Timeline for Find where a routine pointer is loaded and called
Current License: CC BY-SA 3.0
9 events
when toggle format | what | by | license | comment | |
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Jan 19, 2016 at 16:38 | vote | accept | Ioncannon | ||
Sep 8, 2015 at 6:30 | answer | added | A1Gard | timeline score: 0 | |
Aug 28, 2015 at 15:23 | comment | added | Ioncannon | I do have an old copy but only tried it once. Will give it a go again and see if I can find where the code branches. Any features I should specifically lookout for? | |
Aug 28, 2015 at 15:17 | comment | added | rev | do you have IDA? it'd make the analysis much simpler | |
Aug 28, 2015 at 15:07 | comment | added | Ioncannon | Yup, as Guntram said, I can't test against a server to see what causes said messages to appear. Was able to get most of the character creation stuff working though. When the game timeouts, it loads a constant value (30001 in hex into ESP+0x70 iirc), loads the routine address into EDX, then does a CALL. The value is index in one of the game's data tables storing all the error messages. Some I can find, but it seems the "Character name in use" id comes from the server. | |
Aug 28, 2015 at 14:50 | comment | added | Guntram Blohm | @s3c: Since he says the game is now dead, i assume the OP doesn't have a server to connect to, so he can't trigger this specific error message in the client, just different error messages, so dynamic analysis won't help much. | |
Aug 28, 2015 at 14:48 | comment | added | s3c | Add a breakpoint at the beginning of this function and then look at the call stack when it fires? | |
Aug 28, 2015 at 14:19 | review | First posts | |||
Aug 28, 2015 at 16:02 | |||||
Aug 28, 2015 at 14:19 | history | asked | Ioncannon | CC BY-SA 3.0 |