Game Hacking
No Starch Press (Verlag)
978-1-59327-669-0 (ISBN)
You don’t need to be a wizard to transform a game you like into a game you love. Imagine if you could give your favorite PC game a more informative heads-up display or instantly collect all that loot from your latest epic battle.
Bring your knowledge of Windows-based development and memory management, and Game Hacking will teach you what you need to become a true game hacker. Learn the basics, like reverse engineering, assembly code analysis, programmatic memory manipulation, and code injection, and hone your new skills with hands-on example code and practice binaries.
Level up as you learn how to:
Scan and modify memory with Cheat Engine
Explore program structure and execution flow with OllyDbg
Log processes and pinpoint useful data files with Process Monitor
Manipulate control flow through NOPing, hooking, and more
Locate and dissect common game memory structures
You’ll even discover the secrets behind common game bots, including:
Extrasensory perception hacks, such as wallhacks and heads-up displays
Responsive hacks, such as autohealers and combo bots
Bots with artificial intelligence, such as cave walkers and automatic looters
Game hacking might seem like black magic, but it doesn’t have to be. Once you understand how bots are made, you’ll be better positioned to defend against them in your own games. Journey through the inner workings of PC games with Game Hacking, and leave with a deeper understanding of both game design and computer security.
Nick Cano is a senior security engineer at Bromium, where he develops software to defend against advanced malware. He wrote his first scripts for open-source game servers when he was 12 years old and has been involved with bot development communities ever since. Cano maintains his own game bot company and advises developers and designers on best practices to discourage and protect their games against bots
Introduction
PART 1: TOOLS OF THE TRADE
Chapter 1: Scanning Memory Using Cheat Engine
Chapter 2: Debugging Games with OllyDbg
Chapter 3: Reconnaissance with Process Monitor and Process Explorer
PART 2: GAME DISSECTION
Chapter 4: From Code to Memory: A General Primer
Chapter 5: Advanced Memory Forensics
Chapter 6: Reading from and Writing to Game Memory
PART 3: PROCESS PUPPETEERING
Chapter 7: Code Injection
Chapter 8: Manipulating Control Flow in a Game
PART 4: CREATING BOTS
Chapter 9: Using Extrasensory Perception to Ward Off Fog of War
Chapter 10: Responsive Hacks
Chapter 11: Putting It All Together: Writing Autonomous Bots1
Chapter 12: Staying Hidden
Verlagsort | Daly City, California |
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Sprache | englisch |
Maße | 178 x 233 mm |
Gewicht | 592 g |
Einbandart | kartoniert |
Themenwelt | Informatik ► Netzwerke ► Sicherheit / Firewall |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
Informatik ► Weitere Themen ► Computerspiele | |
Schlagworte | Bots • Hacking • Onlinespiele |
ISBN-10 | 1-59327-669-9 / 1593276699 |
ISBN-13 | 978-1-59327-669-0 / 9781593276690 |
Zustand | Neuware |
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