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How would I get pass SpeedHack detection?

 
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PostPosted: Tue Sep 29, 2015 12:10 pm    Post subject: How would I get pass SpeedHack detection? Reply with quote

Hi, I'm trying to speedhack in a game but the game itself is detecting whenever any amount of speed has been increased.. I've been setting ton of NOP's in the GetTickCount function and the KERNELBASE.GetTickCount region, but nothing works.. I really want to bypass this detection. Any suggestions?
Thanks!
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STN
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PostPosted: Wed Sep 30, 2015 6:18 am    Post subject: Reply with quote

I don't think you can. I haven't come across any game that does this so maybe there is a workaround that i don't know.
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aikoncwd
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PostPosted: Wed Sep 30, 2015 7:22 am    Post subject: Reply with quote

It's a single-player game or online/multiplayer game?

If it's single-player you must understand how CE's speedhack works: hook and edit APIs like GetTickCount PerfomanceQuery TimeGetTime, etc... and overwrite te return value. If your game detects that Speedhack is because he is able to enumerate load modules (speedhack-i386.dll) or monitoring if the API is hooked or altered.

Anyway, you must debug, dissam and patch that function.

If the game is online/multiplayer, some times the protection is coded at client side (you can apply the same method) and some times is controlled by server side (you will not be able to bypass that).

Bye

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