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DEScipe.net > MMOFPS's > Soldier Front > Soldier Front Cheats % t" `4 x# n/ Z ~) J; Q! z# t% } How to make a wallhack and how to hook your wallhack! , j9 t+ c7 ]4 q9 J5 G5 y: X$ G7 l Welcome, shane007. ! j$ q8 k, E$ _+ QYou last visited: Today at 03:55 " \ v! s) l5 r0 a% p& w
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How to make a wallhack and how to hook your wallhack!0 s5 G8 |: l0 `; P0 x
This is a discussion on How to make a wallhack and how to hook your wallhack! within the Soldier Front Cheats forum part of the Soldier Front category; I will be showing you how to make a detected wallhack and then hook it for it to be undetected. ... ! [9 t" I) t- g& X. U; s9 H- s$ m5 Z+ i) x2 Q+ e0 E
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1 o3 r; x. A [/ {( B 05-02-2009, 20:49 #1 1 G- k, P& x- E; V
killax9 # D& P: w5 K. T+ w \) @( v. DPunk) H3 w% s' Z- P+ S1 }! b& o/ j
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6 d6 `9 i' \ b5 i 6 [. T- G; n% I1 f 1 S1 O+ U8 L) v. |* O3 rJoin Date: Jan 2008 ) p" H1 X$ b' `& N/ H( XCredits: 2,701 [Donate] - W! P$ O" i. g, C
Posts: 103 7 `2 t2 f. j% \Thanks: 10: @) L: K6 O2 f
Thanked 48 Times in 25 Posts How to make a wallhack and how to hook your wallhack! 3 F5 @: C( S/ U
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I will be showing you how to make a detected wallhack and then hook it for it to be undetected.7 j& d9 I5 }" ]$ J" v4 o
Possible Undetected Methods: # g- G3 ~ R/ o( H! S1)F5,F6 original this was put into place cuz GG only scanned for wallhack once,until you joined a room.so basically hook a unscanned function then once in game hook d3d.; W; X9 h5 W8 m" H, O& y F
2)another way **** it hack GG.2 [$ v# f' G# y) m5 C" G
3)breakpoint hooking;doesnt change memory... well changes debug registers. 1 V! U# W) k3 c' Y. d8 F4)code cave the hook int3->Jmp then in the code cave->Jmp(detour)d3d functions ->jmp back to original flow ;Hook hopin7 u- l0 L# q( f( t0 i& m. j
& ]& C/ {6 X5 [7 W8 ?. I' }7 `Vtable: $ f* y9 }. t" N9 N) ]it wont work for vista its not a vtable hook =) % \/ q, y8 p" f$ h! q( |( `! j. M/ J: E; r
the reason why my older version worked was cuz it hooked , p @! l: f# r0 `4 B' f
Createdevice->pointers to the functions % L+ C8 {' `4 s# h# B, S3 ?; x6 o
kinda like a class or a struct.- ]1 D1 V+ ?$ c: |4 B C7 e
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4 F8 E4 X) s) v6 V( O W3 J- W/ Sand GG scans createdevice right off the back and the only way u can hook it is a few ways {DETECTED}either when d3d8.dll loaded in....{Undetected}or reversing to internal call inside the game[0x00000] pointer. ; Z! p# Y% f) o3 ^3 A# b1 j4 m4 ~- G4 y5 W
3rd maybe- some games recreate the device when a map loads...like BF1942. ! q! P8 ^( p. m/ k }* Q7 T4 t0 j + [7 o& P) f$ {/ k9 c4 H8 S6 BThings needed to do this:2 ?4 q8 u2 n2 E) B: }
1. Microsoft Visual C++ 2008 : Z8 ?( p/ b: N. z! Y8 |7 p" C2. DirectX_SDK_(Summer 2004), S4 |/ p" ?( \' U2 t& V
3. D3d_hooks - E' {7 t# J, E4. IndirectX # h4 }( d0 u/ d" B* KI HAVE ATTACHED ALL OF THESE FILES AT THE BOTTEM% ~* v; A3 Z. U. B% v% c3 R9 W
" Q/ j7 B; C P+ l9 Q4 k& G; cNow most of you don't know how to compile a wallhack so watch this video and you will compile with no errors:' f/ I5 @2 D- ? t. U
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YouTube - How to Compile WallHack [Tutorial] 7 d4 e- o0 e* G* i# ? # }1 U7 q4 X% I# ?7 ] y, u$ S6 s' e
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Detected Source Code: 5 Q! b. v+ v9 J6 x- {9 |; G% M5 R6 Z8 ^1 l! s& v! m1 ~
#include <windows.h>9 ]$ p! y) [3 y# G' n; P6 I- x
#include <detours.h> 3 t( f$ M6 w3 m) [#include <d3d8.h>1 x* y) B* ~& C' C1 b
#include <d3dx8.h># d, a& o1 D$ T5 ~9 v M
#include "log.h" ' Y, ?/ |) {3 V, [#include <fstream>' M$ U4 ~! `) m: a
#include <iostream> ; n$ V+ h2 q; s5 Q: ~ P6 H7 ^& {#pragma comment(lib, "d3dx8.lib") 4 ~' L% M2 X a) R" T" b#pragma comment(lib, "d3d8.lib") 4 e3 R! y& u7 c7 c# ]' Musing namespace std;6 f: l3 p0 A, N$ I
static DWORD dwBeginScene = 0x6D9D9250; 4 b; z0 p9 r) ^" }static DWORD dwEndScene = 0x6d9d93a0; 5 B9 ]8 d) {! n9 T4 o* Pstatic DWORD dwDrawIndexedPrimitive = 0x6d9d73a0; ) @# Y2 v2 _) }' ]static DWORD dwSetStreamSource = 0x6d9d6760;5 I8 w7 x9 i/ s$ p, q) \; u
static DWORD dwSetViewport = 0x6d9d5b90 ; ) q, J& T: c0 v0 R8 U8 V$ D$ W X$ K# L) E5 b
- ?7 y9 W, d* z/ {int m_Stride; m% W4 m) U) ^( f2 ]
int texnum;$ G# D: t! ^6 v
int nNumVertices; - j# a- x3 ]! w. w% x0 Uint nPrimitiveCount; # G( p' _% P! G. E) p8 N * V6 j+ T: d: ]LPDIRECT3DTEXTURE8 Red,Yellow,Green,Blue,Purple,Pink,Orange; 1 g7 H0 r0 m* e; z1 ~bool Color = true; : ~/ b; x o( |8 F: gbool Logger = false;, Y. H; u# T' ]3 S2 A! e. q6 _
ofstream ofile; 8 \/ o+ T3 j+ j5 q. p/ `char dlldir[320]; 2 ~, Z0 ?4 m3 nfloat ScreenCenterX = 0.0f; ' ^' O- L6 r% Tfloat ScreenCenterY = 0.0f; s; ]5 a" u- J+ G; q* t/ [
bool xhair = false;9 M/ h) Y( e3 c) K6 y+ B3 C" j
bool WallHack = false; 6 w. e+ S- B% W# @3 i# T% i
bool WallHack2 = false; , `; ], B! O& H3 D& Q0 lHANDLE hand1 =NULL; & a$ h4 Z8 X1 e' |; G& F$ K! {HANDLE hand2 =NULL;! X$ `4 x6 u3 i& G" z3 B5 n
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DWORD bytes;$ W: L4 r/ }- o- r1 i8 R; J. q
- s& G- t+ d1 t' ^ G//Logger & n) f% ^! L* {! r6 fint texarray[1000]; " s- B. \+ M. _% r
int arraycounter; 3 A, j, X( x0 g) y$ l$ Vint delarray[500]; 1 z e5 p) A- G7 d1 d& aint dcount; , ~: Q6 V3 O/ S$ t5 W9 h
unsigned int arrc; 6 v' T6 I ]$ l; b, p" z4 A: L' dint i=0;( D( }. ~" B) |- p {! b
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D3DCOLOR redt = D3DCOLOR_XRGB( 255, 0, 0 ); 7 s& N2 w2 {, N6 S ; A. S- x* [& Y# Y ' M+ R2 C. F0 P% \ f/ z. A! ~char *GetDirectoryFile(char *filename) ; @7 g) m1 B) @5 i. @$ h+ K& Z{ ' L+ a7 Y& V9 y7 t- Ystatic char path[320];2 y' f+ G- T, W% m; q$ z
strcpy(path, dlldir); # S8 g& V. Y$ a6 tstrcat(path, filename); , S3 m) h+ j! a" y0 Wreturn path; % w% E' [9 p$ n# \}- p3 H# v5 W0 h0 F- W& J4 |- {
+ X @" {% D1 hvoid __cdecl add_log (const char *fmt, ...)+ p; n5 S5 L6 J# E% v
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if(ofile != NULL)4 t- r- P, b' a( S
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if(!fmt) { return; }8 H: ~0 v; o* w/ L
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va_list va_alist;0 \0 E( R$ Z+ i9 y# A
char logbuf[256] = {0};% {+ C! U( V; r/ s4 w
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va_start (va_alist, fmt);; \3 V9 Z( Y9 l1 v" ^) J
_vsnprintf (logbuf+strlen(logbuf), sizeof(logbuf) - strlen(logbuf), fmt, va_alist); - `7 }, d4 |+ q- `( s1 h2 cva_end (va_alist); ) C4 K) E4 [+ t$ U + r7 s% a( q! {3 g- jofile << logbuf << endl; 0 n0 I7 w* D# L- z! M7 n u- X} ) W6 r1 }+ U" J, o& n+ p9 l$ k} & K& g. R$ z+ G( n% M. E- J7 n1 X! J$ k+ s
HRESULT GenerateTexture(IDirect3DDevice8 *pD3Ddev, IDirect3DTexture8 **ppD3Dtex, DWORD colour32) 6 l4 X) x( D4 i. y, U% Y{ 1 D/ l% I+ r Mif( FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex)) ) - o2 @; R K8 w( }) rreturn E_FAIL; " q' K; ~- v- M) L; ^) v# V 0 U7 O9 S: o! r/ w/ eWORD colour16 = ((WORD)((colour32>>28)&0xF)<<12) % Q/ U" Z6 a( ?& s|(WORD)(((colour32>>20)&0xF)<<8) 7 R* `: N7 k, o: h" {7 u3 k1 Q|(WORD)(((colour32>>12)&0xF)<<4)+ q ^+ d# X9 q$ W, D# c
|(WORD)(((colour32>>4)&0xF)<<0); 2 [0 y5 T5 r/ a0 ~5 Y2 K0 @% u9 w4 q& u5 x" i7 S5 E/ c
D3DLOCKED_RECT d3dlr; $ M3 v" i2 L3 T(*ppD3Dtex)->LockRect(0, &d3dlr, 0, 0);' P6 d; D' {8 ?5 s) }
WORD *pDst16 = (WORD*)d3dlr.pBits; ( E. P9 s2 ?$ N* g) i! v H' [/ K2 Y. j7 C
for(int xy=0; xy < 8*8; xy++)) S5 n, h# J7 [6 [0 _# U( y# h5 W
*pDst16++ = colour16;! u6 V Q7 h$ p9 W- p. K" [
: B _8 w" @/ j(*ppD3Dtex)->UnlockRect(0); 4 ^! J; u- B# t0 n. |+ b5 @5 I2 e0 Z3 J# \3 I, p( b e1 k
return S_OK; & m1 W5 ^/ b# Q& p}7 A6 F' h/ }2 u8 y1 m4 h
- z3 s8 }& e! }0 L0 GLog.h (The header File): / v# L, b! f( |* ~4 e7 u ! Q9 Y- ~! }) g0 |7 A' n#define WIN32_LEAN_AND_MEAN `* o) f" N- k5 s+ @& H
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#ifndef _MAIN_H8 t( B4 I8 J% Q3 ]2 w0 t
#define _MAIN_H * E4 E) F, | A" Q3 G3 g$ s8 `" D7 O, C. i( D2 ?$ O2 A9 i! c
char *GetDirectoryFile(char *filename);( [- y. L Y# O% B" k
void __cdecl add_log (const char * fmt, ...);4 n- \5 k- I6 F; E1 t$ S( t6 [
#endif 9 w; K4 T9 ^# U" S! x/ o" y$ I ( w4 y- W% m" HNow after you have built your wallhack you will be able 2 find it in :5 n. [* y% L( w" \" u
C:\Users\Your Name\Documents\Visual Studio 2008\Projects\Wallhack\debug (something like that) , r/ i+ L9 \$ w8 Z1 k* a7 n) {4 ^/ Z" i) m! R5 c; ?' _6 A
Now I will show you how to make your wallhack undetected:) v/ v; S4 k& o' Y7 w/ ]
1. Download D3d hooks) k" R$ \2 k: }9 z
2. Open the file that says "create device code made by me.h"8 h# e# q" y4 N4 P
3. You will need to make another header file in your project and then put name it create device and paste that code it./ o, a6 H+ T w4 Z% Y5 e& j" c
4. Your wallhack is now undetected./ O; N5 z$ M) v1 n: S/ t
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Credits:: t" f/ _7 ]" S) i0 f+ P
1. ME FOR THE TUTURIAL ' c: R" G4 O0 p1 _2. THE1FEAR FOR THE VIDEO ON HOW TO COMPILE THE SOURCE CODE; P; J* e0 E' N# `' E/ s- h, h/ l5 G3 g
3. FATBOY88 FOR THE SOURCE CODE 6 [0 B4 W1 W+ d% T: q* ^4 D4. THE INDIRECTX I JUST FOUND :P; c8 U: g+ }- D6 h4 B
8 y3 e% ]2 y( S( yAttachments:3 w( a! k! Z2 I6 R0 n. K' x
D3d_hooks: http://www.mediafire.com/?qzz0gwdjvj5 ( x ]) Y% @- l4 G9 f9 f! PIndirectX: http://www.mediafire.com/?gimzgmeny114 O+ H5 Y" V) ?3 w
Microsoft Visual C++ 2008: http://www.mediafire.com/?vmyjjnk1qj5 ! s+ \8 h+ W+ C& ~SEARCH THE LAST ONE UP6 v" C* H9 `2 X U& @- F3 g8 N
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<---------- WALLHACKED作者: XYZ 时间: 2009-5-26 11:46
想请教一下,这个代理研究是什么概念?作者: shane007 时间: 2009-5-26 17:13
把对DirectX 相关的函数调用都转发到我们自己的函数上,这就叫代理。3 O* _; n/ P+ _) F' r
主要用来对付众多的图片字库游戏。同时要结合图像识别技术来运用。 ; o# q. E v% R这是我想出来的新技术,一旦研究出来,就可以实现不少图片字库游戏的汉化,这个技术有一定的通用性。" {% i# F& n( u
有个帖子,简单的说了一下,以后还会有大量资料放出来的。5 z" q, W( o7 b1 I% P- e https://www.chinaavg.com/read.php?tid=17190