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[Request] Dissect data/structures

 
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Shahryar
Advanced Cheater
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Joined: 11 Jun 2011
Posts: 85

PostPosted: Tue Nov 20, 2012 9:37 am    Post subject: [Request] Dissect data/structures Reply with quote

Hello guys.
I have a request. Who can make a video of hack a game by using Dissect data/structures in CE 6.2?
If anyone wants to help me, Please use Dissect data/structures for one of the following games:
Prototype 2
Mass Effect 3
The Elder Scrolls V Skyrim
Grand Ages Rome

and don't forget, inevitably use of CE 6.2 for hack one of above games. Embarassed
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Fresco
Grandmaster Cheater
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Joined: 07 Nov 2010
Posts: 600

PostPosted: Tue Nov 20, 2012 12:00 pm    Post subject: Reply with quote

it depends on what you want to find out.
for example, i used data structures to make steady rifle scope in a game.
knowing that the developers would most likely create an object "weapon" where they store ammo, current clip, etc.
just search for ammo: ex: [eax+4]
insert as address eax, or ammo-4, play in windowed mode and look at what addresses might change when the scope is not steady.
for the same for accuracy, search for ammo, then watch closely the values that change when accuracy decreases.
or if it is a strategy game, and if you nop the code enemy's won't die, the same, only this time, you compare your unit with an enemy unit, and try to find some offset that permits you ti distinguish them. then make an aa code that checks the value of the structure+offset or -offset (depends on how you find the offset) and then je jump if equal to nop code.
there's the tutorial
tutorial.exe Step 9 wrote:
Step 9: Shared code: (PW=31337157)
This step will explain how to deal with code that is used for other object of the same type

Often when you've found health of a unit or your own player, you will find that if you remove the code, it affects
enemies as well.
In these cases you must find out how to distinguish between your and the enemies objects.
Sometimes this is as easy as checking the first 4 bytes (Function pointer table) which often point to a unique location
for the player, and sometimes it's a team number, or a pointer to a pointer to a pointer to a pointer to a pointer to a
playername. It all depends on the complexity of the game, and your luck

The easiest method is finding what addresses the code you found writes to and then use the dissect data feature to
compare against two structures. (Your unit(s)/player and the enemies) And then see if you can find out a way to
distinguish between them.
When you have found out how to distinguish between you and the computer you can inject an assembler script that
checks for the condition and then either do not execute the code or do something else. (One hit kills for example)
Alternatively, you can also use this to build a so called "Array of byte" string which you can use to search which will
result in a list of all your or the enemies players

In this tutorial I have implemented the most amazing game you will ever play.
It has 4 players. 2 Players belong to your team, and 2 Players belong to the computer.
Your task is to find the code that writes the health and make it so you win the game WITHOUT freezing your health
To continue, press "Restart game and autoplay" to test that your code is correct


Tip: Health is a float
Tip2: There are multiple solutions


[EDIT]
solution:
Code:
[ENABLE]
alloc(health,2048)
label(returnhere)
label(originalcode)
label(exit)

health:
pushfd
cmp [ebx+10],1
je exit

originalcode:
mov [ebx+04],eax

exit:
popfd
fldz //originalcode
jmp returnhere

"Tutorial-i386.exe"+250C6:
jmp health
returnhere:

[DISABLE]
dealloc(health)

"Tutorial-i386.exe"+250C6:
//originalcode
mov [ebx+04],eax
fldz

as you can see ebx+10 represents the team, friendly = 1; enemy = 2;[/list]

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Gniarf
Grandmaster Cheater Supreme
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Joined: 12 Mar 2012
Posts: 1285

PostPosted: Tue Nov 20, 2012 4:15 pm    Post subject: Reply with quote

@Shahryar: Look at this thread the youtube link in the first post might interest you (and see if you can fulfill the request while you're at it).
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