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ernie Expert Cheater
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Joined: 05 Oct 2007 Posts: 123
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Posted: Thu Jun 12, 2008 5:03 am Post subject: An interesting idea to circumvent packet encryption |
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| I was thining the last couple days about non-conventional ways to hack/cheat heh. And it got me to thinking about encryption. Usually when i come across encrypted packets it means the game is pretty much a no-go for packet editing, but wouldn't you be able to, via a breakpoint in a debugger, stop the data that's about to be encrypted(the encryption must come from the client) and just change it to something else, then allow the encryption process to continue??? Seems so simple. I guess the ctach is finding out what the call address is for the encryption program. I'm not much ao debugger exper-- yet, so is this possible to track down?? How would one go about finding it? Thoughts?
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Labyrnth Moderator
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Joined: 28 Nov 2006 Posts: 6301
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Posted: Thu Jun 12, 2008 11:56 am Post subject: |
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The answer is yes you can find the routine.
Trick is, to set a break on the send of winsock. But the problem is all the bogus connection packets the game has as well, so you constantly break.
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HalfPrime Grandmaster Cheater
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Joined: 12 Mar 2008 Posts: 532 Location: Right there...On your monitor
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Posted: Thu Jun 12, 2008 12:26 pm Post subject: |
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I believe this is the way that KiPE(MapleStory hack) and other injected packet editors work.
Normally, the main program calls a function that encrypts the data and then that function calls another to send it. BPing at the winsock's Send will only give you the encrypted data. What might work is finding send, finding the function (encrypting function) that calls the sending function and then putting a hook onto that encryption function. It would depend entirely on how the program is set up, though.
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