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SiLvErTaR
2nd June 2005, 13:17
how can you get the source codes from recent haxs?
GLoGG
2nd June 2005, 13:34
how can you get the source codes from recent haxs?
Decompiling should do the trick.... -.- huh huhmm..
SiLvErTaR
2nd June 2005, 13:58
So you just decompile the .dll file and it will give you the source?
DotProduct
2nd June 2005, 14:11
its impossible to get the source from a dll file
GLoGG
3rd June 2005, 22:31
its impossible to get the source from a dll file
Yeh ...i didn't know what he was talkin about so i guessed uscript...
As for Decompiling uscript its UTPT or decompiler.bat should be the easiest way ^^.....u could just copy everythin in it and pate it in a .ucc...but than u wont get the textures offcourse.
frikos
3rd June 2005, 23:56
but than u wont get the textures offcourse
with utpt you can extract sounds, images (textures) and so on too :surprised
noob-cheater
4th June 2005, 02:23
you can download utpt here http://www.mpcdownloads.com/_mpc_d0wn_h4x_/AAO/Software/
jewbie
4th June 2005, 02:29
hmm the easiest way IMO is to open a .u file with notepad....lol try it and you'll soon agree...
thats for uscript ....not textures or anything just useful for code
SiLvErTaR
5th June 2005, 19:52
Ok so i have these programs to dissasemble dll files how do i figure out what the addresses it writes to do. i know that each address does a certain thing in the game but how can you figure out what exactly each address in the game controls?
DyslexicCheater
6th June 2005, 00:53
Disassembly and Decompile are two different things. I will attempt to explain several different concepts in this one singular message.
Disassembling a file gives you the hexadecimal readout of it in an organized form. Hexadecimal data converts into instructions, or a programming language notation for the machine level language called Assembly. You are essentially seeing the source code in it's most basic, primitive form.
Decompiling a program is much more difficult, and in todays modern age we lack a programming language sophisticated enough to read in data and decompile it to a high-level non-interpreted language because so many different coding techniques could be used in the hundreds of areas in the program to achieve a certain effect. It is possible to decompile programs made with interpreted languages, such as C++.NET (This is completely 100% seperate and different from C/C++) and JAva, but only because they are not compiled into a language the computer understands. They are read by an interpreting program that runs on the computer and then decodes the data into something the computer can understand.
Now that you know the difference between decompiling and disassembling, we can move on to memory reading/writing.
Only a small handful of the libraries (A.k.a ".DLL"'s or Dynamically Linked Libraries) released to be injected into Ravenshield wriite to the games memory directly. Most of them use functions available in C++ from Direct X, Direct Draw, and Direct 3D to alter the game and do what they need. They also hook functions, which does not write to the game's memory but intstead intercepts the game's call to a function and redirects it to a user-created clone of that function within the library. This can be very neat and easier to clean up then directly altering the game's code.
Now, for the ones that do over write sections of the game's code, you can find out what is being read-from/written-to in two methods: You can disassemble the library and reverse it - find the calls to WriteProcessMemory()/ReadProcessMemory() and examine their parameters, or, you can setup a hook into the system and intercept each and every c all to those same functions and examine the data ebing sent and recieved throughout your computer. The latter of the two is what a popular tool known as "TrainerSpy" does. However, it is very easy to create work-arounds for this application.
And finally, the last subject that will be covered here - How to know what each place in the game's code does. I honestly cannot tell you - there is far too much code to reverse and document all of it. You must learn the principles and basics of programming and reverse the games code based on it's disassembled state.
Hope that helped. Feel free to request Drewpaul or someone to dumb this down for you all.
SiLvErTaR
6th June 2005, 02:47
Ok so i see these Hacks that are out and i have opend the .U's and .dll files and have read through them and you see all the information thats inputed inside the file to make the Hack work, ie. XeiaieX's hack and so forth is it possible to just use one certain hack out of the complete program. If so all i need is the command lines that that particular hack calls for within the game and input them into a new .u file and compile it. Is there a way to inject it into the game? if not how can you get past PB when it scans for it? where can i go to learn this "Hook Method" and be succesful?
DyslexicCheater
6th June 2005, 06:07
Ok so i see these Hacks that are out and i have opend the .U's and .dll files and have read through them and you see all the information thats inputed inside the file to make the Hack work, ie. XeiaieX's hack and so forth is it possible to just use one certain hack out of the complete program. If so all i need is the command lines that that particular hack calls for within the game and input them into a new .u file and compile it.
No. Just no. Start from square one.
Is there a way to inject it into the game?
The game injects .U's automatically at run-time. For libraries (.DLL's), most injecting tools worth using make use of the LoadLibrary() Windows API and other such functions.
if not how can you get past PB when it scans for it? where can i go to learn this "Hook Method" and be succesful?
Use Google and read the many articles I've posted in this section and/or the Coding section. Pretty much, do a search for all posts written by me.
Also, read this: Article Containing A Myriad of GameHacking Tutorials (http://www.cubedivision.org/forum/viewtopic.php?t=540)
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