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Game Hacking, Developing Autonomous Bots for Online Games, Cano N., 2016


Game Hacking, Developing Autonomous Bots for Online Games, Cano N., 2016.

   This book does not aim to teach you software development, and therefore assumes that you have, at minimum, a solid software development background. This background should include familiarity with native Windowsbased development, as well as light experience with game development and memory management. While these skills will be enough for you to follow this book, experience with x86 assembly and Windows internals will ensure that details of more advanced implementations are not lost on you.

Game Hacking, Developing Autonomous Bots for Online Games, Cano N., 2016


Basic Memory Scanning!
The memory scanner is the most basic, yet most important, tool for the aspiring game hacker. As in any program, all data in the memory of a game resides at an absolute location called a memory address. If you think of the memory as a very large byte array, a memory address is an index pointing to a value in that array. When a memory scanner is told to find some value x (called a scan value, because it’s the value you’re scanning for) in a game’s memory, the scanner loops through the byte array looking for any value equal to x. Every time it finds a matching value, it adds the index of the match to a result list.

Due to the sheer size of a game’s memory, however, the value of x can appear in hundreds of locations. Imagine that x is the player’s health, which is currently 500. Our x uniquely holds 500, but 500 is not uniquely held by x, so a scan for x returns all variables with a value of 500. Any addresses not related to x are ultimately clutter; they share a value of 500 with x only by chance. To filter out these unwanted values, the memory scanner allows you to rescan the result list, removing addresses that no longer hold the same value as x, whether x is still 500 or has changed.

Contents.
Foreword by Dr. Jared DeMott.
Acknowledgments.
Introduction.
PART 1: TOOLS OF THE TRADE.
Chapter 1: Scanning Memory Using Cheat Engine.
Chapter 2: Debugging Games with OllyDbg.
Chapter 3: Reconnaissance with Process Monitor and Process Explorer.
PART 2: GAME DISSECTION.
Chapter 4: From Code to Memory: A General Primer.
Chapter 5: Advanced Memory Forensics.
Chapter 6: Reading from and Writing to Game Memory.
PART 3: PROCESS PUPPETEERING.
Chapter 7: Code Injection.
Chapter 8: Manipulating Control Flow in a Game.
PART 4: CREATING BOTS.
Chapter 9: Using Extrasensory Perception to Ward Off Fog of War.
Chapter 10: Responsive Hacks.
Chapter 11: Putting It All Together: Writing Autonomous Bots.
Chapter 12: Staying Hidden.
Index.



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