Author Topic: I Programmed a BF4 Hack  (Read 3875 times)

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Offline Matriplex

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Re: I Programmed a BF4 Hack
« Reply #15 on: February 27, 2015, 06:29:19 am »
Dammit... sorry guys I didn't check it. For those screaming about this, I'm not releasing the hack, period. There are plenty of other public ones out there anyways.
Mordred, Deque, sure I'll upload the memory lib code. I did it in C# because I thought it would be a nice deviation from the usual C++ hacks. I had to learn more because I couldn't just use readprocessmemory. Stuff like writing bytes got.. interesting. I realized I had a bug where I'd overwrite 1 or 2 bytes further (can't remember which) because of the buffer C# returns with the Convert.ToByte method. Lots of frustration stemmed from that until I figured it out.

I'll upload the code tomorrow night, it's almost 1 am here and I have school tomorrow.
« Last Edit: February 27, 2015, 06:30:07 am by Matriplex »
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Offline Mordred

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Re: I Programmed a BF4 Hack
« Reply #16 on: February 27, 2015, 10:11:27 am »
That's great Matriplex :). C# huh? I'm even more interested in it now that you mention it's not done with C++ :D.
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Offline Darkvision

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Re: I Programmed a BF4 Hack
« Reply #17 on: April 17, 2015, 06:33:52 pm »
so you can see through walls because you c sharp?

i know its bad. sorry i had too. Anyway figured id point out one of the other advantages to not releasing. Which is that it automatically becomes harder to detect, or from a business standpoint, more expensive to detect. Which is why for the major games(like WoW) farms pay VERY good money for private bots/hacks, because their operations have less down time then using a public hack. Anyway speaking of detection and aimbots, these next few years should have some interesting developments because i think we are going to start seeing auto detect for walls/aimbots built into the new(er) AAA FPSes. Especially considering their is already some half decent public detection scripts available for some of the larger ones for admins to load to their own server. Which just means that they(you :P) will have to figure out how to make your hack undetectable visually.
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Offline fafafefefofo0

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Re: I Programmed a BF4 Hack
« Reply #18 on: April 21, 2015, 07:03:32 am »
Sorry for being a noob here. But how the hell did you get the information by reversing it? I tried reversing a simple building game and it was 20,000,000+(decimal, not hex) lines of code. Was there somehow a way to jump to the more interesting code?

Offline cr4zi8

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Re: I Programmed a BF4 Hack
« Reply #19 on: May 15, 2015, 05:42:14 pm »
Yo Matriplex I completely missed this I had been thinking that there was not much game hacking on this forum but great job, will definitely check it out.

Offline Stackprotector

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Re: I Programmed a BF4 Hack
« Reply #20 on: May 15, 2015, 05:57:32 pm »
Sorry for being a noob here. But how the hell did you get the information by reversing it? I tried reversing a simple building game and it was 20,000,000+(decimal, not hex) lines of code. Was there somehow a way to jump to the more interesting code?
There are various techniques. You can for example find interesting variables in memory and then look at what code accesses it.
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Offline Matriplex

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Re: I Programmed a BF4 Hack
« Reply #21 on: May 20, 2015, 03:51:50 am »
Sorry for being a noob here. But how the hell did you get the information by reversing it? I tried reversing a simple building game and it was 20,000,000+(decimal, not hex) lines of code. Was there somehow a way to jump to the more interesting code?

Well when I start reversing a game I look for a basic value in cheat engine. Take health for example.. Do a search for it in CE and do your everyday change, search again, change, search again technique. Then look for accessors of that point in memory. Say you find this accesses it:

Code: [Select]
mov r11, [eax+10h]

Well, obviously the last offset is 0x10. You then search for whatever eax is at that point in time (debug/breakpoint it) and do a search for it, dereferencing. Then check what accesses that. You build a whole pointer list up until you reach a static address, and then you know that's probably the base address of the game if it's something like health/money. For more complicated things you can dump the game and inspect it in IDA, and reverse the data structures and virtuals from there looking at the virtual tables and stuffs. It takes time to learn.

I'm going to upload all the code for my hack at some point. Maybe during the summer. I'll exclude the SDK.
Or I may just upload the memory lib. Don't have much time on my hands right now, AP tests are killing me.

I'm still working on this project. I've added a bunch of shit, including teleportation and pseudo flying. Calling some virtuals for raycasting using a stub because it's an external hack. I also have a 3D radar view (top down, renders basic player models in wiremesh I made) using some directx trickery. Fun stuff :)

Which just means that they(you :P) will have to figure out how to make your hack undetectable visually.

Well there's a reason I render everything on an external overlay ;)
On a little chams test I was doing using some code I found online, I had to create a simple internal hack (dll injection) to render the chams correctly ingame. Since it's an ingame rendering thing I had to hook into the anti cheat screenshot method to send a black screenshot. The anti-cheat doesn't do anything about black screenshots because they can be caused by bad drivers, so that's one method if you're using engine rendering.
« Last Edit: May 20, 2015, 04:08:18 am by Matriplex »
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Offline Mordred

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Re: I Programmed a BF4 Hack
« Reply #22 on: November 13, 2015, 01:35:36 pm »
Sorry for the necro, but I still wanna see as much of the source of this as you are willing to release Matriplex!

Any chance for an update? :)
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Offline Matangub

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Re: I Programmed a BF4 Hack
« Reply #23 on: February 01, 2016, 06:15:25 pm »
lol awesome. Well done buddy.