View previous topic :: View next topic |
Author |
Message |
STN I post too much
Reputation: 43
Joined: 09 Nov 2005 Posts: 2676
|
Posted: Mon Jun 05, 2017 5:55 pm Post subject: |
|
|
Uhm have you heard of debuggers? or are you confusing dma with something else
_________________
|
|
Back to top |
|
 |
arlightOne How do I cheat?
Reputation: 0
Joined: 27 Sep 2015 Posts: 7
|
Posted: Mon Jun 05, 2017 9:55 pm Post subject: |
|
|
HotBloodedHacker wrote: | STN wrote: | Uhm have you heard of debuggers? or are you confusing dma with something else |
Hi STN. How can a debugger stop the game from changing the memory every time?
You would have to stop it at it's source to keep the game from grabbing new memory. That's why I ask if there's a way to find the source opt code that tells the game to find new memory, if that is possible.
Do you get what I am saying?
 |
thanks for the good laugh today
|
|
Back to top |
|
 |
atom0s Moderator
Reputation: 204
Joined: 25 Jan 2006 Posts: 8581 Location: 127.0.0.1
|
Posted: Tue Jun 06, 2017 1:10 pm Post subject: |
|
|
Look in the tutorials section of the forums. There are a ton of posts covering how to handle DMA.
Moved to General Gamehacking since this is not a Lua related topic.
_________________
- Retired. |
|
Back to top |
|
 |
atom0s Moderator
Reputation: 204
Joined: 25 Jan 2006 Posts: 8581 Location: 127.0.0.1
|
Posted: Wed Jun 07, 2017 7:36 pm Post subject: |
|
|
I think you should take a step back and read up on what DMA is and how it works. You seem to be misunderstanding what it is based on how you are explaining your goal. Understanding it better may help you figure out what you are trying to do in the long run.
_________________
- Retired. |
|
Back to top |
|
 |
STN I post too much
Reputation: 43
Joined: 09 Nov 2005 Posts: 2676
|
Posted: Thu Jun 08, 2017 10:35 am Post subject: |
|
|
I will explain this in laymen terms and as simple as possible. DMA is not an anticheat, it's how programs are coded. To stop a game completely from dynamically allocating its variables and structures, you will need to re-code the game into using static addresses and that will probably make the game slow like a snail and eat all your memory since you couldn't free up unused useless area of memory anymore (static). Not to mention to do that would be a bigger headache and hard work than learning how to deal with DMA in memory.
Here's another simple example - back in the olden days we used code-caves and to find code-caves we searched for empty (00) code. That was a mess and rendered injections useless if versions changed a bit, size was an issue and you had to keep track of every address. <- That is static allocation (ermm..kinda..in some way but lets assume it for understanding's sake and not correctness sake).
Then we moved to VirtualAlloc(EX) and wonderful things happened to trainer making. You could allocate memory on the spot of any size, make complex scripts easily, i have seen people allocate memory for copying the whole of game code (defeating anticheats) with no worries of size. <- That is dynamic allocation. <- Now if a "clueless noob" came and wanted to stop that from happening, what would you think HotBloodedHacker? Your first thought be why and then you'd think he's an idiot, eh?
It's the same deal with games. Now "defeating" DMA is piss easy especially with CE today. No worries of code caves, jumping back jump to cave bla bla, all that. CE does it for you.
dynamically allocated health address -> Breakpoint -> code <- inject or modify the code = DMA defeated.
You don't even have to type anything - in autoassemble > template > code injection.
Hope you now understand it and figured out how to defeat it.
_________________
|
|
Back to top |
|
 |
|