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Can we give a request to CH authors?
 
AramAz  posted on May 10, 2010 8:21:20 AM - Report post

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quote:
originally posted by DABhand

Well the binary that runs the game will have to call on the .dll's. So you can technically find where it makes those calls through the binary and from there figure out a way of getting addresses to manipulate.

Again I dont have the game itself to check, and dont think ill buy it either. Still strange a game that is also available on the Wii would use a JIT compiler of sorts.

I'm actually familiar with that game engine. Once you create your game, you can then export it to almost any popular console or pc you like.

The currently supported platforms are: PC, Mac, iPhone/iPod/iPad and Wii.

They have anounced that in the near future (probably this year) they will offer the support for Xbox 360, PS3 and Andriod.

As far as I know, after building the game for iPhone/iPod/iPad, it is converted to native Cocoa language so there are no speed problems.

The bytes I'm searching in memory is unique, no second copy is found while the game is running. So I know where to find that, may be I'll give it a try with a patcher and see what will happen.

I'm going all this way just to make it look like a trainer, otherwise I am able to change anything about the logic of the game in offline mode by patching the file directly in no time.

 
AramAz  posted on May 10, 2010 9:26:05 AM - Report post

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quote:
originally posted by DABhand

As for ILDASM, that is primarily for PE files

[Edited by DABhand, 5/10/2010 7:11:00 AM]

No it is not. ILDASM is only for CLR (Common Language Runtime) languages like c#,vb.net,c++.net...

May be there is some other tool that has the same name?

[Edited by AramAz, 5/10/2010 9:26:44 AM]

 
DABhand  posted on May 10, 2010 11:29:12 AM - Report post

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/facepalm.

PE in this case being Portable Exectuable files.

I wasn't talking about PE headers.

The PE format actually supports CLR. Your knowledge is a wee bit woooooooooooooowoooooooooo.

[Edited by DABhand, 5/10/2010 11:31:46 AM]

 
AramAz  posted on May 10, 2010 12:07:57 PM - Report post

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quote:
originally posted by DABhand

/facepalm.

PE in this case being Portable Exectuable files.

I wasn't talking about PE headers.

The PE format actually supports CLR. Your knowledge is a wee bit woooooooooooooowoooooooooo.

[Edited by DABhand, 5/10/2010 11:31:46 AM]

hm..., thanks for the advice.

So PE as in Portable Executable
I thought all "windows-platform based games" executables are PE files. Isn't it? hm? So does that mean ILDASM is primarily used for all of them? But hey, ILDASM is only for those PEs that are for .NET. Don't be fooled by its name. It only and only opens .NET executable or .dll files and nothing else.

Is there any game that is not PE in windows since windows? can you name one?
(don't tell me about the games that actually run in windows but are DOS games, it that case you got me )

Do you use Cheat Engine? if so, is there any non PE game you ever worked on recently?

Now I start to doubt my own knowledge too!

[Edited by AramAz, 5/10/2010 12:10:03 PM]

 
DABhand  posted on May 10, 2010 11:42:56 PM - Report post

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Actually ILDASM will open c++ and VB compiled PE files also.

And also can open other file types. .SCR, .DRV and .SYS files to name a few.

But I will agree its commonly known to be used with .NET metadata.

When using CE make sure you use the main binary file to search for values first, then perhaps attach to any libraries afterwards.

Why use ILDASM when its really a real time on the fly decompiler of sorts.

 
AramAz  posted on May 11, 2010 12:02:45 AM - Report post

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quote:
originally posted by DABhand

Actually ILDASM will open c++ and VB compiled PE files also.

And also can open other file types. .SCR, .DRV and .SYS files to name a few.

But I will agree its commonly known to be used with .NET metadata.

When using CE make sure you use the main binary file to search for values first, then perhaps attach to any libraries afterwards.

Why use ILDASM when its really a real time on the fly decompiler of sorts.

Either we talk about two seperate disassemblers with the same name or you are completely mistaken.

First of all the about menu says Microsoft .NET Framework IL Disassembler.

secondly, opening what ever file that is not .net will result in an error message as follows:
"Error: filename.... has no valid CLR header and can not be disassembled"


Thanks for the CE tip. I noticed at the time the level is loaded, the related .dll file is compiled to native code (nature of JIT), And since I was changing the content of that dll in memory before entering any levels I was able to hack it.

In the best case I will patch the file by a trainer I make and de-patch it after user quits the game.

And by the way, I submitted some already hard coded cheats of this game yesterday. Do you know when it will apear on CH?


You said there is a realtime IL Disassembler? I know of ollydbg and the inexpensive IDA pro. But I would love to see a realtime disassembler for CLR PEs.

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