mirror of
https://github.com/HIllya51/LunaHook.git
synced 2024-11-27 15:54:03 +08:00
104 lines
3.6 KiB
C++
104 lines
3.6 KiB
C++
#include"Alice.h"
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/********************************************************************************************
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System40 hook:
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System40 is a game engine developed by Alicesoft.
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Afaik, there are 2 very different types of System40. Each requires a particular hook.
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Pattern 1: Either SACTDX.dll or SACT2.dll exports SP_TextDraw.
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The first relative call in this function draw text to some surface.
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Text pointer is return by last absolute indirect call before that.
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Split parameter is a little tricky. The first register pushed onto stack at the begining
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usually is used as font size later. According to instruction opcode map, push
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eax -- 50, ecx -- 51, edx -- 52, ebx --53, esp -- 54, ebp -- 55, esi -- 56, edi -- 57
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Split parameter value:
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eax - -8, ecx - -C, edx - -10, ebx - -14, esp - -18, ebp - -1C, esi - -20, edi - -24
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Just extract the low 4 bit and shift left 2 bit, then minus by -8,
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will give us the split parameter. e.g. push ebx 53->3 *4->C, -8-C=-14.
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Sometimes if split function is enabled, ITH will split text spoke by different
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character into different thread. Just open hook dialog and uncheck split parameter.
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Then click modify hook.
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Pattern 2: *engine.dll exports SP_SetTextSprite.
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At the entry point, EAX should be a pointer to some structure, character at +0x8.
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Before calling this function, the caller put EAX onto stack, we can also find this
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value on stack. But seems parameter order varies from game release. If a future
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game breaks the EAX rule then we need to disassemble the caller code to determine
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data offset dynamically.
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********************************************************************************************/
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static bool InsertAliceHook1(DWORD addr)
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{
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if (!addr) {
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ConsoleOutput("AliceHook1: failed");
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return false;
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}
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for (DWORD i = addr, s = addr; i < s + 0x100; i++)
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if (*(BYTE *)i == 0xe8) { // Find the first relative call.
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DWORD j = i + 5 + *(DWORD *)(i + 1);
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while (true) { // Find the first register push onto stack.
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DWORD c = ::disasm((BYTE *)s);
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if (c == 1)
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break;
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s += c;
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}
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DWORD c = *(BYTE *)s;
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HookParam hp;
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hp.address = j;
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hp.offset=get_reg(regs::eax);
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hp.split = -8 -((c & 0xf) << 2);
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hp.type = USING_STRING|USING_SPLIT;
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//if (s>j) hp.type^=USING_SPLIT;
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ConsoleOutput("INSERT AliceHook1");
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//RegisterEngineType(ENGINE_SYS40);
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return NewHook(hp, "System40");
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}
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ConsoleOutput("AliceHook1: failed");
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return false;
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}
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static bool InsertAliceHook2(DWORD addr)
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{
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if (!addr) {
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ConsoleOutput("AliceHook2: failed");
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return false;
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}
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HookParam hp;
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hp.address = addr;
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hp.offset=get_reg(regs::eax);
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hp.index = 0x8;
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hp.type = DATA_INDIRECT;
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ConsoleOutput("INSERT AliceHook2");
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return NewHook(hp, "System40");
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//RegisterEngineType(ENGINE_SYS40);
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}
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// jichi 8/23/2013 Move here from engine.cc
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// Do not work for the latest Alice games
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// jichi 5/13/2015: Looking for function entries in StoatSpriteEngine.dll
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bool InsertAliceHook()
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{
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bool ok=false;
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if (auto addr = Util::FindFunction("SP_TextDraw")) {
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ok|= InsertAliceHook1(addr);
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}
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//if (GetFunctionAddr("SP_SetTextSprite", &addr, &low, &high, 0) && addr) {
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// InsertAliceHook2(addr);
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// return true;
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//}
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if (auto addr = Util::FindFunction("SP_SetTextSprite")) { // Artikash 6/27/2018 not sure if this works
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ok|= InsertAliceHook2(addr);
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}
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//ConsoleOutput("AliceHook: failed");
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return ok;
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}
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bool Alice::attach_function() {
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return InsertAliceHook();
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}
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