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Help getting a debugger attached to dead rising 2

 
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SwaggaJackin'
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PostPosted: Tue Sep 28, 2010 1:52 pm    Post subject: Help getting a debugger attached to dead rising 2 Reply with quote

I've found the game makes 2 calls to IsDebuggerPresent:

00ADEEAB
00AE5381

both call the IsDebuggerPresent() function at:

75A03510

I've bypassed the function with an assembler script:

Code:

[ENABLE]
alloc(newmem,2048) //2kb should be enough
label(returnhere)
label(exit)

75A0351D:
jmp newmem
returnhere:

newmem: //this is allocated memory, you have read,write,execute access
//place your code here
mov eax, 0
ret

exit:
jmp returnhere
[DISABLE]
dealloc(newmem)
75A0351D:
ret
nop
nop
nop
nop


Now normally the moment you attach a debugger the game crashes immediatley, with the script in place, it isn't immediate but the game eventually crashes within a few seconds (5-7).

How can I go about finding where the other debug check is (if there is one)?

Or is this "2nd" crash the cause of a crc check done by GFWL? I don't believe this to be the case otherwise it would crash once the memory was modified with the script.

Thanks.
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Geri
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PostPosted: Tue Sep 28, 2010 2:55 pm    Post subject: Reply with quote

I was able to attach debugger's for Windows Live games.

With these options:
Use kernelmode debugger.
Try to prevent detection of the debugger
Handle breakpoints not caused by CE

I don't know about this game. Didn't check it yet, seems it got bad critics.

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SwaggaJackin'
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PostPosted: Tue Sep 28, 2010 3:08 pm    Post subject: Reply with quote

Geri wrote:
I was able to attach debugger's for Windows Live games.

With these options:
Use kernelmode debugger.
Try to prevent detection of the debugger
Handle breakpoints not caused by CE

I don't know about this game. Didn't check it yet, seems it got bad critics.


Kernel mode debugger isn't an option, I'm on Vista x64 and DBVM just crashes my system. It's not even the issue here.

Preventing detection of the debugger gives me the same result as my script above. It doesn't crash immediately, but it does within a few seconds after the debugger is attached.

Anyone got any ideas? Sad

EDIT: Found the crc check and bypassed it.

However, the game still crashes when the debugger is attached, so it's not the crc check doing it.

=/


Last edited by SwaggaJackin' on Wed Sep 29, 2010 9:54 am; edited 1 time in total
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Geri
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PostPosted: Tue Sep 28, 2010 9:56 pm    Post subject: Reply with quote

Don't know but there is a trainer out there alredy, no clue if it's working. Why do You want to hack it so badly? Is it such a good game? If You say so, maybe I should try it out. I am just afraid it will be another silly "from console to PC" dumbness with stupid gameplay.

CE6 maybe with VEHDebugger? Don't know if it would work.

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SwaggaJackin'
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PostPosted: Tue Sep 28, 2010 10:15 pm    Post subject: Reply with quote

Does it matter? I just wanna know how.
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Geri
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PostPosted: Tue Sep 28, 2010 10:24 pm    Post subject: Reply with quote

Sorry. Smile
No it doesn't matter I was just curious if You want to hack it because the game is so awesome or just because it is a challenge. Didn't want to ask stupid questions. Rolling Eyes

So I guess it didn't work with CE6 either. No more clues from my part now unfortunately. It was just a guess.

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SwaggaJackin'
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PostPosted: Wed Sep 29, 2010 9:54 am    Post subject: Reply with quote

Found an error on my CRC bypass, although the address was static, it does not remain the same each launch. Updated:

Code:

[ENABLE]
aobscan(xlive_crc,8B FF 55 8B EC 83 EC 20 53 56 57 8D 45 E0 33 F6 50 FF 75 0C 8B F9 8B 4D 08 89 75 E0 89 75 E4 89)
alloc(newmem,2048) //2kb should be enough
label(returnhere)
label(exit)

xlive_crc:
jmp newmem
returnhere:

newmem: //this is allocated memory, you have read,write,execute access
//place your code here
retn 0c
nop

exit:
jmp returnhere

[DISABLE]
aobscan(xlive_crc,E9 A9 10 D5 9A 83 EC 20 53 56 57 8D 45 E0 33 F6 50 FF 75 0C 8B F9 8B 4D 08 89 75 E0 89 75 E4 89)
dealloc(newmem)

xlive_crc:
mov edi,edi  //originalcode
push ebp  //originalcode
mov ebp,esp  //originalcode


Attaching a debugger still crashes however.
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Dark Byte
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PostPosted: Wed Sep 29, 2010 1:35 pm    Post subject: Reply with quote

for gfwl you really need 32-bit
kernelmode debug with global debugregisters

perhaps you could try to figure out why it crashes. (e.g debugregister overwritten, or selfdestruct because of a getthreadcontext check)

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SwaggaJackin'
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PostPosted: Wed Sep 29, 2010 1:49 pm    Post subject: Reply with quote

Alright, I'll try to find any terminate process functions and see when they are being called.
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