Note: This guide is for the remastered games running as 64-bit applications. For the information on using the Memory class in classic era games click here.
An intrinsic object Memory
provides methods for accessing and manipulating the data or code in the current process. It has the following interface:
interface Memory {
ReadFloat(address: int, vp: boolean, ib: boolean): float;
WriteFloat(address: int, value: float, vp: boolean, ib: boolean): void;
ReadI8(address: int, vp: boolean, ib: boolean): int;
ReadI16(address: int, vp: boolean, ib: boolean): int;
ReadI32(address: int, vp: boolean, ib: boolean): int;
ReadU8(address: int, vp: boolean, ib: boolean): int;
ReadU16(address: int, vp: boolean, ib: boolean): int;
ReadU32(address: int, vp: boolean, ib: boolean): int;
WriteI8(address: int, value: int, vp: boolean, ib: boolean): void;
WriteI16(address: int, value: int, vp: boolean, ib: boolean): void;
WriteI32(address: int, value: int, vp: boolean, ib: boolean): void;
WriteU8(address: int, value: int, vp: boolean, ib: boolean): void;
WriteU16(address: int, value: int, vp: boolean, ib: boolean): void;
WriteU32(address: int, value: int, vp: boolean, ib: boolean): void;
Read(address: int, size: int, vp: boolean, ib: boolean): int;
Write(address: int, size: int, value: int, vp: boolean, ib: boolean): void;
ToFloat(value: int): float;
FromFloat(value: float): int;
ToU8(value: int): int;
ToU16(value: int): int;
ToU32(value: int): int;
ToI8(value: int): int;
ToI16(value: int): int;
ToI32(value: int): int;
CallFunction(address: int, ib: boolean, numParams: int, ...funcParams: number[]): void;
CallFunctionReturn(address: int, ib: boolean, numParams: int, ...funcParams: number[]): int;
Fn: {
X64(address: int, ib: boolean): (...funcParams: int[]) => int;
X64I8(address: int): (...funcParams: int[]) => int;
X64I16(address: int): (...funcParams: int[]) => int;
X64I32(address: int): (...funcParams: int[]) => int;
X64U8(address: int): (...funcParams: int[]) => int;
X64U16(address: int): (...funcParams: int[]) => int;
X64U32(address: int): (...funcParams: int[]) => int;
}
}
Group of memory access methods (ReadXXX
/WriteXXX
) can be used for reading or modifying values stored in the memory. Each method is designed for a particular data type. To change a floating-point value (which occupies 4 bytes in the original game) use Memory.WriteFloat
, e.g.:
Memory.WriteFloat(address, 1.0, false, false)
where address
is a variable storing the memory location, 1.0
is the value to write, the first false
means it's not necessary to change the memory protection with VirtualProtect
(the address is already writable). The second false
is the value of the ib
flag that instructs CLEO to treat the address
either as an absolute address (ib
= false
) or a relative offset to the current image base address (ib
= true
). As the definitive editions use the ASLR feature their absolute memory addresses change when the game runs because the start address changes. Consider the following example:
0x1400000000 ImageBase
...
...
0x1400000020 SomeValue
You want to change SomeValue
that is currently located at 0x1400000020
. You can do it with Memory.Write(0x1400000020, 1, 1, false, false)
. However on the next game run the memory layout might look like this:
0x1500000000 ImageBase
...
...
0x1500000020 SomeValue
effectively breaking the script. In this case, calculate a relative offset from the image base ( 0x1500000020
- 0x1500000000
= 0x20
), that will be permanent for the particular game version. Use Memory.Write as follows: Memory.Write(0x20, 1, 1, false, true)
. CLEO will sum up the offset (0x20
) with the current value of the image base (0x1400000000
, 0x1500000000
, etc) and write to the correct absolute address.
For your convenience you can find the current value of the image base in the cleo_redux.log
, e.g.:
09:27:35 [INFO] Image base address 0x7ff7d1f50000
Similarly, to read a value from the memory, use one of the ReadXXX
methods, depending on what data type the memory address contains. For example, to read a 8-bit signed integer (also known as a char
or uint8
) use Memory.ReadI8
, e.g.:
var x = Memory.ReadI8(offset, true, true)
variable x
now holds a 8-bit integer value in the range (0..255). For the sake of showing possible options, this example uses true
as the last argument, which means the default protection attribute for this address will be changed to PAGE_EXECUTE_READWRITE
before the read.
var gravity = Memory.ReadFloat(gravityOffset, false, true);
gravity += 0.05;
Memory.WriteFloat(gravityOffset, gravity, false, true);
Finally, last two methods Read
and Write
is what other methods use under the hood. They have direct binding to the Rust code that reads and write the memory. In JavaScript code you can use input arguments as large as 53-bit numbers.
The size
parameter in the Read
method can only be 1
, 2
, 4
or 8
. CLEO treats the value
as a signed integer stored in the little-endian format.
In the Write
method any size
larger than 0
is allowed. Sizes 3
, 5
, 6
, 7
and 9
onwards can only be used together with a single byte value
. CLEO uses them to fill a continious block of memory starting at the address
with the given value
(think of it as memset
in C++).
Memory.Write(offset, 0x90, 10, true, true) // "noping" 10 bytes of code starting from offset+image base
Note that usage of any of the read/write methods requires the mem
permission.
By default Read
and Write
methods treat data as signed integer values. It can be inconvinient if the memory holds a floating-point value in IEEE 754 format or a large 32-bit signed integer (e.g. a pointer). In this case use casting methods ToXXX
/FromXXX
. They act similarly to reinterpret_cast operator in C++.
To get a quick idea what to expect from those methods see the following examples:
Memory.FromFloat(1.0) => 1065353216
Memory.ToFloat(1065353216) => 1.0
Memory.ToU8(-1) => 255
Memory.ToU16(-1) => 65535
Memory.ToU32(-1) => 4294967295
Memory.ToI8(255) => -1
Memory.ToI16(65535) => -1
Memory.ToI32(4294967295) => -1
Alternatively, use appropriate methods to read/write the value as a float (ReadFloat
/WriteFloat
) or as an unsigned integer (ReadUXXX
/WriteUXXX
).
Memory
object allows to invoke a foreign (native) function by its address using one of the following methods:
Memory.CallFunction
- binds to 00C8 CALL_FUNCTIONMemory.CallFunctionReturn
- binds to 00C9 CALL_FUNCTION_RETURN
Memory.CallFunction(0xEFFB30, true, 1, 13)
where 0xEFFB30
is the function offset relative to IMAGE BASE (think of it a randomized start address of the game memory), true
is the ib
flag (see below), 1
is the number of input arguments, and 13
are the only argument passed into the function.
The ib
parameter in Memory.CallFunction
has the same meaning as in memory read/write commands. When set to true
CLEO adds the current known address of the image base to the value provided as the first argument to calculate the absolute memory address of the function. When set to false
no changes to the first argument are made.
Memory.CallFunctionReturn
has the same interface but additionally it writes the result of the function to a variable.
CLEO Redux supports calling foreign functions with up to 16 parameters.
Note that usage of any of the call methods requires the mem
permission.
KNOWN ISSUE
Due to implementation details on x64 platform CLEO currently does not support passing floating-point arguments to a callee function. You can only use integer numbers. For the same reason you can't call functions returning a floating-point value with Memory.CallFunctionReturn
.
Memory.Fn
provides convenient methods for calling different types of foreign functions.
Fn: {
X64(address: int, ib: boolean): (...funcParams: int[]) => int;
X64I8(address: int): (...funcParams: int[]) => int;
X64I16(address: int): (...funcParams: int[]) => int;
X64I32(address: int): (...funcParams: int[]) => int;
X64U8(address: int): (...funcParams: int[]) => int;
X64U16(address: int): (...funcParams: int[]) => int;
X64U32(address: int): (...funcParams: int[]) => int;
}
These methods is designed to cover all supported return types. For example, this code
Memory.CallFunction(0xEFFB30, true, 1, 13)
can also be written as
Memory.Fn.X64(0xEFFB30, true)(13)
Note a few key differences here. First of all, Memory.Fn
methods don't invoke a foreign function directly. Instead, they return a new JavaScript function that can be stored in a variable and reused to call the associated foreign function many times with different arguments:
var f = Memory.Fn.X64(0xEFFB30, true);
f(13) // calls function 0xEFFB30 with the argument of 13
f(11) // calls method 0xEFFB30 with the argument of 11
The second difference is that there is no numParams
parameter. Each Fn
method figures it out automatically.
By default a returned result is considered a 64-bit signed integer value. If the function returns another type (e.g. a boolean), use one of the methods matching the function signature:
var flag = Memory.Fn.X64U8(0x1234567, true)()
This code invokes a function at 0x1234567
+ IMAGE_BASE with no arguments and stores the result as a 8-bit unsigned integer value.