Sunday, August 12, 2012

Packet Editor Progress #4 and other things

It's been nearly a month since my last post, so I thought I'd update you all on my progress.
Things have been slow. I've had stuff on. Should be getting some time soon, though.
I'm thinking I'll get multiple server hooks operating then release the next version.
ETA: 1 month +- 2 weeks

I've fleshed out some more of the GUI.
I also started setting up PEW support. might take a version or two for it to be released;
I've also planned a few plugins for it, including an HTTP server re-director (making certain directory's on chosen servers redirect elsewhere, including to the local filesystem, I.E. making everything in www.example.com/dir/ redirect to c:\server\).

I've had some issues with modifying it to run on Linux and Mac, but hopefully I can get it going before next release.

In other news, I've been doing more work on 3D stuff. I'd post more about it, but I'm too short on time. I'm hoping to get my FPS running on a Commodore 64. That should still be within it's limits. I've never written anything for a C64 before... so that'll be interesting.

Also, turns out my "Universal SWF Decryptor" has bugs (I've known about them for a while, but tried to hide them so people didn't exploit them to make "un-decryptable" SWF's) that make it slightly less "Universal". I'll try and fix them when I get a spare moment...


I need more spare time...

Wednesday, July 18, 2012

Packet Editor Progress #3

Did some more work on it today. Hopefully, I can add Mac and Linux support next release (installing AIR on Linux is a pain in the ass, though).
I just passed the 1,000 line mark for it (1,011 right now, split between 12 classes).

Next release will have various GUI improvements (server options and possibly port options and plugin options windows, adding the ability to remove hooks).
I might fix some of the glitches with having multiple server hooks (currently, all hooked connections are routed to whichever IP is at the top of the list).

I need to add .PEW file loading at some point too, considering that PEW files will make things vastly easier for newbies trying to set up hooks for specific plugins.

I'll probably release some tutorials around the end of this week,

Tuesday, July 17, 2012

BPE Pre-Alpha V1.0

Here it finally is!
The first public release of my packet editor!

Currently, it comes with no plugins and is windows only, so it will only be useful to those who can program in AS3.
I'm going to be posting tutorials on using and writing plugins for it in the near future, so stay tuned!
In the meantime, you can download the source for a simple Stick Arena Dimensions plugin I made and edit that to work for whatever uses you have.
To use the plugin, hook these servers:
ballistick1.xgenstudios.com
ballistick2.xgenstudios.com
ballistick3.xgenstudios.com
ballistick4.xgenstudios.com
ballistick5.xgenstudios.com
ballistick6.xgenstudios.com
ballistick7.xgenstudios.com
ballistick8.xgenstudios.com
ballistick9.xgenstudios.com  

Or add this to your hosts file:

127.0.0.2 ballistick1.xgenstudios.com #CoreHook IP 67.19.138.234
127.0.0.2 ballistick2.xgenstudios.com #CoreHook IP 67.19.138.235
127.0.0.2 ballistick3.xgenstudios.com #CoreHook IP 67.19.138.236
127.0.0.2 ballistick4.xgenstudios.com #CoreHook IP 74.86.43.8
127.0.0.2 ballistick5.xgenstudios.com #CoreHook IP 74.86.43.9
127.0.0.2 ballistick6.xgenstudios.com #CoreHook IP 74.86.43.10
127.0.0.2 ballistick7.xgenstudios.com #CoreHook IP 74.86.3.220
127.0.0.2 ballistick8.xgenstudios.com #CoreHook IP 74.86.3.221
127.0.0.2 ballistick9.xgenstudios.com #CoreHook IP 74.86.3.222


And hook port 1138.


Currently, you have to manually remove server hooks by editing your hosts file (C:\windows\system32\drivers\etc\hosts).


Anyway, here's the download link for the packet editor.


Current features:
Working plugin system
Working hooking system
Loads previous server hooks when it opens
Probably undetected by most/all current games and anti-cheat systems 


Current known bugs:
Too many to list...


Also: Android has been added to the list of OS's I plan to develop my packet editor for. Support will probably be added for it during Beta.
Linux (and possibly Mac) support will hopefully be added in the next few releases. 

I've also updated the downloads page with BPE and the plugin.

Monday, July 9, 2012

Delays

So, there I was, two or three weeks ago. About to release the first pre-alpha version of my packet editor.
Then I noticed A serious bug. I´m not going to go into too much detail on it, but it basically rendered the packet editor unusable.
After that, I had an insanely busy week filled with assessments, my social life and preparation for the holidays.
And then I flew to tahiti.
I´ve pretty much had no internet acccess here, so I haven´t been able to do any testing and debugging of the packet editor (No internet = no packets).
I get back at the end of this week though, so I´d expect a release around the 22nd this month (2 weeks from now)

In other news, I figured out a new Raycaster-like algorythm that should be between 50 to 100 times faster than the conventional wolfenstein method.
I think I can get it to run in 640x480 smoothly on a 500KHz processor (assuming it can drive the screen). probably even less. I´ll test it on my family´s old Amiga 2000 (about 7MHz) when I can

I´ll probably post some stuff on raycasting and raycasting derivatives soon.

Thursday, June 14, 2012

Packet Editor Progress #2

I've been pretty busy this last week or two, but I think It's about time I posted another progress update.
I've been working on the hook, Core API's and plugin integration recently.
I figured out a better way of dealing with multiple servers (and ports) and in the final version, you will be able to hook up to 256 different servers and any number of ports on each server.
I've also fleshed out the plugin file (which will be Packet Editor Plugin files, or .pep files). I'll eventually make a program to quickly and easily make .pep files for plugins. I might post some more details on them soon.
When I get around to implementing it, I'll add Packet Editor Workspace (.pew) files , which will be written in some simple language (currently probably BASIC like) that will be able to do things like:
Unload plugins
Load plugins
Unhook servers
Hook servers
Unhook ports
Hook ports
Change various settings
This will mean that cheats for games can simply be made as one or more plugins and a PEW file so that all the end-user has to do is open the PEW file and use the plugins GUI to select options to use it. they wouldn't need to know how to use the packet editor at all. Hell, they wouldn't even need to know what a "packet" is.
Also, I installed Ubuntu on my laptop's second HDD so, the Linux version's priority has increased a bit. expect a Linux release at the same time (or before) the Mac release (probably about a month from now).

Here's a pretty picture of the current version:


I'll release a pre-alpha version in a couple weeks, probably.
It'll only be useful to programmers as it won't come with the analyzer or manipulator/filterer/editor plugins (which I haven't even started making yet), but you will be able to make and release your own.
And for those who care about open source stuff, all the plugins I make for it (including the anazyer and the manipuator) will be open source. the Core won't be, but I probably won't encrypt or obfuscate it. So, if you're desperate for the source you will probably be able to decompile it. But everyone knows that's not cool.

I think I was gonna say some other stuff, but it's getting late and I've forgotten. I might edit this if/when I remember.

14/6/12
Core: 60% - Core GUI: 70%, Core API: 50%, Core Hook: 70%
Plugins: 18% - Plugin integration: 70%, Packet Analyzer Plugin: 0%, Packet Manipulator Plugin: 0%

Sunday, June 3, 2012

Packet Editor Progress #1

So, I've spent the last couple weeks working on my packet analyzer/manipulator, hence why it's been so long since the last update here.
Here's an update on the packet analyzer/manipulator's progress:

All the Core's GUI's components are pretty much done. I decided to program the GUI from scratch and have everything be drawn dynamically, so all the graphics are drawn using AS.

I'm going to add options that allow you to change setting on a per-socket basis (for if you have more than one socket connected to it at a time)

The Core GUI's far from finished, but here's a sneak preview of the current system:
Plugins are SWF's (there'll be a custom file type for them when I get around to it containing important information like which functions to hook, which Core variables it needs access to, title, ect) so are easy and quick to program. Each plugin will run within it's own window and by default will not be able to access other plugins.

Plugins will by default be able to do the following:
Change their window size, change their window title, have their flash code do whatever they want within their window.
Manipulate incoming/outgoing packets
Send packets and simulate receiving  packets

Things that will probably require extra permissions for plugins are:
Adding servers and ports to the "hooked servers/ports" list
Stop other plugins having access to specific packets (i.e stopping another plugin editing a packet it doesn't want it to edit)
Changing run order of plugins
Loading other plugins
Changing other plugins settings
Accessing/overriding other plugins

I might add more stuff in the future, but that's how I see it now.

The socket hook it uses will be cross-platform (However, Linux uses an outdated version of AIR, so a Linux version might not happen but I can confirm is possible) and works by hooking individual servers/ports. And since it's AIR and plugins are written in flash, it's 100% cross-platform allowing the Core and all plugins to work on Windows, Mac and Linux (when I get around to it), making it one of the few (if not only?) cross-platform packet analyzer/manipulators. But the hook does have some downsides.

To take a look at the hook objectively:
Pros:
Cross-platform (Windows, Mac, Linux)
Easy to program
Harder for anti-hack/cheat programs to detect as it doesn't involve modifying programs to hook sockets
Not many (if any) anti-hack/cheat programs check for this specific type of hook
No need to piss around with "socket ID's"
Cons:
Still possible to detect
Works per-server instead of per-program, so can pick up unwanted connections from other programs trying to access the hooked server
Also works per-port and any connections to unhooked ports on the hooked server will be dropped/time out.


I'm expecting the first release to come out in about a month from now.

here's the gist of my progress including percentage completes:
3/6/12
Core: 30% - Core GUI: 60%, Core API: 30%, Core Hook: 30%
Plugins: 15% - Plugin integration: 60%, Packet Analyzer Plugin: 0%, Packet Manipulator Plugin: 0%

Monday, May 14, 2012

Sitelocked SWF Loader


I just finished my SWF sitelock tool for loading sitelocked swfs offline.
This project is the precursor to the packet editor I'm going to make (vast quantities of this projects code can be recycled into my packet editor).
This loader should be able to load ~95% of sitelocked games. it has one or two limitations though:

It's currently windows only (I might make a linux option in the future. wouldn't be too hard. mac would be possible too).
Generally speaking, it can only load games held in a single .swf file. and it tends to break multiplayer games. Both of those are fixable, but it's probably not worth the effort.

Anyways, here's how you use it:

if for example, you wanted to load a sitelocked swf  offline from www.example.com/folder/test.swf you would set "Server" to "www.example.com"  and "Path" to "/folder/test.swf"
after you've set that up, just drag-and-drop the swf onto the loader to load it.

Note: most games only need to be loaded from the correct server and you can usually leave Path blank.

Here's a picture of me loading an unmodified, sitelocked Stick RPG Complete while not connected to the internet:

Note that Path doesn't actually have to be set to anything, I just did that to show it worked.

Download my SWF Sitelock Tool here:
Download

Also, it's an AIR application, so you need AIR installed to run it.