Reverse Engineering Asked by Feche1320 on September 30, 2021
I am reverse engeneering a really old game (Mu 97d) for the sake of adding new things to the game.
What I am doing is intercepting the game with a DLL, and in the DLL do the calculations so I can add the new things.
I have this code that intercepts an ‘if’ statement, and I redirect it to my own function – based on the input – my function returns true or false.
C code:
/* Called on player load - 12 bytes */
*(BYTE*)(0x004798CD + 0) = 0x50; /* PUSH EAX */
*(BYTE*)(0x004798CD + 1) = 0xE8; /* CALL */
*(DWORD*)(0x004798CD + 2) = (DWORD)&Unk11 - (0x004798CD + 6); /* FUNCTION TO CALL */
*(BYTE*)(0x004798CD + 6) = 0x85; /* TEST */
*(BYTE*)(0x004798CD + 7) = 0xC0; /* EAX, EAX */
*(BYTE*)(0x004798CD + 8) = 0x58; /* POP EAX */
*(BYTE*)(0x004798CD + 9) = 0x74; /* JE */
*(BYTE*)(0x004798CD + 10) = 0x15; /* 15 */
*(BYTE*)(0x004798CD + 11) = 0x90; /* NOP */
ASM part that I am intercepting
[...]
004798A1 |. 81E7 FF000000 AND EDI,000000FF
004798A7 |. 8D0440 LEA EAX,[EAX*2+EAX]
004798AA |. C1E0 02 SHL EAX,2
004798AD |. 99 CDQ
004798AE |. F7FF IDIV EDI
004798B0 |. 8BD8 MOV EBX,EAX
004798B2 |. B8 67666666 MOV EAX,66666667
004798B7 |. F7EF IMUL EDI
004798B9 |. D1FA SAR EDX,1
004798BB |. 8BC2 MOV EAX,EDX
004798BD 03D3 ADD EDX,EBX
004798BF C1E8 1F SHR EAX,1F
004798C2 8D5410 04 LEA EDX,[EDX+EAX+4]
004798C6 66:0156 12 ADD WORD PTR DS:[ESI+12],DX
004798CA 66:8B06 MOV AX,WORD PTR DS:[ESI]
004798CD 66:3D 8301 CMP AX,183 ]---------------------- FROM HERE
004798D1 7C 1A JL SHORT 004798ED
004798D3 66:3D 8601 CMP AX,186
004798D7 7F 14 JG SHORT 004798ED ]--------------- TO HERE
004798D9 83F9 09 CMP ECX,9
004798DC B8 09000000 MOV EAX,9
004798E1 7F 02 JG SHORT 004798E5
004798E3 8BC1 MOV EAX,ECX
004798E5 03C0 ADD EAX,EAX
004798E7 66:0146 12 ADD WORD PTR DS:[ESI+12],AX
004798EB EB 13 JMP SHORT 00479900
004798ED 83F9 09 CMP ECX,9
004798F0 |. B8 09000000 MOV EAX,9
004798F5 |. 7F 02 JG SHORT 004798F9
004798F7 |. 8BC1 MOV EAX,ECX
004798F9 |> 8D1440 LEA EDX,[EAX*2+EAX]
004798FC |. 66:0156 12 ADD WORD PTR DS:[ESI+12],DX
00479900 |> 8D51 F7 LEA EDX,[ECX-9]
00479903 |. 33C0 XOR EAX,EAX
00479905 |. 85D2 TEST EDX,EDX
00479907 |. 7E 1D JLE SHORT 00479926
00479909 |. BB 04000000 MOV EBX,4
0047990E |. BF 05000000 MOV EDI,5
00479913 |> 85C0 /TEST EAX,EAX
00479915 |. 75 06 |JNE SHORT 0047991D
00479917 |. 66:015E 12 |ADD WORD PTR DS:[ESI+12],BX
0047991B |. EB 04 |JMP SHORT 00479921
0047991D |> 66:017E 12 |ADD WORD PTR DS:[ESI+12],DI
00479921 |> 40 |INC EAX
[...]
This is the code from my DLL, the function right now behaves as the game would do.
BOOL Unk11(short int a1)
{
if((a1 >= 387 && a1 <= 390))
return TRUE;
return FALSE;
}
But, if I add a second condition to the IF:
BOOL Unk11(short int a1)
{
if((a1 >= 387 && a1 <= 390) || (a1 >= 404 && a1 <= 415))
return TRUE;
return FALSE;
}
The game becomes unstable, even with a simple debug function that writes to a log file, the game becomes unstable, example:
BOOL Unk11(short int a1)
{
Debug("Hello");
if((a1 >= 387 && a1 <= 390))
return TRUE;
return FALSE;
}
With Ollydbg I executed the game, and checked the ASM part of my function, and this is what I’ve got:
CPU Disasm
Address Hex dump Command Comments
7C721B30 55 PUSH EBP
7C721B31 8BEC MOV EBP,ESP
7C721B33 8B45 08 MOV EAX,DWORD PTR SS:[EBP+8]
7C721B36 05 7DFEFFFF ADD EAX,-183
7C721B3B 66:B9 0300 MOV CX,3
7C721B3F 66:3BC8 CMP CX,AX
7C721B42 1BC0 SBB EAX,EAX
7C721B44 40 INC EAX
7C721B45 5D POP EBP
7C721B46 C3 RETN
Why the ADD EAX is -183? Shouldn’t it be 183? Where is the ‘<= 390’ in this code?
I tried with different calling conventions, but I get the same behaviour – game unstable.
Why is the game unstable even with a minimum game? The game is old, 2003 or so – could it be a compatibility issue with my DLL? I am using Visual Studio 2010.
I hope this is enough info, if not, say so!
Thanks!
To add to Paweł Łukasik's answer, the issue with ECX surrounds what is known as a 'calling convention'.
Calling conventions set out the obligations on both the caller of a function and on the called function itself.
Microsoft's 32-bit calling convention is described here.
It says that an obligation on the called function is -
The compiler generates prolog and epilog code to save and restore the ESI, EDI, EBX, and EBP registers, if they are used in the function.
Conversely, this implies that the caller of a function must expect the values in other registers to NOT survive the call. (This is most obviously the case in respect of EAX - often used for the return value.)
The compiler of your Unk11 function is doing the right thing in that, since it is modifying EBP, it is preserving it's value. It's under no obligation though to preserve ECX.
For the other side of the contact, there is no compiler here calling the function though. Instead it's your hand-crafted binary code doing the calling, so the obligation is on you to preserve ECX at that end.
Fixing It
Obviously one solution is using inline assembler as you have done in your answer. Here you are modifying ESI and so are correctly preserving it.
However, as you have discovered, if you call another function it is up to you, in your hand-crafted assembly, to abide by the calling convention. It is almost certain that Debug is modifying ECX or EDX (as it is allowed to do) giving the adverse effect you are seeing.
So, if you also preserve ECX and EDX in your assembly function I suspect that you will find a call to Debug will work (or at least, if it fails, it's for some other reason.)
Something else to consider is that if you were to need any more complex logic in your DLL function, using assembly can be a pain. Instead you might want to consider writing the function using normal C, as you were originally doing, but writing a very simple assembly wrapper that preserves the values of these additional registers around a call to your easier-to-code C function.
Answered by Ian Cook on September 30, 2021
Okay, so after a few hours this is what I did - instead of a C style function, I made it with ASM; this is the result:
Naked (Unk11)
{
_asm
{
PUSH ESI
MOV ESI, DWORD PTR SS:[ESP+8]
CMP ESI, 0x183 //387
JL False
CMP ESI, 0x186 //390
JLE True
False:
MOV EAX, FALSE
JMP Exit
True:
MOV EAX, TRUE
Exit:
POP ESI
RETN
}
}
Now this is working correctly, the only thing that I still can't figure it out, is why if I add the 'Debug();' function, the game starts to behave strange. For example, my armor goes from 95 to 45 by just adding that function.
Answered by Feche1320 on September 30, 2021
It's not add -183
. 0xFFFFFE7d
is equal to -387
. The original conditions is this
387 <= x <= 390
if we add -387
to all the sides we get
0 <= x + (-387) <= 3
and this is exactly what's checked in the code.
As why the code is unstable? Well it would require a bit more detailed analysis (debugging?) but what I can see is this. Just after the code you are replacing, ECX
is used (see 004798D9 83F9 09 CMP ECX,9
) and yet your function destroy the value of ECX
(see 7C721B3B 66:B9 0300 MOV CX,3
). Try saving this value and see if it become more stable.
Answered by Paweł Łukasik on September 30, 2021
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