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Static pointers in java based games (JRE)

 
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private00x
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PostPosted: Tue Feb 08, 2011 7:54 am    Post subject: Static pointers in java based games (JRE) Reply with quote

Dear all,

Two years ago I tried to find static pointers for a client-side Java based game (a game that runs on the Java Virtual Machine).

I spend months on that project and never got anywhere near finding such pointer. The problem is the Java Virtual machine, it apparently makes it (almost) impossible to find static pointers as there appear to be millions of pointers that all seem to have infinite loops pointing to each other.

It's two years later now, and I still cannot find anything about re-finding memory addresses in a game that runs on the java runtime environment.

As a last hope, does anyone know anything about this subject that could finally help me get these pointers for a java based game? Are there any special tricks or methods that I should know about for java based games?

If not, I'll just give up on this for ever. It'd be a waist of time though.

Thanks in advance.
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private00x
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PostPosted: Tue Feb 15, 2011 11:48 am    Post subject: Reply with quote

No help at all? I wish my patience would pay off after all these years.
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Geri
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PostPosted: Tue Feb 15, 2011 3:41 pm    Post subject: Reply with quote

Probably not even the codes are static. So most likely You will never find a 100% working pointer.
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private00x
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PostPosted: Wed Feb 16, 2011 10:27 am    Post subject: Reply with quote

Geri wrote:
Probably not even the codes are static. So most likely You will never find a 100% working pointer.


So is there nothing I can do?
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Geri
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PostPosted: Wed Feb 16, 2011 10:48 am    Post subject: Reply with quote

Probably not. Java games are not working as normal games. This is for flash games but it summarize the situation:

http://www.szemelyesintegracio.hu/cheats/41-game-hacking-articles/88-hacking-flash-games-with-ce

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hcavolsdsadgadsg
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PostPosted: Wed Feb 16, 2011 12:49 pm    Post subject: Reply with quote

I came up with a silly solution to this a while ago

I wrote a byte array scanner that ultimately looked for what made up a set of instructions. These instructions were a chunk of the physics code so there was always a pointer to the object it was moving.

I ended up patching the physics code to write out the pointer address of what I assumed was the player to a block of memory I allocated. So after a couple jumps here and there I would generally always have the correct address since all I had to do was read from my block of memory. It worked fine though.

The problem was it could still change extremely quickly unless I polled for constantly. I had a better idea on how to handle it but I never got around to it.
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Geri
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PostPosted: Wed Feb 16, 2011 1:16 pm    Post subject: Reply with quote

I have made some cheats with simple aobscan for flash games, but the problem is that they are obviously not working with all flash player versions. So it is good for personal use but not really a 100% compatible distributable cheat. (I use a standalone flash player as I hate to play in browser. It is easy to make cheats for the standalone version as I don't change it every week.)

However if a game is running offline but using flash (like most of those BigFish, Gamehouse etc games), then You can do working cheats with aobscan.

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