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Home › Forum › Programming › C++/C Programming › Getting Started With Wall Hack

Getting Started With Wall Hack

Posts 1–5 of 5 · Page 1 of 1
WA
Watru
Getting Started With Wall Hack
Hello everyone i have been looking at some tutorials on how to make hacks.
And while it is many tutorials its not many tutorials on the plain basics.

Atleast not what i have found i was hoping sombody can answer a few qustions for me.
What is the basics for making a wallhack?
Can anyone give me a quik step by step.

Not asking for code just the basic process of making it a "How to?" sorta thing.
Ore if someone can direct me to a post where this is allready done.

How do i find a character object that is in the game files?
How do i edit the existing code to do my evil biding?
How do i make the character lets say blue.

Do you find spesefic game related code ore do you use the grapics libs that the game is runing ore both?

I know that some of you may say tat your answer is on google but i cant find it.
So please help me get started in the basics of making a wallhack.

Some function calls whode be great also so i can look up on MSDN ore some other place.

Any help is greatly appreciated.
Cheers
#1 · edited 14y ago · 14y ago
KI
kibbles18
1. use pattern scanning to find vtable of d3d9 device methods.
2. install a vtable hook (or other hook depending on how you want)
3. use a stride/numverts/primcount logger and find the strides, numverts, and or primitives of the players to be wallhacked.
4. in your hooked drawindexedprimitive, set a conditional so that if the stride etc. is equal to a player stride etc. found in step 3 then turn zbuffer off.
#2 · 14y ago
WA
Watru
Thanks for your reply.
Do you think you can be a bit more details on how you go about doing this in practice.
Thanks again.
#3 · 14y ago
KI
kibbles18
these 3 functions will get your vtable for a d3d9 game, which allows you to hook the functions neccesary for a wallhack and other d3d hacks.
Code:
BOOL bCompare(const BYTE* pData, const BYTE* bMask, const char* szMask)
{
	for(;*szMask;++szMask,++pData,++bMask)
		if(*szMask=='x' && *pData!=*bMask) 
			return false;
	return (*szMask) == NULL;
}

DWORD ScanPattern(DWORD dwAddress, DWORD dwLen, BYTE *bMask, char *szMask)
{
	for(DWORD i=0; i < dwLen; i++)
		if( bCompare((BYTE*)(dwAddress+i),bMask,szMask))
			return (DWORD)(dwAddress+i);
	return 0;
}

DWORD *GetVirtualTable(DWORD base, DWORD len)
{
	DWORD* pTable = NULL;        
	DWORD device = ScanPattern(base, len, (PBYTE)"\xC7\x06\x00\x00\x00\x00\x89\x86\x00\x00\x00\x00\x89\x86", "xx????xx????xx");
	if ( device != 0 )
		pTable = *(DWORD**)(device + 2);
	return pTable;
}
use as so:
Code:
DWORD* vTable = GetVirtualTable(d3d9handle, 0x1280000);
d3d9handle is a DWORD found by getting the module handle of d3d9.dll and casting it as a DWORD.
Then we hook the d3d9m vtable functions 42 and 82, EndScene and DrawIndexPrimitive respectively.
#4 · 14y ago
WA
Watru
Thank you so mutch this is great gives me somthing to study.
Greatly aprichiated thanks kibbles18.
Cheers
#5 · 14y ago
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