StarCraft II Arcade Ban Evasion Trainer

Upload your trainers here (No requests)
Post Reply
HighVoltage
What is cheating?
What is cheating?
Posts: 3
Joined: Fri Dec 15, 2023 1:55 am
Reputation: 0

StarCraft II Arcade Ban Evasion Trainer

Post by HighVoltage »

Image Preface: While Blizzard's End-User License Agreement ("EULA") and the StarCraft II ("SC2")'s Terms of Service ("ToS") forbid its arcade maps from banning, kicking, or otherwise restricting access from any player to any in-game content, some custom games (e.g., PARASITE - TEST or -Mafia-) have chosen rather authoritarianist approaches to managing their playerbase and, in spite of the aforementioned policies, implemented so-called banlists into their maps.[/size]

Questionably, Blizzard---who seems so adamantly against mapmakers banning players---has offerered in their custom game designing language (i.e., Galaxy Script) two methods for banning and kicking players based on their sequentially generated account handles: [Link] and [Link].

Had it not been for the sequential nature of account handles (which allow blanket bans or whitelists to become realized), these banlists would otherwise have been nonissues. However, thanks to the quirks in SC2's code, clients seem to be handling "their" bans locally, meaning that anyone could choose not to have themselves banned by simply disabling or negating sections of code in the SC2.exe binary corresponding to the two above-mentioned functions; this does not cause any desync or failsafe to trigger.

So, considering how powerless the SC2 Mapster community is at "fixing" this issue without the help of Blizzard (who has long abandoned SC2), I am releasing this state-of-the-art tool in evading tyrannical, arcade-based SC2 map bans: the Deauthoritarianismizer. (Made by HighVoltage)

Download: [Link]
(If the link is broken or simply says [Link], manually enter it from here by replacing the two [.] with .
Spoiler
cdn[.]discordapp[.]com/attachments/928753702578315276/1211261570458329088/deauthoritarianismizer.exe?ex=65ed8e3e&is=65db193e&hm=7b01f5aa5e7883df7485f13b5df1512e42273fd8bb43f7827ea97e667506bdce&
)

Source Code/Table (for those curious): viewtopic.php?f=4&t=26962

P.S. Given how SC2 has always been regarded, primarily due to its heavy usage of code obfuscation and lack of debuginfo, as a "hard" game to hack, I had to rely on kernelmode [physical] memory editors (i.e., Cheat Engine's DBK) in order to make said changes within the game's code; Blizzard had relied on undocumented Windows kernel APIs (namely, by mapping their executable code with "SEC_NO_CHANGE") and made it incredibly hard to otherwise edit its code with usermode permissions in the virtual memory. Also, due to periodical (every ~5 mins.) code integrity checks, a hypervisor (i.e., Cheat Engine's DBVM) was used to "cloak" said physical memory changes from SC2's usermode anticheat. Lastly, Cheat Engine was chosen due to its portability and the fact that it came with pre-signed drivers, which have become mandatory in Windows.

Post Reply

Who is online

Users browsing this forum: benny89, iM7MD