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How to modify game commands?

 
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stanleyhsieh
How do I cheat?
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Joined: 25 Mar 2008
Posts: 3

PostPosted: Thu Mar 27, 2008 6:55 am    Post subject: How to modify game commands? Reply with quote

Hi,
I'm new here.

In the game which I had been playing.
There are commands are to be used to change some character status.

Such as

/Nickname test

or

/Nickname 123

---------------------------------------

Question:
How do I found the exact address which send the packet to the server so that I can change it?

Regards,
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Labyrnth
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Joined: 28 Nov 2006
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PostPosted: Thu Mar 27, 2008 9:34 am    Post subject: Reply with quote

By setting a break point on send with olly or any other debugger you may use.
Or just use a packet sniffer and make filter.
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stanleyhsieh
How do I cheat?
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Joined: 25 Mar 2008
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PostPosted: Thu Mar 27, 2008 6:16 pm    Post subject: Reply with quote

Thank you for your quick reply.
I had been using a packet sniffer and filters.
It was working somehow.

But the message was encrypted, so it is hard to modify it.

What do you mean by sending a "break point?"

Will visual studio 2005 work? Thanks.
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Labyrnth
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PostPosted: Thu Mar 27, 2008 6:18 pm    Post subject: Reply with quote

Set a break point on send in a debugger, but if you didnt know what i meant, your not going to know how to do that.
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stanleyhsieh
How do I cheat?
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Joined: 25 Mar 2008
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PostPosted: Thu Mar 27, 2008 7:03 pm    Post subject: Reply with quote

Once I attach Olly to the game,
the game went to the "no response" status.

Edit:
What do you mean by "on send" ?
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Psy
Grandmaster Cheater Supreme
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Joined: 27 Mar 2008
Posts: 1366

PostPosted: Fri Mar 28, 2008 2:54 am    Post subject: Reply with quote

Did you make sure to press F9 to rsume the running of the game?
Olly will put the game/app in a paused state upon attaching to it.

If you did that, then there is a possibility that the game detected to debugger.
There are certain plugins around for olly that will attempt to hide it from common anti-debug tricks. They might be worth your while. Look for 'Hide Debugger plugin', it has a fair few options.

~Psych
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Labyrnth
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PostPosted: Fri Mar 28, 2008 8:10 pm    Post subject: Reply with quote

Im certain he didn't hit F9 to unpause the process.



Quote:
The Windows Sockets send function sends data on a connected socket.

int send (

SOCKET s,
const char FAR * buf,
int len,
int flags
);
Parameters

s

A descriptor identifying a connected socket.

buf

A buffer containing the data to be transmitted.

len

The length of the data in buf.

flags

Specifies the way the call is made.

Return Value

If the function succeeds, send returns the total number of characters sent. (Note that this may be less than the number indicated by len.)
If the function fails, a value of SOCKET_ERROR is returned. To get extended error information, call WSAGetLastError.

Error Codes

WSANOTINITIALISED A successful WSAStartup must occur before using this function.
WSAENETDOWN The Windows Sockets implementation has detected that the network subsystem has failed.
WSAEACCES The requested address is a broadcast address, but the appropriate flag was not set.
WSAEINTR The (blocking) call was canceled using WSACancelBlockingCall.
WSAEINPROGRESS A blocking Windows Sockets operation is in progress.
WSAEFAULT The buf argument is not in a valid part of the user address space.
WSAENETRESET The connection must be reset because the Windows Sockets implementation dropped it.
WSAENOBUFS The Windows Sockets implementation reports a buffer deadlock.
WSAENOTCONN The socket is not connected.
WSAENOTSOCK The descriptor is not a socket.
WSAEOPNOTSUPP MSG_OOB was specified, but the socket is not of type SOCK_STREAM.
WSAESHUTDOWN The socket has been shutdown; it is not possible to send on a socket after shutdown has been invoked with how set to 1 or 2.
WSAEWOULDBLOCK The socket is marked as nonblocking and the requested operation would block.
WSAEMSGSIZE The socket is of type SOCK_DGRAM, and the datagram is larger than the maximum supported by the Windows Sockets implementation.
WSAEINVAL The socket has not been bound with bind.
WSAECONNABORTED The virtual circuit was aborted due to timeout or other failure.
WSAECONNRESET The virtual circuit was reset by the remote side.
Remarks

The send function is used on connected datagram or stream sockets and is used to write outgoing data on a socket. For datagram sockets, care must be taken not to exceed the maximum IP packet size of the underlying subnets, which is given by the iMaxUdpDg element in the WSAData structure returned by WSAStartup. If the data is too long to pass atomically through the underlying protocol the error WSAEMSGSIZE is returned, and no data is transmitted.

Note that the successful completion of a send does not indicate that the data was successfully delivered.
If no buffer space is available within the transport system to hold the data to be transmitted, send will block unless the socket has been placed in a nonblocking I/O mode. On nonblocking SOCK_STREAM sockets, the number of bytes written may be between 1 and the requested length, depending on buffer availability on both the local and foreign hosts. The select call may be used to determine when it is possible to send more data.

The flags parameter may be used to influence the behavior of the function invocation beyond the options specified for the associated socket. That is, the semantics of this function are determined by the socket options and the flags parameter. The latter is constructed by using a bitwise OR operation with any of the following values:

Value Meaning
MSG_DONTROUTE Specifies that the data should not be subject to routing. A Windows Sockets supplier may choose to ignore this flag.
MSG_OOB Send out-of-band data (SOCK_STREAM only)
See Also

bind, recv, recvfrom, socket, select, sendto, shutdown, WSACancelBlockingCall, WSAStartup,
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