• Scheduled Server Maintenance | Friday 6 November

    Our hardware provider has scheduled RAM maintenance to address the recent server instability. Work is expected by 17:00 Central European time.

    Brief downtime or interruptions may occur while the faulty memory modules are replaced. We apologise for the recent disruption and appreciate your patience.


    Special thanks to our sponsor, HyperFilter!

    We keep our community safe. They keep our servers safe. Running your own game servers? Keep them protected with HyperFilter.

Q-protect version 4

Alright it only had speed hacks blocked.
And cheat engine 6.1 is what i used to test speed hacks with ...

"CheatEngine Speed hack wont work at all. -> Cheatengine crash"

Addres scanning in Flyff is pretty much useless lol.
But i will try blocking that too...

She means cheat engine x64. Address scanning is not useless, I can spawn items on eFlyff(along with a full packet editor) thanks to being able to use memory scanning of cheat engine x64.

Remember, any experienced windows hacker can tear apart something like gameguard in a couple hours. You're best off with obfuscation and cutting off easy access points for hackers.
 
She means cheat engine x64. Address scanning is not useless, I can spawn items on eFlyff(along with a full packet editor) thanks to being able to use memory scanning of cheat engine x64.

Remember, any experienced windows hacker can tear apart something like gameguard in a couple hours. You're best off with obfuscation and cutting off easy access points for hackers.

WTF. :ehh:
 
She means cheat engine x64. Address scanning is not useless, I can spawn items on eFlyff(along with a full packet editor) thanks to being able to use memory scanning of cheat engine x64.

Remember, any experienced windows hacker can tear apart something like gameguard in a couple hours. You're best off with obfuscation and cutting off easy access points for hackers.
Alright then I will try blocking it.
Most packet editor shouldn't be working anymore.(The released ones).
Lol I'm kinda curious how you do that :/
 
She means cheat engine x64. Address scanning is not useless, I can spawn items on eFlyff(along with a full packet editor) thanks to being able to use memory scanning of cheat engine x64.

Remember, any experienced windows hacker can tear apart something like gameguard in a couple hours. You're best off with obfuscation and cutting off easy access points for hackers.

Wow, is that true? :?:
 
Alright then I will try blocking it.
Most packet editor shouldn't be working anymore.(The released ones).
Lol I'm kinda curious how you do that :/

Basically I detoured the CClientSock::Send() function after I found the pointer to the function in memory. Of course, Gameguard interfered when I detoured a function within neuz's address space. However, Gameguard uses mostly x86 winapi calls, so it was quite simple to detour the memory modification checks it used.

Once I had CClientSock::Send() detoured, it was all too simple to exploit eFlyff's lax serversided security. I also have a few other holes in their security that may be useful in the future.

Now, if Gameguard was a proper antihack that actually blocked x64 kernel calls, it still would've been simple to defeat once you were able to get the client to run in a VM. Clientsided security is only meant to stop kids from messing around with the client.
 
Basically I detoured the CClientSock::Send() function after I found the pointer to the function in memory. Of course, Gameguard interfered when I detoured a function within neuz's address space. However, Gameguard uses mostly x86 winapi calls, so it was quite simple to detour the memory modification checks it used.

Once I had CClientSock::Send() detoured, it was all too simple to exploit eFlyff's lax serversided security. I also have a few other holes in their security that may be useful in the future.

Now, if Gameguard was a proper antihack that actually blocked x64 kernel calls, it still would've been simple to defeat once you were able to get the client to run in a VM. Clientsided security is only meant to stop kids from messing around with the client.

Nice! By the way, I have some question about xor guard. It's really blocked the memory modification or what..? 'Cause I tried to modify the old version of CE x86 version, speedhack was works. :?:
 
Basically I detoured the CClientSock::Send() function after I found the pointer to the function in memory. Of course, Gameguard interfered when I detoured a function within neuz's address space. However, Gameguard uses mostly x86 winapi calls, so it was quite simple to detour the memory modification checks it used.

Once I had CClientSock::Send() detoured, it was all too simple to exploit eFlyff's lax serversided security. I also have a few other holes in their security that may be useful in the future.

Now, if Gameguard was a proper antihack that actually blocked x64 kernel calls, it still would've been simple to defeat once you were able to get the client to run in a VM. Clientsided security is only meant to stop kids from messing around with the client.

lethal = smart and alot of time on his hands to figure that out all that out
 
Nice! By the way, I have some question about xor guard. It's really blocked the memory modification or what..? 'Cause I tried to modify the old version of CE x86 version, speedhack was works. :?:

XorGuard isn't complete yet, I'm still trying to find an easy way to detour x64/ia64 functions without MS Detours. I'm also going to add a speed checker that checks the cpu clockspeed to gauge the time. However, it does fully encrypt all packets with a CBC routine.
 
Ontopic : Nice one, this inspire me more to learn about routines lol.
Offtopic : Lethal , Adler + XorNet + rest of team = FTW .
 
Back