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I been doing some reading on anti-debugging and I found some of the anti-debugging tricks in that paper but there was one anti-debugger, well I'm not 100% sure that it is an anti-debugging trick, but, it seems to move a lot of values into different addresses and then it goes though a loops several times. It seems like it's decoding something. I haven't looked further into it because it crashes the client, but it's a bit weird. I will start reading the paper about unpacking and debugger paper that Fyre posted for to learn more information about it.
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okok guys just one question , i am totally noob
, what this for??? is this for bypassing the FWorld protection? so you can inject program on game? like bot?
please help me to make clear every thing thanks
more power on your projects
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Has anyone been able to remove the protection so that you can load more than 3 clients on the same machine?
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i have been toying with the latest build of the client, and am around where fyyre was, an exe that looks ok, has real OEP and fixed IAT, but crashes miserably after calling the second innitterm.
anyone figured out how to properly unpack it?
edit:
for what it's worth, it seems it uses initterm to mass execute a buch of functions. mine crashes as it tryes to read an address stored in .data, that changes on every execution (i have dumped and fixed it 2 times, and in both the address is different, points to a dinamically allocated memory address). while debuggin, alot of functions point to steam api. perhaps packer inits some bits and pieces from it, so far, couldn't properly unpack it T_T
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nc thread.. hehehe congrtaz
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in my country indonesia this game (forsaken world) will be Close Beta on 27 february 2012 so maybe i can learn something from this
thx