Re: Helldivers 2 Hack ( DLL Proxy - Proof Of Concept )
Posted: Mon Mar 04, 2024 5:13 pm
hi, why everytime i check the cheats the game crash?
Community Cheat Tables of Cheat Engine
https://fearlessrevolution.com/
dude. seriously?! you just asked the same damn question on the other thread and Kekner just replied to you about it. if you're afraid to be ratted on or discovered by other players, then don't cheat. if you're planning on cheating then play solo or play with friends that don't give a fk about you cheating. please stop asking this damn question.2espec7 wrote: ↑Mon Mar 04, 2024 3:42 pmCan you make this ammo script that will keep your ammo count at 1 (infinite) magazine? This can be increased by resupply but can also be decreased by reloading ammo. But the magazine wouldn't drop below 1 so that I could pretend like other players were low on ammo when resupplying.
I always do it like this:
Yeah its already fix,SunBeam wrote: ↑Mon Mar 04, 2024 6:07 pmI always do it like this:
- the PE header of an executable has all the space you need to plant trampolines
- I investigate offset 0x500 into the PE header; it should have 00s there
- note that you won't use the PE header as a cave, but as 0x10 (16 bytes) spaces where you will write JMPs to your allocated caves
- yes, these JMPs will use 14 bytes if needed (out of 16 bytes)
- yes, the JMP from your code to hook to the trampoline in PE header will ALWAYS be 5 bytes long -- so you don't need to account for 5-bytes or 14-bytes...
- why? because the PE header is situated before your address to hook in memory, therefore it will never exceed the 2/4GB length which triggers the 14-bytes JMPs
- you can then allocate memory, write your stuff and work it like this:
CodeToHook:
jmp PEHeader+500 // align 10 CC so it pads the rest of the bytes with CCs (beautifier, if you will)
PEHeaer+500:
jmp AllocatedCode
AllocatedCode:
{ do stuff here }
jmp PEHeader+500+SizeOfInstruction
I also recommend you use direct referencing of variables, as the AllocatedCode can land wherever in memory (so distance between AllocatedCode and CodeToHook can be > 2 or 4GB). The reason I am mentioning this: "mov rax,[ptr]" will fail; however, "mov rax,ptr + mov rax,[rax]" won't fail
Best regards,
Sun
P.S.: Yes, this won't work with Unity (Mono), as the code is dynamically allocated in memory and you don't have a static PE header somewhere to trampoline to.
If resolutions is found I would be happy to test.
Trust me, been here as well in the past But yeah, you learn and evolve Keep it up!emoisback wrote: ↑Mon Mar 04, 2024 6:29 pmi do some mistake..
First : i do AllocateMemory but instead 1000 i put 0x1000, then it return no memory allocated, then i just put it nullptr so they can find 0x1000 allocate memory space anywhere, now i change it to 0x100 because i dont need more than 256 bytes.
Second : Then the crash thing its because ScanPattern that i use is used for 32bit game before, then i forget to set return from 32bit ( DWORD ) to 64bit (uintptr_t), so game base module + offset is 180xx0000 and it return only 80xx0000 because i return it as a DWORD.
Thanks for your input.