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make THE GeNiE CODE remplace headers or SIMILAIR Perfect Code C++ or C# OR A OTHER CODE LANGUAGE..... TO MALE A SIMULARY IMGUID3D9 TO IMGUI INTERNAL BUTTONS WITHA ESP PLAYERS CHAMS OR GLOWS PLAYERS D3D OBJECTS ENTITY LIST ... MAKEA SIMULAR PROCESS PATTERMS SCANNER AND MEMORY SCANNER TO FIND THE ALL CODE MENU WANT TO PRE COMPILATE THE process attach; = Engine.exe . Combat Arms The Classic is a 32bit game. To à simular Full Asset Project
To start, you need to create a project that can be loaded into the target game process. What type of project template in Visual Studio is used for creating code libraries that can be injected into other executables?
A Dynamic-Link Library (DLL) project in C++.
Every DLL has a main entry point that is called when it's loaded or unloaded from a process. What is the function signature for this standard DLL entry point?
`BOOL APIENTRY DllMain(HMODULE hModule, DWORD ul_reason_for_call, LPVOID lpReserved)`
It is useful to have a console window for printing debug information from within the game process. Inside your `DllMain` function, what Windows API function is called to create a new console?
`AllocConsole()`
After creating the console, you need to redirect the standard output stream (`stdout`) to it. What function is used to reopen a stream with a different file or device?
`freopen_s()` can be used to redirect `stdout` to the new console. For example: `freopen_s(&f, "CONOUT$", "w", stdout);`
To interact with game data, you must find its location in memory. Since memory addresses can change, you'll use a pattern scan (signature scan). First, you need the memory range of the main game module (`Engine.exe`). What function retrieves the handle to a loaded module?
`GetModuleHandle(NULL)` can be used to get a handle to the executable file of the current process.
With the module handle, you can get its base address and size. Which function provides information about a loaded module, including its base address and size?
`GetModuleInformation()`
Now, implement the pattern scanning function. This function will take a base address, a size, a byte pattern, and a mask. It will iterate through the memory and return the address of the first match. What is the core logic of this loop?
The function iterates from the base address up to `base + size`. At each byte, it compares the memory against the pattern, using the mask to skip wildcard bytes (e.g., `'?'`).
To draw a user interface (UI) or visuals (ESP) on the screen, you must hook into the game's rendering pipeline. For a DirectX 9 game, which function in the `IDirect3DDevice9` interface is typically hooked because it's called once per frame to present the final image?
`EndScene`
`EndScene` is a virtual function. To hook it, you need the address of the game's `IDirect3DDevice9` object and its virtual method table (VTable). How can you find the address of the `EndScene` function within the VTable?
The VTable is an array of function pointers. `EndScene` is at a fixed index (42) in the `IDirect3DDevice9` VTable. The address is found via `( *(void***)pDevice )[42]`, where `pDevice` is the pointer to the D3D9 device object.
Now, integrate a GUI library. We will use ImGui. After adding the ImGui source files to your project, which two backend implementation files are necessary to connect ImGui to DirectX 9 and the Windows environment?
`imgui_impl_dx9.cpp` and `imgui_impl_win32.cpp`.
In your hooked `EndScene` function, you must initialize ImGui. The initialization functions require the `IDirect3DDevice9` pointer and the handle to the game's window. What Windows API function can be used to find the game's window handle (`HWND`)?
`FindWindowA()` or `FindWindowW()`.
Once ImGui is initialized, you need to render your UI in each frame. Within the hooked `EndScene` function, what is the correct sequence of ImGui function calls to begin a new frame, create UI elements, and render them?
1. `ImGui_ImplDX9_NewFrame()` and `ImGui_ImplWin32_NewFrame()` 2. `ImGui::NewFrame()` 3. Define UI elements like `ImGui::Begin()`, `ImGui::Button()`, `ImGui::End()`. 4. `ImGui::Render()` 5. `ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData())`
To implement an ESP, you need to find the list of all player entities in the game's memory. Using a reverse engineering tool like Cheat Engine, what is a common strategy to locate the entity list?
Find a unique player value like health. Then, use "Find what accesses this address" to locate code that reads or writes to it. This code is often inside a loop that iterates over all entities, and the base address of the array used in that loop is the entity list.
An ESP requires converting an entity's 3D world coordinates into 2D screen coordinates. This calculation requires the game's view, projection, and world matrices. This process is known as a "World to Screen" transformation. What D3D9 function is often used by the game to set these matrices, which you can analyze to find them?
`IDirect3DDevice9::SetTransform()`
Once you have the 2D screen coordinates of an entity, you can draw information. Using ImGui, which object allows you to access drawing functions that can render shapes and text onto the screen as an overlay?
`ImGui::GetBackgroundDrawList()` or `ImGui::GetForegroundDrawList()`.
To create "Chams" (coloring player models), you need to intercept the function call that draws the models. Which `IDirect3DDevice9` function is responsible for drawing indexed geometry and is a primary target for hooking to implement Chams?
`IDirect3DDevice9::DrawIndexedPrimitive`
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