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Type: Trainer engine
Language: MASM32
Author: Remizov Mikhail aka keng

1. What is it?

A trainer is a small program designed to change another program's memory to gain any new functionality to the program.
In most cases it is used in videogames to be able to cheat and to beat the game easily than it is standarted by the
game's authors.

The overall technique is called "gamehacking", which means that hack's author will need to find out what exactly 
memory locations should he change - memory addresses, code locations etc., then compile the trainer using this
source code and get all these functions in a small program, which don't need any more instruments, such as
memory finders, debuggers, disassemblers etc.

2. How to compile the source?

Before the actual compilation I assume that you are familiar with gamehacking and able to hack the game - actually,
get the needed addresses, offsets and bytecode.

Then you should edit the data-section in the main source file (trn.asm) - fill in needed structures for every option
you made.

I prefer RadASM as an IDE for coding, so I've included the project file - you have two choices:

-Download and install RadASM and MASM32, open the project file, hit "Make" - "Go".

If you do not want to use RadASM or any other IDE, you can compile it with MASM32 compiler and linker,
I will not write any steps of it because there is not anything special in the sources and if you do not know how to
compile the source code then this is not for you and you should learn some basics in programming.

3. Is it safe?

Be sure that sources do not contain any harmful code, but some firewalls and antivirus software could mark the
compiled trainer as suspicious because of it's main functionality - it uses WinAPI functions to access another
processes and modify it's memory, so it is very similar to virus-like behaviour.

4. Is it legal?

It is while you are using licensed game copies and do not make any commercial, so be aware from selling your trainers
either this source code - otherwords, it's completely free for non-commercial usage.

5. Actual Functionality:

-Basic memory writing (code-injection).
-Dynamic caving (the cave code writes in an allocated chunk of memory of game's process).
-Signature scanning (this module allows to use wildcards to obtain the needed code locations for injection).
-Process finding by it's original name - if the name of the executable got changed this function will still allow
to locate it because of original name, stored inside the PE-file (read more about PE-format at MSDN).

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