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[c++]how to bypass wpm and rpm
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Bizarro
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PostPosted: Mon Jun 02, 2008 9:59 am    Post subject: [c++]how to bypass wpm and rpm Reply with quote

i just tried hookhop method for wpm and rpm, but it seems its still blocked by gg.

anyone know how to bypass it?

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HomerSexual
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PostPosted: Mon Jun 02, 2008 11:12 am    Post subject: Reply with quote

it's blocked on r0 (kernel level)

You have to use a driver like CE does.

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Bizarro
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PostPosted: Mon Jun 02, 2008 11:18 am    Post subject: Reply with quote

how about loading CE driver
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HomerSexual
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PostPosted: Mon Jun 02, 2008 11:41 am    Post subject: Reply with quote

I don't think it's that easy.

You'd have to talk to DB though.

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Ferocious
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PostPosted: Mon Jun 02, 2008 11:44 am    Post subject: Reply with quote

if you wanna load CE's driver, you can call the functions by its IOCTL.
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UnLmtD
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PostPosted: Mon Jun 02, 2008 12:02 pm    Post subject: Reply with quote

blankrider wrote:
it's blocked on r0 (kernel level)

You have to use a driver like CE does.


Thing is is that NtWriteVirtualMemory/NtReadVirtualMemory is not the problem since you could rewrite your own routine that does the same thing. The problem is that it hooks an unexported function called KiAttachProcess.
(NtWriteVirtualMemory->KeStackAttachProcess->KiAttachProcess)

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atom0s
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PostPosted: Mon Jun 02, 2008 12:57 pm    Post subject: Reply with quote

The default CE driver is detected by all versions of GameGuard (that are for games that are still played and updated). So you would have to go about fixing it up or starting from scratch. I started working on my own which can currently Read and Write to memory and do a few other small useful functions. So far, mine has been completely undetected. I even tried adding things into it to get it detected but nada lol.

You should be able to fix up CE's driver fairly easy just by redoing some stuff, commenting things out you don't need, and renaming things.

I'd suggest studying up on the content though and start from scratch. Base yours around CEs driver if needed. Always good to learn new stuff. Smile

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tombana
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PostPosted: Mon Jun 02, 2008 1:30 pm    Post subject: Reply with quote

Like UnLmtD said, you have to bypass KiAttachProcess. It's been asked before here how to do it, but I believe there was no answer. How did you do it Wiccaan?
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atom0s
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PostPosted: Mon Jun 02, 2008 1:55 pm    Post subject: Reply with quote

tombana wrote:
Like UnLmtD said, you have to bypass KiAttachProcess. It's been asked before here how to do it, but I believe there was no answer. How did you do it Wiccaan?


My main direction saying that mines not detected was meaning just running, not attached to any given process. CE's driver is detected simply by having it running due to the contents and such inside it. Which was what I meant by rewriting to avoid that detection. I don't play anything that uses GameGuard, I downloaded GunBound just to see if my driver was detected by it or not.

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HalfPrime
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PostPosted: Mon Jun 02, 2008 2:25 pm    Post subject: Reply with quote

There's also an incredibly easy way to use read/write process memory and any other function without any code of your own. This is what I'm currently using and it works on gg protected games. I'm pretty sure I'm the only one who uses my method.
Just think about how gg hooks APIs and find a weak spot. Hook-hopping is one, but there are others.

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Anden100
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PostPosted: Mon Jun 02, 2008 2:54 pm    Post subject: Reply with quote

ive seen some people made Read/WriteProcessMemory using moon Light Engine's driver and .dll
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Bizarro
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PostPosted: Mon Jun 02, 2008 11:10 pm    Post subject: Reply with quote

HalfPrime wrote:
There's also an incredibly easy way to use read/write process memory and any other function without any code of your own. This is what I'm currently using and it works on gg protected games. I'm pretty sure I'm the only one who uses my method.
Just think about how gg hooks APIs and find a weak spot. Hook-hopping is one, but there are others.


hmm interesting. any more hints?

right now, im stuck with either writing my own drive(which obviously is too much for me) or using Pipe to communicate with injected dll for direct memory access

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tombana
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PostPosted: Tue Jun 03, 2008 2:38 am    Post subject: Reply with quote

HalfPrime wrote:
There's also an incredibly easy way to use read/write process memory and any other function without any code of your own. This is what I'm currently using and it works on gg protected games. I'm pretty sure I'm the only one who uses my method.
Just think about how gg hooks APIs and find a weak spot. Hook-hopping is one, but there are others.

Do you mean dll injection? As for the hooking of API"s, GG hooks RPM in kernel mode so you can't do anything about that from usermode.
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lurc
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PostPosted: Tue Jun 03, 2008 5:59 am    Post subject: Reply with quote

Don't say creating a driver is too much for you Wink You can learn anything if you really want to. I did it so you should be able to aswell..
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HalfPrime
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PostPosted: Tue Jun 03, 2008 11:40 am    Post subject: Reply with quote

Try writing a program that hooks some APIs. Once you get a good feeling for what GG does, you'll see the flaws in it.
And, no, I don't use dll injection.
As for doing this vs writing a driver. If you write a driver, it may be difficult coding, but you'll know exactly how to do it since there's tuts, help, etc. If it ever gets patched, you could easily bypass it again. If you want to do it this way, it won't require coding, but you run the risk of wasting your time if you don't find it and you may not be able to bypass it if it gets patched.

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