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Bypass Anticheat protection Crysis 3
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Smanettone83
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PostPosted: Fri Feb 22, 2013 3:14 pm    Post subject: Bypass Anticheat protection Crysis 3 Reply with quote

Hi guys,
i think i've found the code that check the memory of game for the anticheat protection after i had set a data breakpoint on the instruction that accesses to my ammo...
the istruction is:

Code:

movzx edi,byte ptr [ecx]


i saw this backtracking the code



I tried to replace
3942ADF8 - je 3942AE18
with
3942ADF8 - jmp 3942AE18

i've tried to by pass the routine but of course it doesn't works.... maybe it isn't the right way... Any suggesting?

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Dark Byte
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PostPosted: Fri Feb 22, 2013 3:22 pm    Post subject: Reply with quote

that's the integrity check routine yes
what you could also do is make a copy of the whole game memory and adjust the ECX register to point to the copy, so it reads an unmodified version of the code

Or look into the stealthedit plugin for cheat engine

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Smanettone83
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PostPosted: Fri Feb 22, 2013 3:39 pm    Post subject: Reply with quote

Dark Byte wrote:
that's the integrity check routine yes
what you could also do is make a copy of the whole game memory and adjust the ECX register to point to the copy, so it reads an unmodified version of the code

Or look into the stealthedit plugin for cheat engine


Thanks. I don't know about stealthedit Plugin for Cheat Engine. What it does?

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Screitor
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PostPosted: Fri Feb 22, 2013 4:09 pm    Post subject: Reply with quote

Dark Byte wrote:
that's the integrity check routine yes


How did you know that?

Is there a book or something?, or just by the fact of knowing asm we can figure out those stuff?

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Dark Byte
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PostPosted: Fri Feb 22, 2013 4:18 pm    Post subject: Reply with quote

Just experience (shift and xor on a byte value that it got from reading code)
EAX is the return value of this "CalculateIntegrityValue()" function. (ECX=memory pointer, EDX=bytes left)

Instead of a copy you could also check the value of EAX at the point of ret and always make EAX that same value when returning (Tip: Check if there isn't another function that checks the integrity of that function separately)

But if this is too difficult, then Geri posted a stealthedit tutorial on his website, including links to stealthedit downloads and a video on how to use it

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HiSaZuL
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PostPosted: Fri Feb 22, 2013 9:26 pm    Post subject: Reply with quote

So any news on disabling this garbage Razz?

There is break at ret...
So what would 1 usually do at this point Razz?



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Dark Byte
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PostPosted: Sat Feb 23, 2013 4:29 am    Post subject: Reply with quote

find the start of the function and write:
Code:

mov eax,f25eaafa
ret

And hope the module gets loaded at the same spot each time (Which i doubt looking at eip, but who knows, might just be a high base address since your eip was the same)
and hope that function is only used once for the whole module

option 2, find where the return value of that function is compared and change the result of that compare
392b3c41 stores it in the stack in a local variable
But I don't see much else in that stacktrace

Alternatively, look into auto assembler command "READMEM(address, size)" and change the integrity routine so ecx points to the relative location in the copy

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HiSaZuL
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PostPosted: Sat Feb 23, 2013 4:53 pm    Post subject: Reply with quote

Thanks for explanations DB Razz Mhm... Its best I do little steps this is a bit over my head.... oh who am I kidding this is waaay over my head LOL. I pocked around didn't really figure out much.
Considering how bloody long it takes for crysis to start... not actual map load(its fairly fast) I got tired now meh ~_~.
And fling already got all that I wanted in trainer. His are well made no bs/pointless options so I'm going to leave integrity check study for a smaller easier to manage game
that someone with good asm knowledge just happens to mess with so I can get pointers as I go.
Again thanks for heads up it was interesting to try and see how integrity check works for a first time at least Razz
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Daijobu
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PostPosted: Sat Feb 23, 2013 4:57 pm    Post subject: Reply with quote

I wonder why a check like this is even put in a singleplayer game. But I'm a newb so it all just seems very silly to me.

Great thing that I found this topic though, explains why the game kept crashing over and over.
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HiSaZuL
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PostPosted: Sat Feb 23, 2013 5:19 pm    Post subject: Reply with quote

Daijobu wrote:
I wonder why a check like this is even put in a singleplayer game. But I'm a newb so it all just seems very silly to me.

Great thing that I found this topic though, explains why the game kept crashing over and over.

And even more importantly game with a console. LOL.
It does have multiplayer but... meh... Guess its to prevent aimbots wallhacks etc. But frankly with all the @#$% holding you get on a console + magic pajamas upgrades you get both aimbot and wallhack too. So its still bizzare.


Last edited by HiSaZuL on Sat Feb 23, 2013 5:20 pm; edited 1 time in total
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Dark Byte
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PostPosted: Sat Feb 23, 2013 5:20 pm    Post subject: Reply with quote

Perhaps it's an extra layer of drm for situations like delay loaded cracks.
e.g: a crack that disables the copy protection before it is executed, but after the exe has been started (so no modified exe but the copy protection check got removed)

or who knows, perhaps they only want their own DLC to have an effect in the game (e.g. selling godmode)

Also, have you tried the cracked version of the game ?
Cracked versions often take out checks like that, and the added bonus is that the game will run a lot smoother (less memory checks)

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HiSaZuL
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PostPosted: Sat Feb 23, 2013 5:22 pm    Post subject: Reply with quote

Dark Byte wrote:
Perhaps it's an extra layer of drm for situations like delay loaded cracks.
e.g: a crack that disables the copy protection before it is executed, but after the exe has been started (so no modified exe but the copy protection check got removed)

or who knows, perhaps they only want their own DLC to have an effect in the game (e.g. selling godmode)

Also, have you tried the cracked version of the game ?
Cracked versions often take out checks like that, and the added bonus is that the game will run a lot smoother (less memory checks)

Yeah tried. Unforunately reloaded did it with a loader. And this loader initially crashed game mission 2 and up. So they didn't remove much if anything from executable.
But yes a lot of options that 1 can add with few memory tweaks will probably be shoved about as dlc in one form or another. Weapons/weapon mods/suit mods. This is ea after all. heh
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Daijobu
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PostPosted: Sat Feb 23, 2013 5:38 pm    Post subject: Reply with quote

And here I sat diligently creating all the hacks I wanted to blast through the singleplayer like a demi-god. 10 to 20 seconds after injection > exit to desktop without warning or error.

I see some trainers have already been released. Lingon being one of them. Those guys must have circumvented this system already!

Embarassed
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Dark Byte
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PostPosted: Sat Feb 23, 2013 5:45 pm    Post subject: Reply with quote

It's really not that hard to do. Check out recifense table on shogun 2 steam version where he bypasses a similar protection.

And as I said, you might be able to use stealthedit to quickly bypass it without needing to know any assembler (besides the assembler to do the cheats you wish)

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redleouf
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PostPosted: Sat Feb 23, 2013 6:01 pm    Post subject: Reply with quote

I am going to test the stealthedit method later this week, and if nobody made it before me, I will post the result

Thank you for the advice Darkbyte Smile
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