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Hacking Prevention?

 
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Overload
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PostPosted: Tue Apr 29, 2008 7:03 pm    Post subject: Hacking Prevention? Reply with quote

Hey guys. I was wondering, do you think it would be complicated to set up a basic hacking prevention?

I honestly have no idea where to start or what to do Embarassed

Like, would i need to use hooks? And i just want it pretty basic, because i want to be able to code it -_-
I am not a very good coder..so i hope its not too hard.

And please, any info or anything, make it in english Razz

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torpin005
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PostPosted: Tue Apr 29, 2008 7:14 pm    Post subject: Reply with quote

well one way is to find the hacks people are using then have the game or what ever close the program on start up
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samuri25404
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PostPosted: Tue Apr 29, 2008 9:09 pm    Post subject: Re: Hacking Prevention? Reply with quote

Overload wrote:
Hey guys. I was wondering, do you think it would be complicated to set up a basic hacking prevention?

I honestly have no idea where to start or what to do :oops:

Like, would i need to use hooks? And i just want it pretty basic, because i want to be able to code it -_-
I am not a very good coder..so i hope its not too hard.

And please, any info or anything, make it in english :P

:lol:


Depends on what you consider basic.

I hardly consider hooks being basic.

All you ought to do is think about how you would hack the crap out of your game/whatever you're protecting. Then, see what you can do to counter that.

Next, check if you can find a bypass, if not, let it go out. If you find that users are hacking, then there's obviously something wrong. If it's a ton of users, it's most likely public, and you should Google a bit, just for ease.

After that, if you can't find anything, try again and again until you find an exploit, and patch it.

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Estx
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PostPosted: Wed Apr 30, 2008 1:48 am    Post subject: Reply with quote

Two APIs that are basic to combine with other anti-cracking methods are:
IsRemoteDebuggerPresent
IsDebuggerPresent

Although to the average cracker (probably even beginners) these are really easy to bypass.

Another thing to research would be Memory Cyclic Redundancy Checks (CRC).

Hooking via ring0 is the hardest and most effective way of anti-cracking.

No matter what you do though, it can always be bypassed. It depends really on the audience you want to prevent from cracking what-ever you're coding.

WinLicense is good to protect binaries from being decompiled to source if that's all you're looking for. I think (not sure) it has debug protection settings as well, but I haven't used WinLic for a long time.
Check out thepiratebay or phazeddl for links or buy it lol. Can't give you a link though because of the warez rules. Google is your best friend for that.
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Noz3001
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PostPosted: Wed Apr 30, 2008 2:34 am    Post subject: Reply with quote

Hooking r0 isn't very difficult but its still easy to jump over your hook or just patch it. You need to perform CRC's on your hooks to make sure they haven't been patched.

Simple way to make your hooks effective is by comparing the PID or other unique process information passed to it with the PID of your game.

Also, you need to make sure that you're Anti-Cheat EXE isn't crackable / patchable. If it is, you're screwed.
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atom0s
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PostPosted: Wed Apr 30, 2008 10:34 am    Post subject: Reply with quote

Estx wrote:
Two APIs that are basic to combine with other anti-cracking methods are:
IsRemoteDebuggerPresent
IsDebuggerPressent


Think you mean CheckRemoteDebuggerPresent for the second one.

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Estx
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PostPosted: Wed Apr 30, 2008 11:05 pm    Post subject: Reply with quote

Yeah that one lol.
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