#cheats #cheat #gamehack
How are cheats made? In this video, I'll talk about how cheats are created for games. We'll discuss the knowledge base necessary to create your first cheat from scratch. This includes computer design, types of cheats, the code compilation process, code conversion to assembly, basic data types, memory structure, processor registers and instructions, software used in reverse engineering and decompilation, search types, pointer search using Cheat Engine, and reverse engineering using industry standards such as IDA and Ghidra. We'll gradually move on to cheat functions and user interface implementation in C++ using libraries, including ImGui. Finally, we'll find the answer to the question "how to learn to write cheats."
After completing this reverse engineering course, you'll learn how to create your own cheat from scratch for any game. You can learn more about the course content by following the links below.
Course Playlist: • КАК СДЕЛАТЬ СВОЙ ЧИТ С НУЛЯ НА ЛЮБУЮ ИГРУ ...
Course Outline: https://docs.google.com/document/d/1s...
Boosty: https://boosty.to/andrew_feed
Patreon: / andrewfeed
tg: https://t.me/andrewfeed1
tg: https://t.me/andrewfeedproduction
0:00 Start
1:21 Reverse Engineering: A Brief Overview of the Course, Desired Skills
1:45 How a Computer Works: RAM, Processor, Video Card, and Cards Extensions
2:00 Types of cheats: external, internal, user-mode, kernel mode, packet interception, scripts/macros, dma. Protection ring
2:36 Compilation process, code conversion to assembly with examples
2:58 Basic data types and their representation in memory
3:13 Memory structure: Addresses/Pointers/Offsets/Base address, memory structure
3:50 Processor registers and instructions
4:13 Overview of software used for reverse engineering (Cheat Engine, ReClass, IDA, x64dbg, etc.)
4:30 ReClass: Overview, application, and marking of all data types in memory
5:02 dnSpy/ILSpy/dotPeek viewing and decompiling NET assemblies / IL2CPP
5:12 Cheat Engine: value search types, pointer search, runtime modification of ASM code
5:36 Starting ESP development, searching for View Matrix using Cheat Engine and Python
6:03 Searching for Entity List, player positions using Cheat Engine. 6:14 External reading/writing of game memory
6:24 Implementation of the External Rendering Database, Menu, and Config in C++
6:34 Overview of Cheat Functions (AIMBOT (SILENT, VECTOR, ASSIST), MAGIC BULLETS, ESP, RADAR, NO RECOIL, NO SPREAD, RAPID FIRE, AUTO GUN, FAST KNIFE, MAGNET, TELEKILL, TELEPORT)
6:54 Implementation in C++: NoRecoil, NoSpread, RapidFire, Infinite Ammo, AOB Scan, ASM Modification (shellcode patching)
7:32 Radar Implementation in C++ (Separate Rendering / On In-Game Radar)
8:12 AIMBOT Implementation in C++ (external, + visible check)
8:43 ESP Implementation in C++: WorldToScreen Function
8:54 ESP Implementation in C++: (Separate line rendering / Using game mechanics)
9:15 Implementing a 2D/3D BOX + ESP Skeleton in C++
8:33 Implementing a Health Bar, Reading/Outputting Strings in C++
9:45 Example of an Internal Implementation of Reading and Writing Memory. Loading/Unloading DLLs, Debugging. Working with Structures.
10:00 Working with the Internal DirectX hook and rendering, implementing input blocking, menus, and Internal WallHack
10:15 Code acceleration, parallel processing of tasks in cheats using multithreading, using the AOB scan example
10:30 AOB (Pattern Scan) algorithms, comparison, internal implementation
10:43 Implementation of Aim-Assist, FOV, and target selection priority
11:00 Code reversal: Infinite Ammo, No Recoil, No Spread, Rapid Fire, Auto Gun, Fast Knife in C++
11:46 Another example of View Matrix search, implementation of the WorldToScreen function
#development #cheatdevelopment #reverseengineering