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[help][c++]microsoft detours

 
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DeviantGeek
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PostPosted: Thu Aug 21, 2008 9:28 am    Post subject: [help][c++]microsoft detours Reply with quote

im detouring a function in a game and im using microsoft detours to do it. my detour works fine. however, at the login screen when you hit login, the game does a check on itself to make sure nothing has been tampered with. so i wait till the game state changes to character select then i detour everything. when i log out to maybe say to change accounts, at the login screen i remove the detour (DetourRemove) so the game will think nothing has happened to itself and let me log in. then comes my problem. DetourFunctionWithEmptyTrampoline fails when i try to Re-detour my function. i checked the code in memory to see if something was preventing it from doing the detour again and cant seem to figure out why its not working. is there something that doesnt allow a function to be detoured again after its already been detoured once before?
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pkedpker
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PostPosted: Thu Aug 21, 2008 1:19 pm    Post subject: Reply with quote

make your own detours inline asm{} dont use microsoft detours they are detected most likely.. plus i dont understand them lol but yah.. inline is much easier i believe after you learn how to use it.


u have to pick from stdcall (no sharing) fastcall (sharing instance) almost same like thiscall and if your detour requires to set esp to number of paramaters then its _cdcdel

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Fuzz
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PostPosted: Thu Aug 21, 2008 5:20 pm    Post subject: Reply with quote

pkedpker wrote:
make your own detours inline asm{} dont use microsoft detours they are detected most likely.. plus i dont understand them lol but yah.. inline is much easier i believe after you learn how to use it.


If you don't understand about what hes asking, don't reply trying to help?
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pkedpker
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PostPosted: Thu Aug 21, 2008 5:33 pm    Post subject: Reply with quote

bro i used microsoft detours like a 5 months ago when i knew nothing.

from what i understand they strap in a whole lib file to whatever you inject so if the gameguard scans memory for parts of that lib file some kind of pattern then of course its detected.

Your reply you posted Fuzz is less meaningful and more ignorantthen mines. Unlike me im trying to point him in a different direction like using VirtualProtect + memcpy + inline to do detours for less detectability

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GMZorita
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PostPosted: Thu Aug 21, 2008 5:46 pm    Post subject: Reply with quote

Fuzz wrote:
pkedpker wrote:
make your own detours inline asm{} dont use microsoft detours they are detected most likely.. plus i dont understand them lol but yah.. inline is much easier i believe after you learn how to use it.


If you don't understand about what hes asking, don't reply trying to help?

Actually his reply was helpful..
He told him to try another way (Which is way better IMO).

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sponge
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PostPosted: Thu Aug 21, 2008 7:27 pm    Post subject: Reply with quote

before you give advice pkedpker, learn some english; its hardly legible and to someone that is requesting help, it will only confuse them more.
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DeviantGeek
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PostPosted: Thu Aug 21, 2008 7:55 pm    Post subject: Reply with quote

yea i was kinda heading towards my own detours, but meh, im lazy and dont wanna figure out the basics of doing it by hand lol and i never checked if detours actually loaded a library for itself. pretty sure its all done with inline functions etc in the header they give you. but i only scanned the thing for something and didnt really look at it closely
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atom0s
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PostPosted: Sat Aug 23, 2008 6:19 am    Post subject: Reply with quote

DeviantGeek wrote:
yea i was kinda heading towards my own detours, but meh, im lazy and dont wanna figure out the basics of doing it by hand lol and i never checked if detours actually loaded a library for itself. pretty sure its all done with inline functions etc in the header they give you. but i only scanned the thing for something and didnt really look at it closely


Instead of detouring, try patching the IAT. You can remove and replace the pointers on the fly really easily and shouldn't run into issues with reapplying a patch. (Depends on how the game works with API if it will be successful in the long run.)

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rapion124
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PostPosted: Sat Aug 23, 2008 6:55 am    Post subject: Reply with quote

Wiccaan wrote:

Instead of detouring, try patching the IAT. You can remove and replace the pointers on the fly really easily and shouldn't run into issues with reapplying a patch. (Depends on how the game works with API if it will be successful in the long run.)


He said it's a game function. It's not a Win32 API. Most games I play don't export their functions for anyone to call.
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atom0s
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PostPosted: Sat Aug 23, 2008 7:16 am    Post subject: Reply with quote

rapion124 wrote:
Wiccaan wrote:

Instead of detouring, try patching the IAT. You can remove and replace the pointers on the fly really easily and shouldn't run into issues with reapplying a patch. (Depends on how the game works with API if it will be successful in the long run.)


He said it's a game function. It's not a Win32 API. Most games I play don't export their functions for anyone to call.


Bah whoops lol, saw Detours and figured API.

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Nukus
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PostPosted: Mon Sep 07, 2009 8:50 am    Post subject: Reply with quote

I prefer more BoxedApp SDK ( boxedapp[dot]com ) then Detours.
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