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Re: New Antihack System !
Quote:
Originally Posted by
theunknownguy
You just get the truth with FHX we never believed the big shit and we do much more...
But wait from you we learn the concept of stealing sources and put decompiled on header... and leaving folder names the same order of files and same names (of folder) knowing it doesnt even appear on PDB... so lame...
Now go back to your hole nobody believes you now, you can still try to remove GameGuard from GMO, if you want i give you a hand =P.
PS: You should talk with your friends of "decompilation" from darkteam, i got some really nasty comments about what you did from there hahhahaa...
Uh i'm so afraid. LOL, about order, you idiot, of course is not from the PDB, is from the EXE, take for example CMonsterHerd functions are the first, that's why i put them on first compilation queue, another FAIL 'probe'. perhaps you know another one? :lol: or all the probes are gone? :D
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Re: New Antihack System !
Quote:
Originally Posted by
Deathway
Uh i'm so afraid. LOL, about order, you idiot, of course is not from the PDB, is from the EXE, take for example CMonsterHerd functions are the first, that's why i put them on first compilation queue, another FAIL 'probe'. perhaps you know another one? :lol: or all the probes are gone? :D
Hahahahah !! its from EXE but not from PDB... priceless...
So the label initialised type saved from PDB comes from where? oh yeah from charlie and the chocolate factory...
Smartass idiot the folder name on all GS WZ are in chinnese, yours match 0.65 source structure and same has the order files, some of them doesnt exist on PDB and you say "lol it exist on EXE".
You such an idiot please read some little about PDB format:
Code:
http://support.microsoft.com/kb/121366
"Its from EXE, but not from PDB" Deathway... :lol::lol::lol::lol:
Its like:
"Its from EXE, but not from OBJ or LIB"
Man first you give bad name to this community by your lies and now you give a bad name to coders, stop be an idiot and learn something about how Executable works...
PS: I gotta make a list of the bullshit you talk everyday man, i mean is so cool, you gotta be a good clown...
Remember the?:
Code:
"You look like a noob that discovery optimisation, still you will use Sleep API".
Holy shit ! :lol::lol::lol:
Ladies and gentlemen the "decompiler" of GS WZ... Deathway... (my god...)
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Re: New Antihack System !
Quote:
Originally Posted by
theunknownguy
Hahahahah !! its from EXE but not from PDB... priceless...
So the label initialised type saved from PDB comes from where? oh yeah from charlie and the chocolate factory...
Smartass idiot the folder name on all GS WZ are in chinnese, yours match 0.65 source structure and same has the order files, some of them doesnt exist on PDB and you say "lol it exist on EXE".
such idiot, since you never worked with such compilers, you'll never know, at least could you give me an 'exact' probe, and not something generic as 'initialised label'
And clown, sure, maybe should i post the 'smart probes' you gave with fakeman account about the headers :lol::lol::lol::lol::lol::lol::lol::lol:
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Re: New Antihack System !
oh,Deathway and Fenix still war :D
@SunLove: you are Vietnamese ? If yes can you send me Yahoo in private message ?
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Re: New Antihack System !
Quote:
Originally Posted by
Deathway
such idiot, since you never worked with such compilers, you'll never know, at least could you give me an 'exact' probe, and not something generic as 'initialised label'
And clown, sure, maybe should i post the 'smart probes' you gave with fakeman account about the headers :lol::lol::lol::lol::lol::lol:
Man you got shamed yourself, nothing else to say and fakeman was a friend of mine not an account mine idiot. ^^
But in all cases you just a lier and a idiot that says this kind of shit:
Code:
"EXE but not from PDB"
Smart... O.O
And now the new one:
Code:
"You never work with such compilers"
So it depends of the compiler the PDB format?... yes deathway, yes... And pigs would fly some day...
Again for introduction... Deathway the "decompiler" :lol::lol::lol:
PS: I really need to make a signature with all your "Coders Knowledge", it would be a nice laugh for coders, and i mean coders that know at least the format of an Executable file... Wich is not your case...
---------- Post added at 01:30 AM ---------- Previous post was at 01:25 AM ----------
Quote:
Originally Posted by
tomatoes
oh,Deathway and Fenix still war :D
@SunLove: you are Vietnamese ? If yes can you send me Yahoo in private message ?
Not war tomatoes, not war, i am just correcting his lack of knowledge for Portable Executable files. :sleep:
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Re: New Antihack System !
Quote:
Originally Posted by
theunknownguy
Man you got shamed yourself, nothing else to say and fakeman was a friend of mine not an account mine idiot ^^.
But in all cases you just a lier and a idiot that says this kind of shit:
Code:
"EXE but not from PDB"
Smart... O.O
And now the new one:
Code:
"You never work with such compilers"
So it depends of the compiler the PDB format?... yes deathway, yes... And pigs would fly some day...
Again for introduction... Deathway the "decompiler" :lol::lol::lol:
and the probe:?:, yes no probe....
Indeed pigs flies on your head, but in any cases where did i said that pdb format depends of compilers? :?: really confused, and ... still missing the probe
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Re: New Antihack System !
Quote:
Originally Posted by
Deathway
and the probe:?:, yes no probe....
Indeed pigs flies on your head, but in any cases where did i said that pdb format depends of compilers? :?: really confused, and ... still missing the probe
Pointless you still havent told me how you got the folder names or the exact order of files. (Even if they are not in EXE (PDB))
But guess what nobody believes you now, so why i am wasting time man?, i already do my job, i just fuck your big lie.
And next time you post an stupid shit, is not bad too put on google:
"Portable Executable + PDB"
Youll get interesting results...
You just bla bla bla and no knowledge, if pigs fly in my head caused i correct you with a microsoft link, i guess pigs fly then :lol::lol:
This happen when you joyn exetools forum and try to "wannabe unpacker". Learn the PE format first and later come and talk. VIP lammer...
PS: Prove that you are an idiot http://support.microsoft.com/kb/121366
Microsoft is your daddy when you have no clue about what to say =D
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Re: New Antihack System !
Quote:
Originally Posted by
theunknownguy
Pointless you still havent told me how you got the folder names or the exact order of files. (Even if they are not in EXE or PDB)
But guess what nobody believes you now, so why i am wasting time man?, i already do my job, i just fuck your big lie.
And next time you post an stupid shit, is not bad too put on google:
"Portable Executable + PDB"
Youll get interesting results...
You just bla bla bla and no knowledge, if pigs fly in my head caused i correct you with a microsoft link, i guess pigs fly then :lol::lol:
This happen when you joyn exetools forum and try to "wannabe unpacker". Learn the PE format first and later come and talk. Lammer...
... lol,
For dummy:
To get the folders names: (in Steps)
1.- Open Olly
2.- Open GameServer.exe
3.- On menu click View -> View Source Files (oh no, the source files and the folders are there oh no:lol: )
About the order ...
Well lets start, if i start with the first function you will see that is cMonsterClass, and then commes the vector templates, then is a separator
Code:
std::ctyp>/> \55 PUSH EBP
00411C11 |. 8BEC MOV EBP,ESP
00411C13 |. 83EC 40 SUB ESP,40
00411C16 |. 53 PUSH EBX
00411C17 |. 56 PUSH ESI
00411C18 |. 57 PUSH EDI
00411C19 |. 33C0 XOR EAX,EAX
00411C1B |. A0 D4FD9A08 MOV AL,BYTE PTR DS:[??_B?1???id@?$ctype@>
00411C20 |. 83E0 01 AND EAX,1
00411C23 |. 85C0 TEST EAX,EAX
00411C25 |. 75 0F JNZ SHORT GameServ.00411C36
00411C27 |. 8A0D D4FD9A08 MOV CL,BYTE PTR DS:[??_B?1???id@?$ctype@>
00411C2D |. 80C9 01 OR CL,1
00411C30 |. 880D D4FD9A08 MOV BYTE PTR DS:[??_B?1???id@?$ctype@G@s>
00411C36 |> 5F POP EDI
00411C37 |. 5E POP ESI
00411C38 |. 5B POP EBX
00411C39 |. 8BE5 MOV ESP,EBP
00411C3B |. 5D POP EBP
00411C3C \. C3 RETN
then comes KalimaGate, so its very easy to get the compilation order
Any othe probe?:lol::lol::lol::lol::lol:
But of course, this isn't well documented on the net, that's why i laught of your 'arguments0 against my decompilation
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Re: New Antihack System !
Quote:
Originally Posted by
Deathway
... lol,
For dummy:
To get the folders names: (in Steps)
1.- Open Olly
2.- Open GameServer.exe
3.- On menu click View -> View Source Files (oh no, the source files and the folders are there oh no:lol: )
About the order ...
Well lets start, if i start with the first function you will see that is cMonsterClass, and then commes the vector templates, then is a separator
Code:
std::ctyp>/> \55 PUSH EBP
00411C11 |. 8BEC MOV EBP,ESP
00411C13 |. 83EC 40 SUB ESP,40
00411C16 |. 53 PUSH EBX
00411C17 |. 56 PUSH ESI
00411C18 |. 57 PUSH EDI
00411C19 |. 33C0 XOR EAX,EAX
00411C1B |. A0 D4FD9A08 MOV AL,BYTE PTR DS:[??_B?1???id@?$ctype@>
00411C20 |. 83E0 01 AND EAX,1
00411C23 |. 85C0 TEST EAX,EAX
00411C25 |. 75 0F JNZ SHORT GameServ.00411C36
00411C27 |. 8A0D D4FD9A08 MOV CL,BYTE PTR DS:[??_B?1???id@?$ctype@>
00411C2D |. 80C9 01 OR CL,1
00411C30 |. 880D D4FD9A08 MOV BYTE PTR DS:[??_B?1???id@?$ctype@G@s>
00411C36 |> 5F POP EDI
00411C37 |. 5E POP ESI
00411C38 |. 5B POP EBX
00411C39 |. 8BE5 MOV ESP,EBP
00411C3B |. 5D POP EBP
00411C3C \. C3 RETN
then comes KalimaGate, so its very easy to get the compilation order
Any othe probe?:lol::lol::lol::lol::lol:
But of course, this isn't well documented on the net, that's why i laught of your 'arguments0 against my decompilation
Lol you just play the idiot part dont you? you just pasting the class constructor, wich doesnt mean that order of compiled code blocks is the actual order of source code...
How dumb are you man?
Compiler doesnt assemble in the same order of files where coded, does that means that BloodCastle was coded first? (lame).
Also what about the folder names? most of the ones you use match in 0.65, but for the most odd cases the folders name are not in PDB, so how you get them smartass?.
And here the new phrase of deathway:
Code:
"Compiler order match source files order"
Deathway the "decompiler" (my god) :lol::lol::lol::lol:
PS: Now i understand why you dont have nothing in RCE, MASM32 or Internal Undocumented forums, people would kill you with such lame arguments you use for explain things...
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Re: New Antihack System !
Quote:
Originally Posted by
theunknownguy
Lol you just play the idiot part dont you? you just pasting the class constructor, wich doesnt mean that order of compiled code blocks is the actual order of source code...
How dumb are you man?
Compiler doesnt assemble in the same order of files where coded, does that means that BloodCastle was coded first? (lame).
Also what about the folder names? most of the ones you use match in 0.65, but for the most odd cases the folders name are not in PDB, so how you get them smartass?.
And here the new word of deathway:
Code:
"Compiler order match source files order"
Deathway the "decompiler" (my god) :lol::lol::lol::lol:
Oh LOL, CONSTRUCTOR :lol::lol::lol::lol::lol:, thats the best of you in this day, thats a template you idiot, and every template included on files are recompiled again and again, and this is special, because its on the very begginning of the OBJ files.
Code:
xlocale:467. {_Ctype = _Lobj._Getctype(); }
However in non-template classes it use this one
Code:
$E60 >/. 55 PUSH EBP
00414351 |. 8BEC MOV EBP,ESP
00414353 |. 83EC 40 SUB ESP,40
00414356 |. 53 PUSH EBX
00414357 |. 56 PUSH ESI
00414358 |. 57 PUSH EDI
00414359 |. E8 9AD9FEFF CALL GameServ.00401CF8
0041435E |. E8 0D000000 CALL GameServ.$E59
00414363 |. 5F POP EDI
00414364 |. 5E POP ESI
00414365 |. 5B POP EBX
00414366 |. 8BE5 MOV ESP,EBP
00414368 |. 5D POP EBP
00414369 \. C3 RETN
0041436A CC INT3
0041436B CC INT3
0041436C CC INT3
0041436D CC INT3
0041436E CC INT3
0041436F CC INT3
$E59 >/$ 55 PUSH EBP
00414371 |. 8BEC MOV EBP,ESP
00414373 |. 83EC 40 SUB ESP,40
00414376 |. 53 PUSH EBX
00414377 |. 56 PUSH ESI
00414378 |. 57 PUSH EDI
00414379 |. 68 FD1C4000 PUSH GameServ.00401CFD ; /func = GameServ.00401CFD
0041437E |. E8 99211B00 CALL GameServ.atexit ; \atexit
00414383 |. 83C4 04 ADD ESP,4
00414386 |. 5F POP EDI
00414387 |. 5E POP ESI
00414388 |. 5B POP EBX
00414389 |. 8BE5 MOV ESP,EBP
0041438B |. 5D POP EBP
0041438C \. C3 RETN
This is on the very beginning of the OBJ files also
Folder names ARE on PDB, at least with the request compilation method, i told you a method. If not just oopen PDB with hex and search 'common'
Compiler just Compile one file at one time, Linker put them on the order, but the IDE pass the order to the linker, and the order is on .dsp file.
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Re: New Antihack System !
Quote:
Originally Posted by
Deathway
Oh LOL, CONSTRUCTOR :lol::lol::lol::lol::lol:, thats the best of you in this day, thats a template you idiot, and every template included on files are recompiled again and again, and this is special, because its on the very begginning of the OBJ files.
Code:
xlocale:467. {_Ctype = _Lobj._Getctype(); }
However in non-template classes it use this one
Code:
$E60 >/. 55 PUSH EBP
00414351 |. 8BEC MOV EBP,ESP
00414353 |. 83EC 40 SUB ESP,40
00414356 |. 53 PUSH EBX
00414357 |. 56 PUSH ESI
00414358 |. 57 PUSH EDI
00414359 |. E8 9AD9FEFF CALL GameServ.00401CF8
0041435E |. E8 0D000000 CALL GameServ.$E59
00414363 |. 5F POP EDI
00414364 |. 5E POP ESI
00414365 |. 5B POP EBX
00414366 |. 8BE5 MOV ESP,EBP
00414368 |. 5D POP EBP
00414369 \. C3 RETN
0041436A CC INT3
0041436B CC INT3
0041436C CC INT3
0041436D CC INT3
0041436E CC INT3
0041436F CC INT3
$E59 >/$ 55 PUSH EBP
00414371 |. 8BEC MOV EBP,ESP
00414373 |. 83EC 40 SUB ESP,40
00414376 |. 53 PUSH EBX
00414377 |. 56 PUSH ESI
00414378 |. 57 PUSH EDI
00414379 |. 68 FD1C4000 PUSH GameServ.00401CFD ; /func = GameServ.00401CFD
0041437E |. E8 99211B00 CALL GameServ.atexit ; \atexit
00414383 |. 83C4 04 ADD ESP,4
00414386 |. 5F POP EDI
00414387 |. 5E POP ESI
00414388 |. 5B POP EBX
00414389 |. 8BE5 MOV ESP,EBP
0041438B |. 5D POP EBP
0041438C \. C3 RETN
This is on the very beginning of the OBJ files also
Folder names ARE on PDB, at least with the request compilation method, i told you a method. If not just oopen PDB with hex and search 'common'
Compiler just Compile one file at one time, Linker put them on the order, but the IDE pass the order to the linker, and the order is on .dsp file.
1.- "Template" lol thats not the right word to use it idiot, "constructor" is how its called and not the C++ typecast constructor. We talking about compilers you idiot, get familiar with the therms...
2.- Folder names are not in PDB, they are chinnese folder name and they even translated doesnt match yours, by the very good reason that PDB display the GameServer project, and you include folders that are part of the 0.65.
3.- "Linker" put them in "order" priceless, linker work has a linker for the Import table and export table, and take the already pre compiled OBJ order and link them
4.- Is the main core compilator (ML on microsoft) that put read per file source code, and it doesnt nessesarie match the source files order (you a C++ coder should know it) since new compilers tend to put the vectored initialiser first of each OBJ and later the procedures.
5.- You talking with one of the helpers of a compilator idiot, search for JWasm (JWASM compiler).
And for complete your ignorance about compilers here a source code of a "Linker" fixes the Relocs (if you know whats that):
Code:
;///////////////////////////////////////////////////
;
;
; Mini Loop que fixea todos los relocs de un bloque
;
;
;///////////////////////////////////////////////////
.Repeat
;-----------------------------------------------------
;Checkeo si el type reloc es IMAGE_REL_BASED_HIGHLOW
;-----------------------------------------------------
mov edx, pBlockData
movzx ecx, word ptr [edx] ;Type Reloc
sar ecx, 0Ch ;Dejo el primer high bit como el ultimo low bit
.If (ecx == IMAGE_REL_BASED_HIGHLOW) ;Si el type es IMAGE_REL_BASED_HIGHLOW
;-------------------------------------------------------
;Obtengo el reloc offset del bloque
;Ultimo LowBit (TypeReloc) + pBlockReloc = Offset Reloc
;-------------------------------------------------------
movzx ecx, word ptr [edx] ;Type Reloc
and ecx, 0FFFh ;Dejo solamente el primer low bit
mov eax, pBlockReloc
mov eax, [eax + ecx] ;Reloc offset
;-----------------------------------------------------
;Offset Reloc + RealBase Address = Real Reloc Offset
;Y lo guardo de vuelta en el bloque fixeando el reloc
;-----------------------------------------------------
add eax, RealBaseAddr
push eax ;Real Reloc Offset
mov eax, pBlockReloc
pop [eax + ecx] ;Guardo el Real Reloc Offset en el bloque
;---------------------------------------------------------
;Checkeo si ya arreglamos todos los relocs de este bloque
;---------------------------------------------------------
.Endif
add RelocCounter, 1
add pBlockData, WORD ;+ SizeOf TypeReloc (WORD) para leer el reloc que viene
mov eax, RelocTotal
.Until (RelocCounter >= eax) ;Mini Loop hasta que los arreglemos todos los relocs
And RelocCounter, 0 ;Limpiamos para evitar bugs
I am not a lammer like you, i got my own JIT compiler, so you cant fool me...
If you want to prove your knowledge lets go to MASM32 forum and start this discussion in the discussion subforum, meaby we can get some good coders opinnion ^^.
Go to sleep lammer, you have no way to beat me with any of your lame excuses and examples, not even knowing how a PE work, or the work of a compiler. You are like light years away from my knowledge. You have no papers on any important forum (wait yes on exetools VIP hhahaha), you fight agaisnt a bullshit called GameGuard and for worst you just copy / paste a source code and add decompiled...
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Re: New Antihack System !
Lol, Jwasm isn't the same as microsoft c++ compiler,
That is a template function, not a constructor (OOP programing), constructor do have __thiscall calling convetion, not the showed above.
and as your point 3 says, it take a precompiled and fix relocs, yes it do take a precompiled obj, but that obj is a file withs string path is on dsp files enviroment, that's why it got an 'order'.
In fact the order can be destroyed by changin multithreading options, optimizations, enabling SSE2 instructions and allocating fixed custom data with static, and inline parameters.
I wouñld go sleep, but sun is rising, so got all the time to unproved your lame arguments
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Re: New Antihack System !
Quote:
Originally Posted by
Deathway
Lol, Jwasm isn't the same as microsoft c++ compiler,
That is a template function, not a constructor (OOP programing), constructor do have __thiscall calling convetion, not the showed above.
and as your point 3 says, it take a precompiled and fix relocs, yes it do take a precompiled obj, but that obj is a file withs string path is on dsp files enviroment, that's why it got an 'order'.
In fact the order can be destroyed by changin multithreading options, optimizations, enabling SSE2 instructions and allocating fixed custom data with static, and inline parameters.
I wouñld go sleep, but sun is rising, so got all the time to unproved your lame arguments
1.- JWASM follows the same syntax has ML (microsoft) is in fact most like a copy / paste from old MASM compiler, so you wrong (it just optimised and improved, but the same logic of compilation follows microsoft).
2.- You cant get the .dsp file from PDB or EXE...
3.- After linker ends, the .dsp file is erased automatic (on C++ compilers too), so you got the .dsp file?
4.- Folder names some of them you include in your source doesnt belong to GameServer project, in fact some of them you can find them in 0.65 source in the part of JoinServer coding, since WZ uses this folder name called "common" how you find it?.
5.- Why you include documents that are present in 0.65 about packets in your relased? but with the differences that say 0.99.60T?...
Quote:
In fact the order can be destroyed by changin multithreading options, optimizations, enabling SSE2 instructions and allocating fixed custom data with static, and inline parameters.
That is the stupid shit you ever, say, multithread options are enabled by the source code you made, compiler have no recognisition on this (and there are no options for a compiler improve a soft that is multithread).
Optimisation are done by compiler by reading opcode, most of compilers now today uses the "LEA REG32, SCALAR" optimisation, and no optimisation breaks the "order"
Finally the best of best... SSE2 options are allowed in compiler by specifing the version CPU youll work, in now days compiler its done by default or by command line, but on MASM (ML microsoft) or JWASM, you can input it manually on source code and would never break the order.
Why? simple caused compiler doesnt give a shit about the set of instruction, so SSE4 should break the order too? :w00t:
Anymore information you want to share mr. Decompiler?
I think you are running out of arguments and i am running out of boring by answer your "knowledge" when you havent even do a compiler. They all work in the same way...
What you can do is go to bed, keep on university and try to make a real decompilation. Also i can teach you how to make a compiler or teach you some info about PE for do a JIT compiler.
I gotta go now caused i have a project to develop, but no worry i done my job by proving you just no more than fake lamer.
Now its up to public to believe you or dont, but has i told you, i talk with some of your "decompilation" partners and got a nice surprise... :lol::lol:
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Re: New Antihack System !
Responding to your points.
2 and 3.- dsp file isn't deleted, nor is on the PDB, but is created for any project. Is the file that contains all the files included inthe project, take look on the SOURCE folder, theis a GameServer.dsp, if you open with an text editor, you will find all the files and headers of the project, in 'order', and is Read Onlyy because IDE use to rewrite it on every compilation, so to prevent the changes of this order are on 'read nly'.
4.- common folder was found by viewing PDB file, how many times do i need to repeat that. Go olly click 'View' on Menu and click 'View Source Files', there is a list of all the cpp files compiled with its corresponding paths, and of course there is a common folder for the zzzitem.cpp (along with other like MyWinsockBase)
It Do belong to GameServer Project. If it wasn't, it wouldn't appear, like CSimpleModulus class, or CCSauth2 class.
5.- Wow, a big probe, it was an incomplete documentation that i was mading but I discontinued when Pentium suggest me to use a better PDB dump. so it won't be necessary, and rewriting all the documention would be useless, since most of packets didn't changed
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1 Attachment(s)
Re: New Antihack System !
Quote:
Originally Posted by
Deathway
Responding to your points.
2 and 3.- dsp file isn't deleted, nor is on the PDB, but is created for any project. Is the file that contains all the files included inthe project, take look on the SOURCE folder, theis a GameServer.dsp, if you open with an text editor, you will find all the files and headers of the project, in 'order', and is Read Onlyy because IDE use to rewrite it on every compilation, so to prevent the changes of this order are on 'read nly'.
4.- common folder was found by viewing PDB file, how many times do i need to repeat that. Go olly click 'View' on Menu and click 'View Source Files', there is a list of all the cpp files compiled with its corresponding paths, and of course there is a common folder for the zzzitem.cpp (along with other like MyWinsockBase)
It Do belong to GameServer Project. If it wasn't, it wouldn't appear, like CSimpleModulus class, or CCSauth2 class.
5.- Wow, a big probe, it was an incomplete documentation that i was mading but I discontinued when Pentium suggest me to use a better PDB dump. so it won't be necessary, and rewriting all the documention would be useless, since most of packets didn't changed
1.- So you found the .dsp file?, any other shit you want to share with public?
2.- Lol i watch with olly and olly sucks for view PDB is not complete, IDA works better and there is no common folder, for the last time, also no include folder, just chinnese folders...
3.- Imcomplete Undocumented, come on, JWASM is source code free, and GNU compiler is too (most advanced compiler) compiler will never break the order for some SSE2 set instruction, multithread, etc. (And will never change PDB format idiot)
And the documentation is the same has the 0.65, you dont even bother to change the author name, how lame is that, you post the document called LOGIN.txt and got WZ team leader project name. My god...
Anyway i am out of here, but take a look to my attachment ^^
Kilsup, Song DD/MM/YY
Javier dedicate yourself to another shit, you really have no clue about what you talk, you only do it caused this is MUOnline, but this bullshit can work you here, or in exetools lame forum, but on MASM32 they wont work i bet ya...
Out of here and good work letting that LOGIN document on the release, you really are a sinic bastard.
READ ATTACHMENT
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Re: New Antihack System !
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Re: New Antihack System !
ohhhhhhh ppls =))) i think better if this fight are stop xD and u help Sunlove to make a good free anticheat xD
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Re: New Antihack System !
Quote:
Originally Posted by
Kirgston
ohhhhhhh ppls =))) i think better if this fight are stop xD and u help Sunlove to make a good free anticheat xD
I always fight for the truth i think i got cleared all the "Decompilation" lie with the last attachment of WZ document inside deathway released.
So fight is over for me, i want a community build in base of truth and not lies, this happen before with codeus team and the "emulator", and i also fight till i got banned and i could prove that such emulator never existed just WZ original files.
I can help making a free anticheat i just need the guy that wants to make one, SunLove doesnt have time.
Meaby i will help mauka if he continues his anti cheat project.
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Re: New Antihack System !
I work on my own anticheat whit memory dump and window class/caption method...only need make main hidding or detect hidding process for a make a nice anticheat... cuz i have a server, and i add cheats every days... ^^
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Re: New Antihack System !
Quote:
Originally Posted by
Mulegend
I work on my own anticheat whit memory dump and window class/caption method...only need make main hidding or detect hidding process for a make a nice anticheat... cuz i have a server, and i add cheats every days... ^^
Meaby i could assemble some library for Anti cheat developers in ASM for speed and better detection. Library compatible for C++, Delphi, etc, and do an official thread for all C++ coders of this community so you can guys work all together in the same project, in the same thread.
I will try to do one without exposing my own anti cheat wich is for my company. Sounds a good idea...
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Re: New Antihack System !
The best form is hidding main from all cheats, maybe in ASM is to simple..that c++ src, i have problem whit ddk libraries for this...if u help whit that i can post my anticheat or work whit another ppl to make it better..
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Re: New Antihack System !
Quote:
Originally Posted by
Mulegend
The best form is hidding main from all cheats, maybe in ASM is to simple..that c++ src, i have problem whit ddk libraries for this...if u help whit that i can post my anticheat or work whit another ppl to make it better..
I cant promise a good detection method (not heuristic) since 2 different heuristic detection method on my anti cheat.
I can do a library for detect via signature + math probability (something i havent seen in this community anti cheats).
Also can add some simple protections for the anti cheat, like anti API hooking, some virtualized fuctions, etc.
But i will add just basic things, i cant afford to reveal anything that my anti cheat got.
Ill start a thread for this tomorrow and do a quick library, so you and other coders can build a decent anti cheat for community based on source code free.
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Re: New Antihack System !
LOL, the document was relased time ago, if you gave a document that wasn't released with any other package and is inside my decompilation, then I will take it as a probe. Now Look the pic, i don't even need a debugger, just a simple text editor to look the 'common' folder
http://img337.imageshack.us/img337/5454/pdbdump4.jpg
Uploaded with ImageShack.us
So there is folder on PDB :lol:
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Re: New Antihack System !
Quote:
Originally Posted by
Mulegend
I work on my own anticheat whit memory dump and window class/caption method...only need make main hidding or detect hidding process for a make a nice anticheat... cuz i have a server, and i add cheats every days... ^^
sorry but this is stupid method... year ago i post full sources of my launcher with anti-hack and anti-bug. They include window caption and class method... through i can hack my anti-hack i post all of them and going to make better... this is a very stupid idea to scan all memmory and window\clases... but good luck =)
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Re: New Antihack System !
Quote:
Originally Posted by
Deathway
LOL, the document was relased time ago, if you gave a document that wasn't released with any other package and is inside my decompilation, then I will take it as a probe. Now Look the pic, i don't even need a debugger, just a simple text editor to look the 'common' folder
http://img337.imageshack.us/img337/5454/pdbdump4.jpg
Uploaded with
ImageShack.us
So there is folder on PDB :lol:
So you can find too the folder SimpleModulus?
And that documents where not released time ago, lol you where the only one that released, they are fresh from 2007, ironic the same date you put for your decompilation :lol::lol: