = Entity()
Ent.Addr = _ReadMemeryInt(hGameHandle, moduleName + dwEntityList+i*16, 4)
Ent.Hp = _ReadHp(hGameHandle, Ent.Addr)
Ent.Temp = _ReadTemp(hGameHandle, Ent.Addr)
发光地址 = 发光对象地址+[人物基址 + 0xa428]*0x38+0x24
def _dwGlowLight(hGameHandle):
while True:
GlowObjectManager = _ReadMemeryInt(hGameHandle, moduleName+dwGlowObjectManager, 4)
own = Own()
own.Addr = _ReadMemeryInt(hGameHandle, moduleName+dwOwnObj, 4)
own.Hp = _ReadHp(hGameHandle, own.Addr)
own.Temp = _ReadTemp(hGameHandle, own.Addr)
# print("自己阵营:" + str(own.Temp))
for i in range(32):
Ent = Entity()
Ent.Addr = _ReadMemeryInt(hGameHandle, moduleName + dwEntityList+i*16, 4)
Ent.Hp = _ReadHp(hGameHandle, Ent.Addr)
Ent.Temp = _ReadTemp(hGameHandle, Ent.Addr)
glow = _ReadMemeryInt(hGameHandle, Ent.Addr+m_iGlowIndex, 4)
if(own.Temp != Ent.Temp):
WriteMemeryFloat(hGameHandle, (GlowObjectManager+((glow * 0x38)+4)), 1)//颜色
WriteMemeryFloat(hGameHandle, (GlowObjectManager + ((glow * 0x38) + 8)), 250)//颜色
WriteMemeryFloat(hGameHandle, (GlowObjectManager + ((glow * 0x38) + 12)), 128)//颜色
WriteMemeryFloat(hGameHandle, (GlowObjectManager + ((glow * 0x38) + 16)), 1)//颜色
WriteMemeryInt(hGameHandle, (GlowObjectManager + ((glow * 0x38) + 36)), 1)//发光开关
6.效果
7.完整代码
# -*- coding:utf-8 -*-
"""
@author:
@file: ReadCs.py
@time: 2020-05-12 21:07
@desc: KeyboArd
"""
import win32process#进程模块
from win32con import PROCESS_ALL_ACCESS, PROCESS_VM_READ, PROCESS_VM_WRITE, PROCESS_QUERY_INFORMATION #Opencress 权限
import win32api#调用系统模块
import ctypes#C语言类型
from win32gui import FindWindow#界面
kernel32 = ctypes.windll.LoadLibrary("kernel32.dll")
GetLastError = kernel32.GetLastError
moduleName = 0x3EF90000
dwOwnObj = 0xD2FB94
dwEntityList = 0x4D43AC4
dwGlowObjectManager = 0x528B8A0
m_iGlowIndex = 0xA428
m_iTeamNum = 0xF4
m_Hp = 0x100
def _GetProcessId(className,windowName):
hGameWindow = FindWindow(className, windowName)
pid = win32process.GetWindowThreadProcessId(hGameWindow)[1]
return pid
def _GetPorcessHandle(pid):
hGameHandle = win32api.OpenProcess(PROCESS_ALL_ACCESS, False, pid)
return hGameHandle
def _ReadMemeryInt(hGameHandle,_address,bufflength):
addr = ctypes.c_ulong()
ReadProcessInt = kernel32.ReadProcessMemory
ReadProcessInt(int(hGameHandle), _address, ctypes.byref(addr), bufflength, None)
return addr.value
def _ReadMemeryWchar(hGameHandle,_address,bufflength):
addr = ctypes.c_wchar_p("0" * bufflength)
ReadProcessInt = kernel32.ReadProcessMemory
ReadProcessInt(int(hGameHandle), _address, addr, bufflength, None)
return addr.value
def WriteMemeryInt(hGameHandle, _address, Data):
WriteProcessInt = kernel32.WriteProcessMemory
WriteProcessInt(int(hGameHandle),_address,ctypes.byref(ctypes.c_ulong(Data)), 4, None)
return Data
def WriteMemeryFloat(hGameHandle, _address,Data):
WriteProcessInt = kernel32.WriteProcessMemory
WriteProcessInt(int(hGameHandle),_address,ctypes.byref(ctypes.c_float(Data)),4,None)
return Data
def _ReadHp(hGameHandle, baseAddr):
Hp = _ReadMemeryInt(hGameHandle, baseAddr + m_Hp, 4)
return Hp
def _ReadTemp(hGameHandle, baseAddr):
Temp = _ReadMemeryInt(hGameHandle, baseAddr + m_iTeamNum, 4)
return Temp
class Own:
pass
class Entity:
pass
def _dwGlowLight(hGameHandle):
while True:
GlowObjectManager = _ReadMemeryInt(hGameHandle, moduleName+dwGlowObjectManager, 4)
own = Own()
own.Addr = _ReadMemeryInt(hGameHandle, moduleName+dwOwnObj, 4)
own.Hp = _ReadHp(hGameHandle, own.Addr)
own.Temp = _ReadTemp(hGameHandle, own.Addr)
# print("自己阵营:" + str(own.Temp))
for i in range(32):
Ent = Entity()
Ent.Addr = _ReadMemeryInt(hGameHandle, moduleName + dwEntityList+i*16, 4)
Ent.Hp = _ReadHp(hGameHandle, Ent.Addr)
Ent.Temp = _ReadTemp(hGameHandle, Ent.Addr)
glow = _ReadMemeryInt(hGameHandle, Ent.Addr+m_iGlowIndex, 4)
if(own.Temp != Ent.Temp):
WriteMemeryFloat(hGameHandle, (GlowObjectManager+((glow * 0x38)+4)), 1)
WriteMemeryFloat(hGameHandle, (GlowObjectManager + ((glow * 0x38) + 8)), 250)
WriteMemeryFloat(hGameHandle, (GlowObjectManager + ((glow * 0x38) + 12)), 128)
WriteMemeryFloat(hGameHandle, (GlowObjectManager + ((glow * 0x38) + 16)), 1)
WriteMemeryInt(hGameHandle, (GlowObjectManager + ((glow * 0x38) + 36)), 1)
def main():
ProcessId = _GetProcessId("Valve001", u"***")
_hGameHandle = _GetPorcessHandle(ProcessId)
_dwGlowLight(_hGameHandle)
if __name__ == '__main__':
main()
结尾
因为每次重启电脑后,模块名字的动态基址都会发生变化,过几天写个通过模块名称获取模块基址就可以完美避免这个问题了。
目前就是因为32位游戏获取基址操作有点难度,告辞借用一句看到很不错的话:
技术不分对错.人性才分善恶.
学习逆向的人必须身心放正.
身心放正之人手握屠龙刀,也是保家卫民.