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// Autosplitter script for The Looker 2022-06-28.
//
// Written by hatkirby, with inspiration from CaptainRektbeard's Marble Marcher
// autosplitter.
state("The Looker") {
bool witnessModeActive: "UnityPlayer.dll", 0x01968940, 0x88, 0x648, 0x218, 0x0, 0xB8, 0x28, 0x180;
float playerX: "mono-2.0-bdwgc.dll", 0x00497E28, 0x40, 0xFA0, 0x70, 0x68, 0x60, 0x28, 0x7C;
float playerY: "mono-2.0-bdwgc.dll", 0x00497E28, 0x40, 0xFA0, 0x70, 0x68, 0x60, 0x28, 0x80;
float playerZ: "mono-2.0-bdwgc.dll", 0x00497E28, 0x40, 0xFA0, 0x70, 0x68, 0x60, 0x28, 0x84;
}
startup {
// For logging!
vars.Log = (Action<object>)((output) => print("[The Looker ASL] " + output));
// Function for deallocating memory used by this process.
vars.FreeMemory = (Action<Process>)(p => {
vars.Log("Deallocating");
foreach (IDictionary<string, object> hook in vars.hooks){
if(((bool)hook["enabled"]) == false){
continue;
}
p.FreeMemory((IntPtr)hook["outputPtr"]);
p.FreeMemory((IntPtr)hook["funcPtr"]);
}
});
vars.hooks = new List<ExpandoObject> {
(vars.unlockAchievement = new ExpandoObject()),
};
// The unlockAchievement function will give us a pointer to the most
// recently unlocked achievement.
vars.unlockAchievement.name = "UnlockAchievement";
vars.unlockAchievement.outputSize = 8;
vars.unlockAchievement.overwriteBytes = 11;
vars.unlockAchievement.payload = new byte[] { 0x49, 0x89, 0x08 }; // mov [r8], rcx
vars.unlockAchievement.enabled = true;
vars.unlockAchievement.offset = 0x96D700;
// If this isn't checked, then it will only split on The Obelisk.
settings.Add("ACH_AMMO", false, "Split on Reloaded");
settings.Add("ACH_HORROR_BOO", false, "Split on BOO!!!");
settings.Add("ACH_SHOOTING_GALLERY", false, "Split on On Rails");
settings.Add("ACH_TELESCOPE", false, "Split on Dahh!");
settings.Add("ACH_RECORDERS", false, "Split on Investigator");
settings.Add("ACH_SNAKE", false, "Split on SNeK");
settings.Add("ACH_LABYRINTH_BOOK", false, "Split on Student");
settings.Add("ACH_LAST_PUZZLE", true, "Split on The Obelisk");
settings.Add("ACH_DRAW_ON_WIRE", false, "Split on Outside the Box");
settings.Add("ACH_CINEMATIC", false, "Split on Success");
}
init {
// Install hooks
IntPtr baseAddress = modules.Where(m => m.ModuleName == "UnityPlayer.dll").First().BaseAddress;
foreach (IDictionary<string, object> hook in vars.hooks)
{
if(((bool)hook["enabled"]) == false){
continue;
}
vars.Log("Installing hook for " + hook["name"]);
// Get pointer to function
hook["injectPtr"] = baseAddress + (int)hook["offset"];
// Find nearby 14 byte code cave to store long jmp
int caveSize = 0;
int dist = 0;
hook["cavePtr"] = IntPtr.Zero;
vars.Log("Scanning for code cave");
for(int i=1;i<0xFFFFFFFF;i++){
try {
byte b = game.ReadBytes((IntPtr)hook["injectPtr"] + i, 1)[0];
if (b == 0xCC){
caveSize++;
if (caveSize == 14){
hook["caveOffset"] = i - 11;
hook["cavePtr"] = (IntPtr)hook["injectPtr"] + (int)hook["caveOffset"];
break;
}
}else{
caveSize = 0;
}
} catch {
caveSize = 0;
}
}
if ((IntPtr)hook["cavePtr"] == IntPtr.Zero){
throw new Exception("Unable to locate nearby code cave");
}
vars.Log("Found cave " + ((int)hook["caveOffset"]).ToString("X") + " bytes away");
// Allocate memory for output
hook["outputPtr"] = game.AllocateMemory((int)hook["outputSize"]);
// Build the hook function
var funcBytes = new List<byte>() { 0x49, 0xB8 }; // mov r8, ...
funcBytes.AddRange(BitConverter.GetBytes((UInt64)((IntPtr)hook["outputPtr"]))); // ...outputPtr
funcBytes.AddRange((byte[])hook["payload"]);
// Allocate memory to store the function
hook["funcPtr"] = game.AllocateMemory(funcBytes.Count + (int)hook["overwriteBytes"] + 14);
// Write the detour:
// - Copy bytes from the start of original function which will be overwritten
// - Overwrite those bytes with a 5 byte jump instruction to a nearby code cave
// - In the code cave, write a 14 byte jump to the memory allocated for our hook function
// - Write the hook function
// - Write a copy of the overwritten code at the end of the hook function
// - Following this, write a jump back the original function
game.Suspend();
try {
// Copy the bytes which will be overwritten
byte[] overwritten = game.ReadBytes((IntPtr)hook["injectPtr"], (int)hook["overwriteBytes"]);
// Write short jump to code cave
List<byte> caveJump = new List<byte>() { 0xE9 }; // jmp ...
caveJump.AddRange(BitConverter.GetBytes((int)hook["caveOffset"] - 5)); // ...caveOffset - 5
game.WriteBytes((IntPtr)hook["injectPtr"], caveJump.ToArray());
hook["origBytes"] = overwritten;
// NOP out excess bytes
for(int i=0;i<(int)hook["overwriteBytes"]-5;i++){
game.WriteBytes((IntPtr)hook["injectPtr"] + 5 + i, new byte[] { 0x90 });
}
// Write jump to hook function in code cave
List<byte> firstJump = new List<byte>() { 0x49, 0xb8 }; // mov r8, ...
firstJump.AddRange(BitConverter.GetBytes((long)(IntPtr)hook["funcPtr"])); // ...funcPtr
firstJump.AddRange(new byte[] { 0x41, 0xff, 0xe0 }); // jmp r8
game.WriteBytes((IntPtr)hook["cavePtr"], firstJump.ToArray());
// Write the hook function
game.WriteBytes((IntPtr)hook["funcPtr"], funcBytes.ToArray());
// Write the overwritten code
game.WriteBytes((IntPtr)hook["funcPtr"] + funcBytes.Count, overwritten);
// Write the jump to the original function
List<byte> secondJump = new List<byte>() { 0x49, 0xb8 }; // mov r8, ...
secondJump.AddRange(BitConverter.GetBytes((long)((IntPtr)hook["injectPtr"] + (int)hook["overwriteBytes"]))); // ...funcPtr
secondJump.AddRange(new byte[] { 0x41, 0xff, 0xe0 }); // jmp r8
game.WriteBytes((IntPtr)hook["funcPtr"] + funcBytes.Count + (int)hook["overwriteBytes"], secondJump.ToArray());
}
catch {
vars.FreeMemory(game);
throw;
}
finally{
game.Resume();
}
// Calcuate offset of injection point from module base address
UInt64 offset = (UInt64)((IntPtr)hook["injectPtr"]) - (UInt64)baseAddress;
vars.Log("Output: " + ((IntPtr)hook["outputPtr"]).ToString("X"));
vars.Log("Injection: " + ((IntPtr)hook["injectPtr"]).ToString("X") + " (UnityPlayer.dll+" + offset.ToString("X") + ")");
vars.Log("Function: " + ((IntPtr)hook["funcPtr"]).ToString("X"));
}
vars.Watchers = new MemoryWatcherList
{
(vars.lastAchievement = new MemoryWatcher<IntPtr>((IntPtr)vars.unlockAchievement.outputPtr))
};
}
update
{
vars.Watchers.UpdateAll(game);
}
start {
return current.witnessModeActive || (current.playerX != old.playerX) || (current.playerY != old.playerY) || (current.playerZ != old.playerZ);
}
split {
if (vars.lastAchievement.Current != vars.lastAchievement.Old) {
string result;
game.ReadString((IntPtr)(vars.lastAchievement.Current + 0x14), ReadStringType.UTF16, 40, out result);
vars.Log(result);
return settings[result];
}
}
shutdown
{
if (game == null)
return;
game.Suspend();
try
{
vars.Log("Restoring memory");
foreach (IDictionary<string, object> hook in vars.hooks){
if(((bool)hook["enabled"]) == false){
continue;
}
// Restore overwritten bytes
game.WriteBytes((IntPtr)hook["injectPtr"], (byte[])hook["origBytes"]);
// Remove jmp from code cave
for(int i=0;i<12;i++){
game.WriteBytes((IntPtr)hook["cavePtr"] + i, new byte[] { 0xCC });
}
}
vars.Log("Memory restored");
}
catch
{
throw;
}
finally
{
game.Resume();
vars.FreeMemory(game);
}
}
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