How we hack a game online

How to Hack Online Games || Basic knowledge

  • Dear Corler, welcome to my multi-part tutorial on "How to Hack Online Games".
    This version of my multi-part program refers to the background of the game hacking, the existing hacks and their problems / solutions.
    So if you want to make your own hacks, you have to wait for the next part.
    However, it is advisable to read through this volume for background information on online games and game hacking.


    How an online game works:

    Before hacking online games, you should know how they work.
    It's actually very simple.
    Every online game consists of 3 components.
    The server, the client and the database.


    Database

    The database stores all the information a game needs.
    Accounts, characters, Hp, Fp, level, items ...
    All of this is saved in the database and can be managed by the server.

    The server

    The server usually consists of several .exe files which were written for a specific area.
    Let's assume our game has 3 servers, login, character and world.
    The login of the user is managed in the login server.
    The character server manages the characters of the logged in account.
    Now you can guess what the world server is doing.

    The client

    The client is what you download.
    When you do something, the server client tells the server that it has done something and waits for an answer.
    When you attack a monster, the client tells the server that you attacked it and that the monster lost so much HP.
    Thereupon HP is deducted from the monster in the database and the server replies that it has successfully deducted the HP and how much HP is left.
    These are then displayed again in the client.

    Functionality

    Now let's take a closer look at how these 3 components work.
    We take again the example with the attacked monster.
    If you attack a monster and it loses HP, the client sends a so-called "packet" to the server.
    The packet contains different data and has a certain structure, but we come to that in another part.
    The server now evaluates the packet that has arrived and concludes that the monster has lost x Hp.
    Next he pulls the Hp from the monster, which is also registered in the database, and sends a packet to the client again and tells the client how much is left.
    This is then displayed in the client.

    Rule of thumb:
    The client is responsible for the visual and the server for the functional.
    If you have understood all of this then you are well served so far. ;)


    Types of chopping:

    As most of you know, there are different ways to hack (online) games.
    Here are a few brief summaries of the most important ones.


    Memory hacking


    The easiest way to hack a game is through memory editing.
    Each program saves its data in the memory.
    Programs like Cheat Engine or TSearch can access and edit them.
    You search for the desired value and filter until only the desired one is left.
    Usually this only works for offline games as we are only editing our client.
    As you know, when you play online, the data is stored in the database ... normally.
    Some games recklessly store this data in the client.
    The client can be affected by bugs and sends the wrong packets to the server.
    In order not to search for the values ​​every time, you can write a program (trainer) that processes these values.

    A detailed tutorial follows in one of the following parts.

    Packet editing

    As we already know, the server and client exchange information via packets.
    Programs like WPE can intercept and process these.
    You start the program and select the desired process.
    Then one does a deed to get a desired package.
    With a little bit of an idea, you can filter the values.
    However, you have to be very careful, packet editing can damage the server, you can easily get away with a fine, depending on the damage.

    A detailed tutorial follows in one of the following parts.

    Detours hacking

    A program consists of variables, functions and and and ...
    A function is, as the name suggests, a task that a program has to accomplish. (I can't think of a better definition)
    You can find this out with a disassambler.
    If you have all the necessary parameters (arguments) you can manipulate this function at will by editing it and compiling it as a DLL.
    It is then injected into the process and manipulates the original function.

    A detailed tutorial follows in one of the following parts.

    Resource hacking

    Resource hacking is the process of editing the game's resources (files).
    Models, scripts, textures, etc. can be edited.
    A frequently used scripting language is Lua.
    Most of these are encrypted and have to be decrypted.
    To do this, you look for a converter or write one.

    A detailed tutorial follows in one of the following parts.

    Reverse engineering

    In reverse engineering, one looks at the assembly code of the program with a debugger and can edit it.
    You can use this method to write bots, trainers, injections, bypasses etc.

    A detailed tutorial follows in one of the following parts.

    bypass

    Every good game has a reasonably good antihack.
    Depending on the antihack, this evaluates the accesses to the game and blocks them.
    You can bypass these antihack functions (bypassing) and thus no hack is detected (see reverse engineering).

    A detailed tutorial follows in one of the following parts.


    Limits to game hacking

    In short, everything is possible!
    You could shoot down tanks in one game.
    You can make another game out of the game.
    It all works.
    However, it is only theoretical and unlikely.
    It is theoretically possible that you gain access to the source code of the game, install tanks there and load and start the compiled files on the (root) server of the host.
    But it's unlikely ... very much.
    So you can get this out of your head.
    Things like HP / SP Hack etc are always going and are not hard work.
    However, here, too, you need patience and the necessary knowledge.
    At level it gets more critical.
    You could send a packet to the server that gives you level ups, but you could also hack the (root) server and edit your level in the database.
    It is possible, and also likely ... but very difficult.
    That kind of thing needs a lot of patience and a lot of knowledge.
    That's why something like this will never come public.


    If you've got this far and understood everything, you've already learned a lot!
    You already have the theory on it, the practice will follow in another part.

    So, that's it with the first part, I'll expand it again later, but I've just written so much that I've lost the desire. ^^
    I hope you had fun and learned something new.
  • Esp3r; 172469 wrote:

    Welcome dear Epvper to my multi-part tutorial on "How to Hack S4 League".
    This version of my multi-part program refers to the background of the game hacking, the existing hacks and their problems / solutions.
    So if you want to make your own hacks, you have to wait for the next part.
    However, it is advisable to read through this volume for background information on online games and game hacking.


    How an online game works:

    Before hacking online games, you should know how they work.
    It's actually very simple.
    Every online game consists of 3 components.
    The server, the client and the database.


    Database

    The database stores all the information a game needs.
    Accounts, characters, Hp, Fp, level, items ...
    All of this is saved in the database and can be managed by the server.

    The server

    The server usually consists of several .exe files which were written for a specific area.
    Let's assume our game has 3 servers, login, character and world.
    The login of the user is managed in the login server.
    The character server manages the characters of the logged in account.
    Now you can guess what the world server is doing.

    The client

    The client is what you download.
    When you do something, the server client tells the server that it has done something and waits for an answer.
    When you attack a monster, the client tells the server that you attacked it and that the monster lost so much HP.
    Thereupon HP is deducted from the monster in the database and the server replies that it has successfully deducted the HP and how much HP is left.
    These are then displayed again in the client.

    Functionality

    Now let's take a closer look at how these 3 components work.
    We take again the example with the attacked monster.
    If you attack a monster and it loses HP, the client sends a so-called "packet" to the server.
    The packet contains different data and has a certain structure, but we come to that in another part.
    The server now evaluates the packet that has arrived and concludes that the monster has lost x Hp.
    Next he pulls the Hp from the monster, which is also registered in the database, and sends a packet to the client again and tells the client how much is left.
    This is then displayed in the client.

    Rule of thumb:
    The client is responsible for the visual and the server for the functional.
    If you have understood all of this then you are well served so far. ;)


    Types of chopping:

    As most of you know, there are different ways to hack (online) games.
    Here are a few brief summaries of the most important ones.


    Memory hacking


    The easiest way to hack a game is through memory editing.
    Each program saves its data in the memory.
    Programs like Cheat Engine or TSearch can access and edit them.
    You search for the desired value and filter until only the desired one is left.
    Usually this only works for offline games as we are only editing our client.
    As you know, when you play online, the data is stored in the database ... normally.
    Some games recklessly store this data in the client.
    The client can be affected by bugs and sends the wrong packets to the server.
    In order not to search for the values ​​every time, you can write a program (trainer) that processes these values.

    A detailed tutorial follows in one of the following parts.

    Packet editing

    As we already know, the server and client exchange information via packets.
    Programs like WPE can intercept and process these.
    You start the program and select the desired process.
    Then one does a deed to get a desired package.
    With a little bit of an idea, you can filter the values.
    However, you have to be very careful, packet editing can damage the server, you can easily get away with a fine, depending on the damage.

    A detailed tutorial follows in one of the following parts.

    Detours hacking

    A program consists of variables, functions and and and ...
    A function is, as the name suggests, a task that a program has to accomplish. (I can't think of a better definition)
    You can find this out with a disassambler.
    If you have all the necessary parameters (arguments) you can manipulate this function at will by editing it and compiling it as a DLL.
    It is then injected into the process and manipulates the original function.

    A detailed tutorial follows in one of the following parts.

    Resource hacking

    Resource hacking is the process of editing the game's resources (files).
    Models, scripts, textures, etc. can be edited.
    A frequently used scripting language is Lua.
    Most of these are encrypted and have to be decrypted.
    To do this, you look for a converter or write one.

    A detailed tutorial follows in one of the following parts.

    Reverse engineering

    In reverse engineering, one looks at the assembly code of the program with a debugger and can edit it.
    You can use this method to write bots, trainers, injections, bypasses etc.

    A detailed tutorial follows in one of the following parts.

    bypass

    Every good game has a reasonably good antihack.
    Depending on the antihack, this evaluates the accesses to the game and blocks them.
    You can bypass these antihack functions (bypassing) and thus no hack is detected (see reverse engineering).

    A detailed tutorial follows in one of the following parts.


    Limits to game hacking

    In short, everything is possible!
    You could shoot everything down with tanks in S4.
    You can turn S4 into a world-based game.
    It all works.
    However, it is only theoretical and unlikely.
    It is theoretically possible that you get access to the source code of S4 League, install tanks there and load and start the compiled files on the Alaplaya server.
    But it's unlikely ... very much.
    So you can get this out of your head.
    Things like HP / SP Hack etc are always going and are not hard work.
    However, here, too, you need patience and the necessary knowledge.
    At level it gets more critical.
    You could send a packet to the server that gives you level ups, but you could also hack the (root) server and edit your level in the database.
    It is possible, and also likely ... but very difficult.
    That kind of thing needs a lot of patience and a lot of knowledge.
    That's why something like this will never come public.


    If you've got this far and understood everything, you've already learned a lot!
    You already have the theory on it, the practice will follow in another part.

    So, that's it with the first part, I'll expand it again later, but I've just written so much that I've lost the desire. ^^
    I hope you had fun and learned something new.


    Leeched from E * pvp.
  • I could learn little new from it now. In principle a lot of gossip, but if the other parts should really all appear good :-)
  • OffiNooB; 172476 wrote:

    I could learn little new from it now. In principle a lot of gossip, but if the other parts should really all appear good :-)


    Title wrote:

    How to Hack Online Games || [COLOR = "Red"] Basic knowledge [/ COLOR]


    ..

    Esp3r wrote:



    What is this?

    @T: The basic knowledge was, in my opinion, very well explained who does not understand should leave it right away.
  • Even if the thread is older than my grandma:

    An online game does not "normally" consist of a server / client / DATABASE. Often player-related data is cached in normal files.

    "Normally" in the event of an attack, the HP is not immediately written into the database, but the monster is loaded into the memory. 100 users fighting at the same time and causing 2 hits on the monster every second would be 24,000 queries (current HP selects, HP subtract update)

    Memory "hacking" is the same as Deteours. But to detour: Jo has now edited your godlike function and packed it into a DLL, and now? NOTHING
    You have to detour / hook the function first, knock a JMP into your function and jump back into the client memory on the return.

    Bypassing has nothing to do with "hacking" and is only a means to an end.

    Reverse engineering is the same as "hacking" memory and detoursing functions. You do something backwards to find out how it works, so that you can then safely manipulate it.

    In addition, you can not only "hack" databases to get level UPs. Ever heard of bugs?


    Roughly speaking, the tutorial is pure popozwarn. One wonders why the kids of today come up with such stupid questions (hand> head)
  • hi I have a question. How can you hack money online in Knight? Is it hard or easy? Because when I open the cheat engine the game stops. : S.
  • Alikaan99; 325313 wrote:

    hi I have a question. How can you hack money online in Knight? Is it hard or easy? Because when I open the cheat engine the game stops. : S.


    Go bury yourself.

    Lg,
    Demon