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asokura
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Admin ครับอยากให้เขียนบทความเรื่อง....

ตั้งหัวข้อ by asokura on 24/11/11, 03:15 pm

ติดตามอ่านบทความ ของ Admin แล้วอยากอ่านบทความเกี่ยวกับเรื่องการสั่งกดคีย์ผ่านตัวป้องกันในวินโดวส์ 32 บิต
การสร้าง.dll ที่จะมาใช้ครับ แบบนี้อ่ะครับ http://pssix.forumotion.com/t498-topic
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Re: Admin ครับอยากให้เขียนบทความเรื่อง....

ตั้งหัวข้อ by POS on 25/11/11, 08:09 am

เนื่องจากวิธีการทำ ผมยังไม่เคลียร์ในหลายเรื่องจึงหยุดทำไปก่อน ถ้าคุณอยากทดลองทำบ้างลองอ่านดูจากลิงก์หรือข้อมูลด้านล่างนี้

http://www.gamerzplanet.net/forums/flyff-discussion/249996-tutorial-how-to-write-bypasses-for-blocked-functions.html


Hey there!

The simple fact that you are willing to read this tutorial shows that youre at least interested in making your own hacks/bypasses.
I will walk you guys through the general idea behind the PostMessage bypass and its sourcecode.





Here is a list of tools that you will probably need (so look for a copy of these programs):
-Microsoft Visual C++ (any version will do, I myself use 6.0)
-Microsoft Visual Basic (just to save the hassle and to be able to setup a GUI real fast)
-OllyDbg with some plugins (IDA pro is more powerful, but also harder to use)
-A brain and the will to try things over and over again untill u get the hang of it

You have downloaded these tools, your IQ isnt lower than 70 and you have the will to learn and to try until you succeed!
So lets get started!

So, what does GameGuard do? Why can't I use certain functions?

To keep it simple: GameGuard basically intercepts some (almost every single one) of the functions that allows users to create macro tools/bots.
If youre familiar with "hacking" you have most likely heard of "hooking" functions (and a many times used technique, Microsoft's Detours).
This is often done when simple adjustments have to be made to a program of which the user has lost the sourcecode (or simply doesnt have the sourcecode) from.
You overwrite the first 5 Op-codes of the function you want to intercept with a call to your own function.
This prevents the original function from being executed and executes your function instead!
You can then check the params that were send to the original function, execute some other pieces of code if you like and then return to the function so you dont completely ruin the dataflow.
(As I have mentioned before, a good way to do this is by "detouring" a function.)
Im unsure if GameGuard uses detours, though it appears to me that the hooking method they use is very similar to what I described.

So basically the first 5 bytes of the original function are not as they are supposed to be, and therefor you are dependant on what GameGuard allows you to do with this function.
In the case of PostMessage calling PostMessage will not cause the function to be executed as you intended it to be.


Well, Ive got a clue now how GG blocks these functions.. How to bypass it?

Bypassing a function thats hooked by GG isn't that hard.
Basically you let YOUR function handle the op-codes that were originally at the 1st 5 bytes of the program, then you will let the program jump to the function's offset + 5 bytes.
That way you JUMP OVER the bytes GG has overwritten to redirect the function to a GG function.
If you do that without executing the original op-codes you will most likely make the game crash because the registers will be all messed up.

Off to some code (Here is where Visual c++ jumps in):



Code:
#include

HINSTANCE hInst;
DWORD DLLFunc;
HWND hFlyff;
HWND hWnd;


__declspec(naked) BOOL WINAPI __stdcall myPostMessageA(HWND hWnd, UINT Msg, WPARAM wParam, LPARAM lParam)
{
__asm
{
mov edi, edi
push ebp
mov ebp, esp
jmp [DLLFunc]
}
} I will explain this code line by line.
The first few lines are there to declare some variables and to import some standard windowsfunctions.





__declspec(naked) BOOL WINAPI __stdcall This function needs to be able to manage its own stack, and doesnt nessecarily return a value.





myPostMessageA(HWND hWnd, UINT Msg, WPARAM wParam, LPARAM lParam) The functionname and the parameters you will pass through it, these parameters must be identical to the ones of the function youre bypassing.
If you are unsure what parameters to pass to it look the original function up on MSDN.





__asm
{
mov edi, edi
push ebp
mov ebp, esp
jmp [DLLFunc]
} Now it's getting tricky, this piece of code is written in assembly, thats just a small step above the "machine language", the 0's and 1's.
jmp [DLLFunc] means that the program should jump to a certain offset, that offset is equal to the functionroot + 5 bytes.

We declare it in DLLMain:


Code:
BOOL WINAPI DllMain(HINSTANCE hInstance, DWORD dwReason, LPVOID /*lpvReason*/)
{
switch (dwReason)
{

case DLL_PROCESS_ATTACH:
{
if (DLLFunc == NULL) {
hInst = LoadLibrary("user32.dll");
DLLFunc = (DWORD)GetProcAddress(hInst, "PostMessageA") + 5;
}
if (hFlyff == NULL) {
hFlyff = ::FindWindow(NULL, "FLYFF");
}
}
break;

case DLL_THREAD_ATTACH:
{
if (DLLFunc == NULL) {
hInst = LoadLibrary("user32.dll");
DLLFunc = (DWORD)GetProcAddress(hInst, "PostMessageA") + 5;
}
if (hFlyff == NULL) {
hFlyff = ::FindWindow(NULL, "FLYFF");
}
}
break;
case DLL_THREAD_DETACH:
{
if (hInst != NULL) {
// Un-Load DLL
::FreeLibrary(hInst);
hInst = NULL;
}
}
break;
case DLL_PROCESS_DETACH:
{
if (hInst != NULL) {
// Un-Load DLL
::FreeLibrary(hInst);
hInst = NULL;
}
}
break;
}
return TRUE;
} Now this isnt too hard to understand, this piece of code calculates the offset of the PostMessage-function and adds 5 bytes to that offset so the offset DLLFunc helds will be the 1st byte past the 5 bytes that GG has overwritten upon initialisation of the DLL.
Using both DLL_PROCESS_ATTACH and DLL_PROCESS_DETACH allows you to either inject the dll, or to load the dll from within your own application.
Which way you choose depends on your own preferences.


So back to the assembly part:




__asm
{
mov edi, edi
push ebp
mov ebp, esp
jmp [DLLFunc]
} I have already explained the jmp [DLLFunc] part.
Now here's how to understand what the other 3 instructions mean.
Open up OllyDbg.
Open user32.dll (located in the systemfolder of your windowsfolder)
Press Ctrl+N.
A list of function names will show up, scroll down till you find PostMessageA and double click it.
You will be taken to the functionroot.
Look at the first 3 lines: "OMG THATS THE EXACT SAME PIECE OF ASM AS THE ABOVE!"
True :)
So with the above piece of assembly code we manually execute the overwritten bytes.
If you have some knowledge on assembly you will see that

Code:
mov edi, edi
push ebp
mov ebp, esp is 5 Bytes long!

So we have successfully written a bypass for the PostMessageA-function now!
Gratz! Youve done it!

Now only 1 more thing remains..
In order to make other programs able to use our functions we must export it.
There is an easy way to do this using Visual C++.
Add a .def file to the project.
The syntaxis to export a function is as follows:


Code:
LIBRARY ""
EXPORTS
In our case that's:


Code:
LIBRARY "BypassedPostMessage"
EXPORTS
myPostMessageA Compiling this code will result in a dll which you can then use with scripting/programming tools like AutoIT and visual basic.


Yay! We have a Bypass now! How to use it??!!
Simple!
We import the function with visual basic!

Here is a small example:


Code:
Private Declare Function myPostMessageA Lib "BypassedPostmessage.dll" (ByVal hwnd As Long, ByVal wMsg As Long, ByVal wParam As Long, lParam As Long) As Long
Private Declare Function FindWindow Lib "user32" Alias "FindWindowA" (ByVal lpClassName As String, ByVal lpWindowName As String) As Long

Private Sub Command1_Click()
Dim hWndCMD As Long
hWndCMD = FindWindow(vbNullString, "FLYFF")
myPostMessageA hWndCMD, WM_KEYDOWN, vbKeyE, 0
End Sub The first 2 Declarations are there to import the bypass we have just written and to import "FindWindowA", an API that allows us to get the windowhandle of the game.

The other code sends the "E"-key to the game when you hit the commandbutton.
Easy isn't it?
With a simple combination of Timers, sending vbKey"x" where "x" is any key on the keyboard you can make autofeeders, autotalkers, auto...
Just use your imagination!




So here are all the steps you have to take again, one by one:
-Find a function that you want to use, but that is blocked by gameguard.
-Open the dll that the original function is in with OllyDbg and look it up in the functionname list.
-Go to the function and copy the first 5 bytes of instructions.
-Paste these instructions in a piece of inline ASM.
-Make sure that GetProcAddress() returns the offset of the function you want to bypass.
-Rewrite the original function and make sure you pass the right parameters to it.
-Export the function
-Exploit the new function using Visual Basic, AutoIT, C++, delphi, whatever language you feel comfortable with.


I hope this tutorial shows enough so you guys can use it to bypass other functions.
Good luck hacking!

JoostP


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