Does hotmail not work?

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gir489
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Re: Does hotmail not work?

Post by gir489 » Thu Jul 20, 2017 1:30 pm

I sent you a PM about it, since a lot of the work I've done against the engine breaks a lot of rules here.

I did AnvilNEXT when I worked on an Assassin's Creed IV cheat, but ran in to constant trouble with the anti piracy techniques the engine had and made me rage quit quite a few times. I later found out it was a problem with just Windows 8 and their anti piracy in general, and not the crack, and had I had Windows 7 it would've worked fine. Basically, it kept crashing any time I put a debug breakpoint anywhere.

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Re: Does hotmail not work?

Post by SunBeam » Thu Jul 20, 2017 1:56 pm

When you say "you did", what did you actually do? Map functions by names, figure out classes and naming conventions? I'm not referring to looking at some functions, figure out how they work, then get bored fast :) Actual close-to-SDK mapping of classes :P That's what interests me. Also, finding structures doesn't always tell you if it's a player structure or a player template structure or the object name etc.

AC4 uses Anvil. AnvilNEXT is the x64 variant shipped with Rogue (a mod of it) and Unity/Syndicate :) Possibly the upcoming Origins (am like 100% they will use it, as they're more focused on the story/elements, than engine changing; after all, Ubi's got a solid base to work out 2-3 more titles after Origins; it's a complex engine).

BR,
Sun

P.S.: We don't have those rules anymore ;)

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gir489
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Re: Does hotmail not work?

Post by gir489 » Thu Jul 20, 2017 5:58 pm

When I say I've taken on an engine, I've worked out the player/entity structure, drawing functions (although I just draw Direct3D manually now) and hook interfaces. Enough to make a cheat. Basic stuff to make an MP cheat and defeat the anti cheat.

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Re: Does hotmail not work?

Post by STN » Thu Jul 20, 2017 10:25 pm

Sunbeam wants to map the engine classes and objects and enable dev console if he finds traces of it. That's reversing for him.

I just like to push a trainer and that is the ultimate reversing for me, Sunbeam come at me bro
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Re: Does hotmail not work?

Post by SunBeam » Fri Jul 21, 2017 7:33 am

The first phrase is OK. Second one isn't. Knock, knock, who's there? *shotgun sound*

Reversing implies actual usage of the software's (game's) code (copying the original instruction(s) in a hook is not 'reversing') after having been mapped/understood what it does. Your definition of reversing is quick-hook'n'trainer. And if I ask you how that function you hook works or the whole concept, you'll tell me the generics everyone and his dog knows: "yeah, it's a health routine". Sure, detail it please. No? Then, no reversing for ya.

Kinda like this: viewtopic.php?f=4&t=3806.

Given he's CALLing game functions ("call game.dat+3251F"), that's reversing to me. He knows what that CALL does, which are the parameters he needs to run it with and how to actually use/implement it in his code. As well as making use of the information the CALL returns.

As for developer features/consoles, I'll just leave you with this bit: what's more elegant, in terms of knowledge and implementation - a keygen or a crack? -- I said implementation; so don't bring the "they both work" crap in -- Same goes with trainers and console/developer features. Why bother making quick hacks when you can use the ones already in? Ah, but that requires extensive reversing and you don't have the time to. And cuz of that, you mask it with "well, I won't go the extra mile, but I'd like to; it's not like everyone can do it/does it; but when someone actually does it, and I'm a bit jelly, I might as well shit on their parade." :P

SunBeam wants to understand the engine functionality, not the 2-3 executable code pieces you get via "find out what accesses/writes (to) this address" for a quick trainer. Different purposes, I told ya we're different (kinda rhetorical and paradoxical, given the human nature).

Peace :)

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gir489
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Re: Does hotmail not work?

Post by gir489 » Sat Jul 22, 2017 1:34 pm

He hasn't mapped anything for that function, he's just calling the original ASM in his originalcode block.

Most of the ASM is just checking if the call is coming from the player, then setting eax+1d4 to 500.0f. EAX seems to be the player pointer. But this is a common trainer technique, he's found a function that either read the player speed variable, or allowed him access to the base player pointer to where he could manipulate. I'm going to guess the former, considering the amount of callback checks he's doing.

I had to do something similar for my FONV trainer for Infinite ammo:

Code: Select all

ammohook:
mov ecx,[ebp-34] //Original Code.
mov [ecx+04],eax //Original Code.
cmp ebx,#1 //Check if the player is dropping an item from inventory.
je ammoreturn //Return if they are.
push ebx //Preserve EBX to the stack.
mov ebx,[FalloutNV.exe+DDEA3C] //Derefrence the pPlayer address to EBX.
cmp [esp+374],ebx //Check for if pPlayer is on the stack.
pop ebx //Return EBX to its previous state.
jne ammoreturn //If it's not the player, return.
mov edi,[esp+2F4] //Move the original to EDI.
mov [ecx+04],edi //Push EDI in to the ammo address.
mov edi,#0 //Restore EDI.
jmp ammoreturn //Return.

cliphook:
mov ecx,[ebp+08] //Original code.
mov [eax+04],ecx //Original code.
push ebx //Preserve EBX to the stack.
mov ebx,[FalloutNV.exe+DDEA3C] //Derefrence the pPlayer address to EBX.
cmp [esp+1C],ebx //Check for if pPlayer is on the stack.
pop ebx //Return EBX to its previous state.
jne clipreturn //If it's not, return.
cmp [ebp+278],#0 //Check if it's a thrown weapon.
jne clipreturn //If it's not, return.
inc ecx //Add 1 to our shot counter.
mov [eax+04],ecx //Push it to the shot counter address.
jmp clipreturn //Return.
It's just easier to find something like the player's position, find out what manipulates it, find if it has a multiplier (which 9 times out of 10 it will), then either manipulate the multiplier, or add your own. It's a much faster and more reliable method, than trying to find a debug menu which may or may not work or may be missing large chunks of code to even run in the retail build, and then even if it does exist, hope it has the features you want.

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Re: Does hotmail not work?

Post by SunBeam » Sun Jul 23, 2017 1:57 pm

Sure, from the trainer maker perspective. Then when you have some extensive question, ask Sun, cuz he's done the engine. Right? :)

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gir489
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Re: Does hotmail not work?

Post by gir489 » Sun Aug 13, 2017 9:20 pm

Not really, since if I want to make a MP cheat, the only other thing I need is the player entity table, which I could find from the player pointer I found when making a trainer. Then drawing/aimbot/whatever else comes from just generic Cheat writing. Aimbot is just all math, drawing you can do through D3D, or reverse how the game is interfacing with drawing and use native drawing, I prefer D3D since it's faster when making a cheat.

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