argie Newbie cheater
Reputation: 0
Joined: 23 Sep 2012 Posts: 21
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Posted: Tue Jan 20, 2015 2:18 am Post subject: Cheat Engine and Asserts |
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Hi.
I am trying to make a hack for a very difficult game protection wise. Almost every aspect of where game can be changed via CE is "protected" by Assert.
If I even change jne to je, game will crash in the matter of seconds. Here is a small example:
| Code: | Game.Assert+D26930 - 55 - push ebp
Game.Assert+D26931 - 8B EC - mov ebp,esp
Game.Assert+D26933 - 8A 45 10 - mov al,[ebp+10]
Game.Assert+D26936 - 3C 10 - cmp al,10
Game.Assert+D26938 - 75 08 - jne Game.Assert+D26942
Game.Assert+D2693A - 8D 81 98050000 - lea eax,[ecx+00000198]
Game.Assert+D26940 - EB 0A - jmp Game.Assert+D2694C
Game.Assert+D26942 - 0FB6 C0 - movzx eax,al
Game.Assert+D26945 - 8D 84 08 88050000 - lea eax,[eax+ecx+00000188]
Game.Assert+D2694C - 0FB6 10 - movzx edx,byte ptr [eax]
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Now, a simple hack is changing Game.Assert+D26938 - 75 08 to 74 08.
But as I said it crashes immediately. These are all static addresses and there are no "Game.exe+1234" anywhere to "help". It appears in some sections but is is rare.
Debugging this is a nightmare. I couldn't do it in CE without writing a launcher for the game that enables debugging by disabling some of the shared memory. Even now it is hard but it does not crash if I set access/write at a proper time.
Does anyone have any advice how to combat this menace? Is it even possible with CE?
I am working on this for almost a month now and I still can't find a way around this. Instead I must go deep into memory to find stuff that is not nearly as good as modifying code above.
If anyone can help or give some pointers it would be awesome.
Regards. |
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