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Stealthedit plugin to deal with memory checks (crcbypass)
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Geri
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PostPosted: Mon May 21, 2012 12:57 pm    Post subject: Reply with quote

You can't restore it. If it is activated, it will remain that way until you restart the game.
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WhiteNite
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PostPosted: Sat Jul 07, 2012 6:07 am    Post subject: Reply with quote

Can this be used to bypass Rumble Fighter Hacksheild?
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Innovation
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PostPosted: Sat Jul 07, 2012 10:49 am    Post subject: Reply with quote

Aais wrote:
Can this be used to bypass Rumble Fighter Hacksheild?

http://forum.cheatengine.org/viewtopic.php?p=5382210#5382210
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Aecial
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PostPosted: Tue Jul 10, 2012 12:48 am    Post subject: Reply with quote

This is amazing. Im currently playing a Korean MMO (2D sidescroller style) and my previously detected Vac hack now functions really nicely.


However, there is a slight bug (may or may not have to do with your plugin, but im thinking that it does) -- after a few minutes of running, the entire script ceases to function (all effects of hack) and begins to behave as if the code was unedited.
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Geri
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PostPosted: Tue Jul 10, 2012 2:32 am    Post subject: Reply with quote

This is probably not related to the plugin itself as I have used it for many games. I think this is because of the game codes itself. You should check out what's happening with the original code, is it changing or not, is the original code used all the time or just temporarily etc. Eg flash games are sometimes cleaning up the codes when they are not used so let's say you have a shooter flash game and on every level, the code that will decrease the ammo will be at different places. Just an example and not even the best one, but I guess it's clear. Not just flash games are doing that, it was just a random well known example.
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Dark Byte
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PostPosted: Tue Jul 10, 2012 4:24 pm    Post subject: Reply with quote

When it stops working check the protection of the page, perhaps it has been reset to executable again (could be a stealthedit bug or the game itself)
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Aecial
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PostPosted: Tue Jul 10, 2012 4:33 pm    Post subject: Reply with quote

I don't believe the code isn't generated and then deallocated/cleaned up later and then reconstructed, it may be a special feature of their anti-cheating software they have running. Since you've tested it without this problem occurring im assuming that their protection is to blame.

It doesn't happen frequently, just every 2 minutes or so I have to simply disable and renable my hack, which is a 1 second process -- especially if I put a keybind on the hack.

If I notice anything that shines a light on the problem ill let you know.


EDIT: Will do Mr. Byte

Edit2: How might I go about this? I know in CE 5.6 (maybe older) there used to be a way to view all memory pages via a button on the main menu screen, and that displayed information about all pages of memory that can be found -- I guess that must have been removed.
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Dark Byte
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PostPosted: Wed Jul 11, 2012 4:31 am    Post subject: Reply with quote

memory view->view->memory regions
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Aecial
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PostPosted: Wed Jul 11, 2012 1:21 pm    Post subject: Reply with quote

Heres a screen shot showing the regions when the program hasn't had any modifications, when the hack is running, and when the hack is disabled.

DOT > . (Can't do URLS yet)
i.imgurDOTcom/BML2A.jpg6


Its pretty clear that the region containing my edits is being reverted, not sure if this information could put me on a path to figuring out why.
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Dark Byte
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PostPosted: Wed Jul 11, 2012 2:50 pm    Post subject: Reply with quote

Two possible causes. The stealthedit mistakenly emulates windows' behaviour on an execute pagefault it did not expect and makes it executable, or the game does it.
In both cases, try hooking virtualprotectex and refuse making the page executable

Alternatively, just keep changing the protection to non executable

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Aecial
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PostPosted: Wed Jul 11, 2012 4:50 pm    Post subject: Reply with quote

Thanks for the help. The problem is not a huge encumberment on my ability to play, so ill probably stick to the latter of the two solutions.
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tocaedit
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PostPosted: Sun Aug 26, 2012 8:28 pm    Post subject: Reply with quote

first of all, thanks geri (or whoever it was) for making this.. this plugin is the answer i was looking for

so i've run into an issue making a camera mod

long story short, this plugin lets it work without being detected, but how would i include this into a standalone trainer? ive tried CE's export trainer function but the generated trainer's hotkey doesnt seem to function... ive tried to include the plugin folder and, nothing. I did find 2 of the integrity functions with stealthedit plugin, do I have to dig through these functions and circumvent them? Bypassing them with ret 0xX at the top just locks up the game.

Must all hacks requiring stealthedit require that cheatengine ide be run?

if so it would be awesome if there was a way to generate a standalone dll that could do the necessary work to allow code to be changed from a traditional trainer, or at least have the plugin work with the export trainer function.

I assume stealhtedit relies on some of the cheatengine functionality to do what it does.

maybe this be a job for DarkByte? (who is fucking awesome btw)

anyway i will continue my efforts, thanks so much everyone
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Dark Byte
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PostPosted: Mon Aug 27, 2012 1:41 pm    Post subject: Reply with quote

It is possible to load the plugin in your own generated trainer. You just have to use loadPlugin() to load it.
To get the path the the plugin use TrainerOrigin if it's a tiny or .cetrainer file, and getCheatEngineDir() if it's a bloated/gigantic trainer (or TrainerOrigin as well if it's not embedded in the exe but next to it)

And use cheatEngineIs64Bit() to find out which plugin to load

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tocaedit
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PostPosted: Mon Aug 27, 2012 5:07 pm    Post subject: Reply with quote

Thanks DarkByte! I got it working! I used the gigantic+packed method. and used getCheatEngineDir(). I only plan on using x86.

Code:

plugin = loadPlugin(getCheatEngineDir() .. 'plugins\\umstealthedit-i386.dll')


Never realized how powerful CE was, find something new every time Smile and i've been a user since 5.1 or so
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HenryEx
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PostPosted: Sat Sep 01, 2012 3:20 pm    Post subject: Reply with quote

So, does this plugin only work when you have hardware-supported DEP?

I can't get it to work. I get the whole green and blue code stuff, but the game just executes the original code anyways.
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