how do people find code for stuff you cant scan for?

Memory scanning, code injection, debugger internals and other gamemodding related discussion
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darkmage1991
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how do people find code for stuff you cant scan for?

Post by darkmage1991 »

as title says how is code found in games when you cant scan for changes for? like for example in palworld you can disable the restriction for placing building objects without support without too much issue by scanning for stuff changing when the game allows you to place the item and when not and slowly get close and start looking messing with the code once your close.

but then the problem comes when you disable the restriction thus allowing you to place the objects anywhere now as soon as you place the object the object gets destroyed as the game apparently runs a check constantly if building are without support. How would one go about finding that part of the code since its not something you can trigger and scan for?

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satandidnowrong
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Re: how do people find code for stuff you cant scan for?

Post by satandidnowrong »

Good question. Let me know.

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Rhark
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Re: how do people find code for stuff you cant scan for?

Post by Rhark »

darkmage1991 wrote:
Sat Feb 10, 2024 3:47 am
as title says how is code found in games when you cant scan for changes for? like for example in palworld you can disable the restriction for placing building objects without support without too much issue by scanning for stuff changing when the game allows you to place the item and when not and slowly get close and start looking messing with the code once your close.

but then the problem comes when you disable the restriction thus allowing you to place the objects anywhere now as soon as you place the object the object gets destroyed as the game apparently runs a check constantly if building are without support. How would one go about finding that part of the code since its not something you can trigger and scan for?
With Palworld it uses Unreal Engine 5 and Unreal Engine has a ton of tools available to help you find all of these values without having to scan.

For other games, it depends on the game and how it works.

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Re: how do people find code for stuff you cant scan for?

Post by Impala »

Rhark wrote:
Mon Feb 26, 2024 9:24 am
darkmage1991 wrote:
Sat Feb 10, 2024 3:47 am
as title says how is code found in games when you cant scan for changes for? like for example in palworld you can disable the restriction for placing building objects without support without too much issue by scanning for stuff changing when the game allows you to place the item and when not and slowly get close and start looking messing with the code once your close.

but then the problem comes when you disable the restriction thus allowing you to place the objects anywhere now as soon as you place the object the object gets destroyed as the game apparently runs a check constantly if building are without support. How would one go about finding that part of the code since its not something you can trigger and scan for?
With Palworld it uses Unreal Engine 5 and Unreal Engine has a ton of tools available to help you find all of these values without having to scan.

For other games, it depends on the game and how it works.
What Rhark said basically, for Unreal Engine games there are dumpers that make things easier.

Cake-san's dumper is here on the forums.

Problem with some of these dumper's is that they don't work out of box. Meaning you may need to edit stuff to make them work. On a lot of the older games the dumpers may work out of box though.

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Re: how do people find code for stuff you cant scan for?

Post by Firev2 »

darkmage1991 wrote:
Sat Feb 10, 2024 3:47 am
as title says how is code found in games when you cant scan for changes for? like for example in palworld you can disable the restriction for placing building objects without support without too much issue by scanning for stuff changing when the game allows you to place the item and when not and slowly get close and start looking messing with the code once your close.

but then the problem comes when you disable the restriction thus allowing you to place the objects anywhere now as soon as you place the object the object gets destroyed as the game apparently runs a check constantly if building are without support. How would one go about finding that part of the code since its not something you can trigger and scan for?
Reverse engineering the binary through debugging. Find variables/addresses the game uses for a specific task, find what accesses those variables and then inspect each of the assembler blocks. This still might require going 'backwards' from where the memory access was and doing some extra searching.

For example, if you're looking for the game function which handles wall collisions you could find your player's coordinates and then place a watchpoint on them and see if any instructions access the memory when you run into the wall.

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