[REL]Cheat Engine Trainer Decryptor/Unpacker

So someone uploaded a pretty dodgy looking binary to unknowncheats.me and since I moderate the uploaded files and determine if they are safe or not I decided to take a look at the particular submission, turned out to be a safe Cheat Engine trainer (sfx). Cheat Engine allows you to create trainers which include the Cheat Engine base along with the Cheat Engine table which stores the basic offsets and memory edits a user would of created, they allow this to be saved in an ‘encrypted’ manner to stop script kiddies from stealing each others CE tables. The author stated in the source code that this is very trivial however stops most of the idiots who have no idea what they are doing stealing tables. Anyway I wrote a small tool to automatically decrypt them back into plaintext xml. Sorry kids no binary here  :-)




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[REL] Overwatch Revealer

For all that don’t known (and no I’m not referring to Blizzard’s new game) CSGO has a system called Overwatch where basically people who have been reported for cheating get their demos reviewed by other players or “overwatchers”. Typically these demos are stripped of all? most? information about the suspected cheater player, this includes their name, text chat, gun names (if any custom names are given to weapons) and other player names leaving the person watching the demo unaware of who it is they are reviewing. Now this is great as hopefully people who are doing these overwatch cases are not biased towards a certain player because of their name/display picture or even inventory. But hey in my opinion it’s no fun so I’ve made this tool which will reveal the suspected player  😛


Here are some case examples I’ve done before: Image1 | Image2 | Image3


Anyway here is a short video I made showcasing the tool.




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I have been working on GUI related developments in the past few weeks. Here is some demo work of controls I’v reimplemented in dirext2DI for cVision.

Currently developed:

  • Label
  • Button
  • Input Button
  • Panel
  • Slider
  • Tab Control
  • Image
  • Checkbox



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It’s been a while


It’s been a while since I’ve posted anything here though it’s not because I haven’t been doing anything actually I’ve been more productive in these few months then before.

So I’ve been working on many things mainly cVision which will soon be up here. Dynamic code generation has been something I’ve been studying with cVision basically rendering any sort of signature scanning or code hashing useless, with that out of the way cVision is done sort of at least the application side is all functioning if you’re reading this and are interested in purchasing a copy get in contact with me.

As for other stuff well I’ve started working on the Insomniac Games engine again with Ratchet and Clank ill post more about that later.

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CSGO Far/Extended ESP Concept

So not too long ago this happened.



Valve released an update to csgo which basically put PVS to use. This update basically would not network entities(in our case the enemy players) that were not in the visibility leaf of the player. Later on they released another update which bought this concept of player occlusion. The server would now not send any data of enemy players when they were not visible. It wasn’t as bad as what SMAC does but it ended the life of the far ESP cheat in the game, you could no longer see enemy players unless they were close to you.

Since this is handled server side there is no real feasible way to get around this. I’ve seen this done in many other games like dota2 with its fog of war system.

Since there is no way to get around this I thought to myself hmm well the enemy player positions show up on the radar when a friendly spots an enemy. Know where I’m going with this 😛


The remedy to the far ESP fix is to use this data to draw boxes around the enemy when they are out of view because of the visibility check. Lucky for us the data they store in the radar structure is world coordinates XYZ instead of the 2D ones relative to the map.

So taking a look at the data where the radar is stored here is what I was able to reverse:

Here is an example with live data:



And so when the enemy is spotted by one of your team members using this data which is networked unlike the entity data we get this.



Now I know it doesn’t solve the problem but it helps seeing them when they are visible by one of your team members.

Here is a video:

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Halo Online (eldorado) Data Extractor 1.0

Quoted from Readme.txt, I don’t want to type anymore am tired

 Download 1.0

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Fox Engine Model Studio (Closed beta release)

Since I’ve been busy going to throw this out there as a closed public beta to be eligible fill out the survey please.


What does the FMDL exactly?

Lets you extract the game assets .fmdl (Models/Maps/Geometry/Characters) etc



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[REL] Dumping VAC2 and VAC3 the easier way

What is VAC?

VACVAC stand for (Valve Anti-cheat) and is used in many games to prevent cheats be it Valve games or 3rd party titles (Modern Warfare/DayZ). VAC comes in many different versions at the time of writing this the latest version we are calling VAC3. VAC2 and VAC3 are the only activate modules right now for games like Counter-Strike Global Offensive.


Where is VAC, how is it loaded?

VAC2 is loaded through SteamService, when you start a game steamservice appears to load it. Valve first dumps the vac2 module into your %temp% directory then calls LoadLibrary. You can see this for yourself by hooking the LoadLibrary API call or by using an API Monitor.


Furthermore you can open up the .tmp file which is actually a dll and search for the string “vac2” to confirm thats it.


What about VAC3?

VAC3 works a little differently. It’s manually mapped by steamservice which means there are no calls to LoadLibrary and that means there is no reason for them to write the module to disk.

Dumping VAC2 and VAC3

Tools required


Dumping VAC2 is the easiest, run procmon and lets set some filters up.


The first is the Process Name set this to “steam”, then add another filter for Path set this to your %temp% directory. If you’re unsure what your temp directory is type %temp% into the windows explorer bar and hit enter.


Now that you have the filter setup launch a game that uses VAC2 for example Counter-Strike Global Offensive.

You will notice that Procmon has some entries now that look like this:


Head over to that directory and copy out the file to a safe place. Double check its vac2 by opening the file with your hex editor and searching for the vac2 string I mentioned eariler.


Forcing LoadLibrary

Since VAC3 is manually mapped into memory the first thought that you might get is “find where its loaded and just dump the region with the size given“. Sure that works and you can do it like that however this way is even easier. Like the subheading says we are going to force steamservice to load it via loadlibrary.

Begin by running patchSteamService.exe



This will now patch the steamservice module and VAC3 should now load like VAC2 via LoadLibrary.

How it works

Found by kokole, there is a subroutine inside steamservice which is basically like this:

idapressYou can patch this yourself if you know what you’re doing it’s not hard all you need to do is patch the instruction “jz” to “jmp” so it will always call sub_1000F680. Or just use the tool and it will do it for you.

 Now to dump!

Once you have patched steamservice run procmon and setup the filter like you would for VAC2.

Run your VAC3 protected game (eg. Counter-Strike Global Offensive). You will notice now a lot is going on in procmon:

vac_3MlSlowly the VAC3 modules will become visible, initially there are two modules loaded on startup for Counter-Strike Global Offensive (vac2 and vac3Auto)VAC3 auto is used to detect injectors on game launch. The other VAC3 modules will load as you’re playing on a VAC3 secured server.

If you navigate to the path shown there in procmon you may not find the modules this is because they are marked as hidden. Enabling hidden folder will not work here the only way I’ve found to access them is via commandprompt.

Run a command prompt shell (cmd.exe) and cd to the temp directory then type the name of the file or the full path and hit enter.


It should show a dialog box to open the file select the option “Select a program from a list of installed programs” then select your hex editor. If you see these then most likely you have dumped a vac3 module. You can make sure by opening it with IDA and checking the exports for runfunc.




Tutorial End.

Dumped modules (1_02_2015_vac2+3_dump.rar (162.4 KB))






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And we have bones ;)

Chico says hi!MGS_Bones



Kojima productions seems to store bone data like so

Now I don’t exactly know whats going on here because my first attempt didn’t work using that quaternion so I re-wrote my matrix class in C# which was originally written in VB.NET and ancient as hell.


I ended up zeroing out the bone rotations (for now) since I have no clue what format they are storing the quat in.

After messing around with bones with the help of chrrox and jayk I was able to get skinning working and exported to SMD.

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Fox Engine (Metal Gear Solid 5 GZ)


Fox Engine

There has been many advancements from last time I posted both by and the others making it possible to extract assets from Kojima Production’s Metal Gear Solid Ground Zeros. The Foxengine’s superb image quality is made possible by physically-Based Rendering (PBR). It can make a low polygon model look photo-realistic and it can do it well, researching the file format along with JayK, Chrrox and Volfin I’ve discovered that in fact most the models used in game are pretty standard and have a low poly count.


Anyhow there has been many people in the modding scene playing around with the engine. Mostly its been model swapping which surprisingly works without breaking the game.

Here are some to check out if you haven’t seen them already.

There has even been texture modding



Fox Engine Model Studio

So you may be wondering why I’m talking about all this? Well I’d like to personally contribute to this by making it possible to import/replace actual geometry, thats where my new tool comes into play. The Fox Engine Model Studio I’m dubbing will allow the extraction of the game models and also (yet to be implemented) the ability to replace models in the game.

What is left to do??

The FMDL format by Kojima Productions isn’t overly complex however there are still unknown structures and data in there we have yet to reverse engineer and understand what they exactly do. If model importing is going to be a reality then those structures need to be parsed and understood to a degree. I will post more about that as more research is done.

Thanks to JayK, Chrrox and Volfin with their format research help heres some WIP shots of whats to come.









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