Wargame European Escalation - hacking

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eGRes5
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Wargame European Escalation - hacking

Post by eGRes5 »

Having trouble with Deployment Points. Apparently the game uses two values to calculate your available money/deployment points. This was done in the previous game by the same designer to lessen the impact of multiplayer cheating.

Code: Select all

Say you have 800 Deployment Resources the values to look for are as below: 

800 x 840 = 672000 
26144 + ((800 -2) x 840) = 696464 
This was posted somewhere however I've only been able to find the first value.

Anyone have this game or have any insight?

thx
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Re: Wargame European Escalation - hacking

Post by Sethioz »

you need to read Basic Game Hacking first.
it is as simple as finding unknown value.
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Re: Wargame European Escalation - hacking

Post by eGRes5 »

Sethioz wrote:you need to read Basic Game Hacking first.
it is as simple as finding unknown value.
Ouch, I'm hurt. I can use a debugger and memory editor to change an unknown value but I can't attach a debugger to this as it has a trace to determine if its being debugged - Yes,, I can break and step through till I find it I don't know how to narrow down a ton of instructions to find it without spending hours on it.

Also, this game is from the makers of R.U.S.E which there is a rumor that it uses the same protection to discourage casual memory editing - I just want to know what method they are using to secure it.

For example I've found the variable for "deployment points":: (X • 840)
However changing this to any number will cause the deployment points in game to reset to zero, no matter what value is entered or frozen.

Have you ever seen a function that references two variables to calculate something such as money ?
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Re: Wargame European Escalation - hacking

Post by Sethioz »

you should be, you missed the whole point.
why do you even need those 2 values ? why not just search for the output ?
x1 * x2 = resources
you search for resources, not x1 or x2. this is why i referred you to this article. you do unknown search..duh.
unknown > gain some > increase > lose some > decrease > do nothing > not changed..etc

for example you should check this "how to hack flash games"
read first post, you see what i mean.
there is no reason to even know these values.

as about debugger, try different debuggers. Cheat Engine has some hidden features, try thru them all.
olly debugger has Phant0m and OllyICE that might work. Phant0m usually works (see my wiki). however in TDU2 cheat engine's undetectable features work.
you have to test. i don't really see why you need debugger anyway. you only need it if you want to find the statis instruction and write trainer / script.
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Re: Wargame European Escalation - hacking

Post by eGRes5 »

Searching for resources flat out is what I tried first, it doesn't work; here is what happens.

800 deployment points? K, fuck that I want 4000.
Go back to game, 4000 resources? Check. Awesome!
Spend some resources... Spend some more. [YOU DO NOT HAVE ENOUGH DEPLOYMENT POINTS!]
wtf? It says I have 3200 resources. Oh noes.

Which after researching I found the (X • 840) = 672000 - where X the value stated in game.
So you search for 672000(If you had 800 resource in game that is).

The number increments or decrements along with your actual resource in game.
However changing this does not work either, it will reset to zero even if frozen.

lol, trust me, it's not as simple as it seems. Seems logical to store multiple copies of copies of a targeted value, say resources, in different places in memory and in different formats, but implement a function that test x = y, etc. The reason I brought up a debugger is that attaching a read or write scan to an address requires attaching a debugger, which would be the next step to find out what they are doing.
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Re: Wargame European Escalation - hacking

Post by eGRes5 »

Oh and to further illustrate what I mean, here is an Unknown Value search results filtered up and down 4 passes each way.
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Re: Wargame European Escalation - hacking

Post by Sethioz »

and how exactly you know it is 4 bytes and not float ?
for example one of the NFS games had very interesting thing, money was stored on 3 bytes, not 4. even cheathappens idiots was not able to find it, because those retards never thought that it might be 3 bytes and not 4. I used ArtMoney's search type "ALL" and found it. while any other memory tool was unable to, because they don't have 3 bytes search.

use ArtMoney's "ALL" type and see what it comes up with.
also use Tsearch and use 1 byte "changed" and "not changed" (NOT increased / decreased).
That will give you every address that changes when your resources change. you say you know how to use memory tools, but it doesn't look like it at all.

if the value indeed is unchangeable, then try the methods for debugger i mentioned and find the breakpoints that write to that address and then you find both of the values.
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Re: Wargame European Escalation - hacking

Post by eGRes5 »

Well tbh I would not have thought to look for that alignment, 3 byte integer does seem odd.

However I found both 931 (Current deployment points) address which is 4 bytes
and the secondary check value 782040 ((931 • 840)) which is also 4 bytes.

I'm not claiming to be able to write new tutorials or contribute to the wiki which is awesome btw
I just didn't believe I needed the boilerplate copypasta redirect to Basic Gamehacking. Unless I
did something obviously dumb other than using cheatengine ofc.

Just needing some new stuff to play with 'tis all. :)
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Re: Wargame European Escalation - hacking

Post by Sethioz »

explain how you found them then ?
im sure you are not only one after this. lot of people can never bother to even post.
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Re: Wargame European Escalation - hacking

Post by eGRes5 »

I found those two using Exact value and Unknown value ( Not during the same scans )

I got this in the bag, I just can't test it this weekend. (Work and diablo 3 beta is out)

Instead of just cloaking using Olly which I'm not as familiar with I'm going to just find the segment in IDA
which detects a debugger and apply some WD-fuck-off. I've seen ptrace - process trace used in a linux crackme
to check if its being debugged, not sure what the windows equivalent is. It's just an annoying "protection" anyway
(again to discourage casual buttholes from cheating in multiplayer since its host based)

I'll post what I find but they did some screwy shit here and I want to find out WHAT they
did, not just bypass it and be done with it.
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Re: Wargame European Escalation - hacking

Post by maddawg92 »

eGRes5 wrote:Well tbh I would not have thought to look for that alignment, 3 byte integer does seem odd.

However I found both 931 (Current deployment points) address which is 4 bytes
and the secondary check value 782040 ((931 • 840)) which is also 4 bytes.

I'm not claiming to be able to write new tutorials or contribute to the wiki which is awesome btw
I just didn't believe I needed the boilerplate copypasta redirect to Basic Gamehacking. Unless I
did something obviously dumb other than using cheatengine ofc.

Just needing some new stuff to play with 'tis all. :)
Not sure. But did you get it to work. Because I believe i found the right address but I cant get it to work so if u can help me out i would really appreciate it.
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Re: Wargame European Escalation - hacking

Post by Sethioz »

I didn't understand either. he said that he found it be exact search, but before he said he did not know the exact value, so where did that exact value pop up ?

another thing, if you have (X • 840) = 672000 ..then all you need is math..duh.
672000 / 840 = 800
also if you change 840 to like 90000 then it should change the total amount.
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Re: Wargame European Escalation - hacking

Post by maddawg92 »

Sethioz wrote:I didn't understand either. he said that he found it be exact search, but before he said he did not know the exact value, so where did that exact value pop up ?

another thing, if you have (X • 840) = 672000 ..then all you need is math..duh.
672000 / 840 = 800
also if you change 840 to like 90000 then it should change the total amount.
Well i found both addresses but it did not work. Also i dont understand what you mean by changing 840 to 90000 what would it change?sorry if i sound dumb kinda new to this kinda stuff
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Re: Wargame European Escalation - hacking

Post by eGRes5 »

Look at the picture, there are 3 values in it, 931, 782040, and 204722792.

1. 931 is current deployment points.
2. 782040 is current deployment point • 840.
3. I dunno wtf 204722792 is.

Freezing all of these values does nothing, modifying deployment points directly only modifies the displayed value in game on your HUD.
^^ It does nothing as far as your actual deployment points are concerned, it is a red herring to modify this.

The 2. value appears to store the actual value. However if this value if edited in ANY way (+/-) and then you go back to game, your available deployment points will be zero as well as the HUD (1.) will display zero.
However, the value stored at the address will still display whatever you changed it to - which means a new address is used for deployment points.

Hypothetically
If there is a function that handles the addition of money. That function could store a counter or difference value separately from the money value. The function used to deduct resources could also use a check on this hypothetical value to determine if something has been modified in appropriately. This seems highly likely since the deployment points reset to zero when value #2. is modified.

I have not been able to attach a debugger without it crashing yet.
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Re: Wargame European Escalation - hacking

Post by eGRes5 »

maddawg92 wrote:
Sethioz wrote:I didn't understand either. he said that he found it be exact search, but before he said he did not know the exact value, so where did that exact value pop up ?

another thing, if you have (X • 840) = 672000 ..then all you need is math..duh.
672000 / 840 = 800
also if you change 840 to like 90000 then it should change the total amount.
Well i found both addresses but it did not work. Also i dont understand what you mean by changing 840 to 90000 what would it change?sorry if i sound dumb kinda new to this kinda stuff
He's thinking this is just some simple value and I'm full of shit when I say there are protections built in. He was referring to the resources value itself(#1. above) say you had 840, change it to 90000. But this doesn't work it will just change the value on your HUD.

Changing the value #2. that I mentioned above is different in that it will reset both the actual deployment points, and the value displayed on the HUD - to zero.
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Re: Wargame European Escalation - hacking

Post by maddawg92 »

Well when you find out how to do it right, please let me know.
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