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Direct3D hacking programming reversing
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Thought I would release this since I don't use it anymore
I made it as a method to counter hackshields protection
However there are easier methods to counter hackshield
Loop to counter repatching from hackshield
Detour must be 6 bytes long, since your over writing this instruction in endscene:
mov dword ptr ss:[ebp - 10], esp;
mov esi, dword ptr ss:[ebp + 0x8];
Enjoy.
This should work on most functions within the d3d interface, since I'm hooking just after the device is mov to esi.
I'm not expert like you by the way i don't use the endscene in my hook and i don't see any reason to use it or i'm wrong?
Endscene it's constantly scanned from the hs but it isn't so needful
I'm not expert like you by the way i don't use the endscene in my hook and i don't see any reason to use it or i'm wrong?
Endscene it's constantly scanned from the hs but it isn't so needful
its scanned cuz people with esp usally hook and draw there.
BeginScene: begins the scene data is drawn to back buffer
Present: the backbuffer is flipped to front buffer
Endscene: ends the front buffer drawing, swaps pointer back to the back buffer?
thank you two for your replies.
Can you explain me where to put ebp + 0xC and what happens at the execution? (bcause i am not a c&p coder, i want to know what the code does at runtime)
How can i understand this: BYTE EndSceneOpCodes[6]; ?
When i am hooking Reset, what must be changed to get it working?
You don't need it for the reset :S
And some1 correct me if i'm wrong, cause i'm not so good with asm and i'm a beginner with the c++ , EBP allocate variables on the stack
You don't need it for the reset :S
And some1 correct me if i'm wrong, cause i'm not so good with asm and i'm a beginner with the c++ , EBP allocate variables on the stack
EBP is filled with data from the stack pointer.
EBP now points to offsets containing data (the parameters).
It's the most generic place I found to hook, as far as I know it will work on many functions.
Not present, since it works... differently.
For endscene however, this is pretty much a complete working base code.
This is probably OS specific, because the d3d9.dll differs for Win XP and Win 7 | Win Vista, unless you found a place to hook that the code you patched over is the same for both d3d9.dll versions.
EBP is filled with data from the stack pointer.
EBP now points to offsets containing data (the parameters).
It's the most generic place I found to hook, as far as I know it will work on many functions.
Not present, since it works... differently.
For endscene however, this is pretty much a complete working base code.
So, if i understand you correctly, i canīt hook Present with it?
So, if i understand you correctly, i canīt hook Present with it?
Can i hook DIP and Reset with it?
you basically can hook every function, you just need to replace the code that your jump messed up, thats all
Quote:
How can i understand this: BYTE EndSceneOpCodes[6]; ?
he's storing the original bytes in there and is checking them in a loop so if the current bytes match these bytes he knows that hackshield removed his hooks and is rehooking then.
Quote:
Whre kann i find the LPDIRECT3DDEVICE9 ?
if you would look at shadow's example, you would see, where you can get the device from "mov m_pD3DDev, esi; //Get the device"
edit
he edited his post
please use code tags :S try using pushad(fd) / popad(fd)
EBP is filled with data from the stack pointer.
EBP now points to offsets containing data (the parameters).
It's the most generic place I found to hook, as far as I know it will work on many functions.
Not present, since it works... differently.
For endscene however, this is pretty much a complete working base code.
thx for the explanation and good job
@M.Holder this works goods for the endscene,and the detour that you are using is a simple jmp detour detected from the hackshield ---> 0xe9 00 00 00 00 almost patched months ago