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jahsha9907 How do I cheat? Reputation: 0
Joined: 28 Apr 2010 Posts: 3
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Posted: Mon Aug 09, 2010 9:47 pm Post subject: Unrandomizer |
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DB, do u think u can make the unrandomizer in a .dll by itself like u did with speedhack? because there is this game FreeStyle Street Basketball (FSSB) that is detecting the regular unrandomizer...(Ii used to use it for a never miss and steal hack...doesn't work anymore)so i was wondering if i could inject the unrandomizer into the game instead of opening ce to attach and ticking it..maybe it would be undetected
and if its possible to add the configuration, and an ok button under it (like speedhack) then caan you do that too? plz n thx
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justa_dude Grandmaster Cheater Reputation: 23
Joined: 29 Jun 2010 Posts: 891
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Posted: Tue Aug 10, 2010 3:54 am Post subject: |
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How do you know that it's being detected?
There are about a bazillion different ways to generate random numbers. If "doesn't work anymore" means that it silently stopped working, then making a DLL out of the same code - which I believe does the equivalent of AOBSCAN against code signatures for a handful of known random number generating routines wouldn't help.
Cheers,
adude
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Dark Byte Site Admin Reputation: 460
Joined: 09 May 2003 Posts: 25328 Location: The netherlands
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Posted: Tue Aug 10, 2010 4:22 am Post subject: |
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if ticking it and closing ce before ce is detected causes a problem then it's not ce but the fact that the unrandomizer is overwriting code of the game
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jahsha9907 How do I cheat? Reputation: 0
Joined: 28 Apr 2010 Posts: 3
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Posted: Tue Aug 10, 2010 6:39 pm Post subject: |
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justa_dude wrote: | How do you know that it's being detected?
There are about a bazillion different ways to generate random numbers. If "doesn't work anymore" means that it silently stopped working, then making a DLL out of the same code - which I believe does the equivalent of AOBSCAN against code signatures for a handful of known random number generating routines wouldn't help.
Cheers,
adude |
I know its being detected because I used this same hack a couple months ago and it was workin...but now after a couple of minutes the game says something about hack found at address: ModName FreeStyle (then code here) then the game crashes so I know its being detected
Dark Byte wrote: | if ticking it and closing ce before ce is detected causes a problem then it's not ce but the fact that the unrandomizer is overwriting code of the game |
is there a way to stop it from overwriting code of the game? like editing the settings or something?
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Dark Byte Site Admin Reputation: 460
Joined: 09 May 2003 Posts: 25328 Location: The netherlands
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Posted: Tue Aug 10, 2010 6:44 pm Post subject: |
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it's just the way the unrandomizer works. It scans the code for known randomization routines and replaces them routines that return a less than random value
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jahsha9907 How do I cheat? Reputation: 0
Joined: 28 Apr 2010 Posts: 3
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Posted: Wed Aug 11, 2010 4:47 pm Post subject: |
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o ok
u think there would be a code to put in assembler to help bypass the detection? cause i play another game called Rumble Fighter...and they used an opcode or w/e to bypass the debugger detection...so we could tur on debugger and find pointers for addresses
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Dark Byte Site Admin Reputation: 460
Joined: 09 May 2003 Posts: 25328 Location: The netherlands
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Posted: Wed Aug 11, 2010 4:51 pm Post subject: |
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just use the kernelmode debugger
also for bypassing the code change detection, looking for the stealthedit plugin (http://irule.at/using/cheatengine/viewtopic.php?f=16&t=9 )
and the unrondomizer can give some information on which addresses it has changed by rightclicking it after checking it, so then make those changes using stealthedit or kernel debugger and a change reg on bp
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