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Re: Multi-Client and DLL-Editing
Posted: Sat Nov 06, 2010 2:00 pm
by Nerrazzuri
albertng95 wrote:Nerrazzuri wrote:I am not sure if hooking CreateMutex is working for SEA. But if it does, shouldn't be hard.
tatata wrote:What about editing ZiGGi.DLL?
Editing ZiGGi.DLL?What do you mean by editing? There is no way to decompile a C++ project/application after it is compiled. But you can disassemble by using several tools and try to recompile the whole dll yourself, if you know what am I talking about.
Quite blur @@
Search for CreateMutex and CreateMutexEx in MSDN for more information.
As for decompiling DLL, there is no way to decompile any form of DLL but only to disassemble it by using tools like IDA, OllyDbg and such. Disassemble will mean you will be able to read the ASM language but not any C++ language. Which mean, you will have to master ASM, and know how it works with C++.
Re: Multi-Client and DLL-Editing
Posted: Sat Nov 06, 2010 2:45 pm
by albertng95
So ner........are u a C++ expert??
Re: Multi-Client and DLL-Editing
Posted: Sat Nov 06, 2010 3:08 pm
by New|Life
Nerrazzuri wrote:
Search for CreateMutex and CreateMutexEx in MSDN for more information.
As for decompiling DLL, there is no way to decompile any form of DLL but only to disassemble it by using tools like IDA, OllyDbg and such. Disassemble will mean you will be able to read the ASM language but not any C++ language. Which mean, you will have to master ASM, and know how it works with C++.
Thank you, i was curious about these since long time ago, you clarified them for me

. I have a question here: Let's say i want to modify a DLL, by disassembling the DLL, i am actually reading the DLL's inner structure in the form of ASM language right? So I have to translate the information gotten from ASM to C++, restart a new project, rewrite a new source code and recompile a new DLL myself?
Re: Multi-Client and DLL-Editing
Posted: Sat Nov 06, 2010 4:19 pm
by Nerrazzuri
albertng95 wrote:So ner........are u a C++ expert??
I am not an expert. I can code in C++ and a little bit in ASM language. That's all.
New|Life wrote:Nerrazzuri wrote:
Search for CreateMutex and CreateMutexEx in MSDN for more information.
As for decompiling DLL, there is no way to decompile any form of DLL but only to disassemble it by using tools like IDA, OllyDbg and such. Disassemble will mean you will be able to read the ASM language but not any C++ language. Which mean, you will have to master ASM, and know how it works with C++.
Thank you, i was curious about these since long time ago, you clarified them for me

. I have a question here: Let's say i want to modify a DLL, by disassembling the DLL, i am actually reading the DLL's inner structure in the form of ASM language right? So I have to translate the information gotten from ASM to C++, restart a new project, rewrite a new source code and recompile a new DLL myself?
Basically, it is correct, but since it uses different language to view, if you want to reconstruct the whole DLL file, it would take more than you write it yourself. By mean of writing yourself, make yourself a SEA-compatible ZiGGi.DLL. If you know how to code in C++, should not be hard since ZiGGI uses pointers to get the Map ID, wall size, and HP/MP/EXP value. The only thing you should take note is ZiGGi does hook into MapleStory movement(legit bot method) so you are able to move even MapleStory is not focused.
Re: Multi-Client and DLL-Editing
Posted: Sat Nov 06, 2010 5:13 pm
by New|Life
Nerrazzuri wrote:Basically, it is correct, but since it uses different language to view, if you want to reconstruct the whole DLL file, it would take more than you write it yourself. By mean of writing yourself, make yourself a SEA-compatible ZiGGi.DLL. If you know how to code in C++, should not be hard since ZiGGI uses pointers to get the Map ID, wall size, and HP/MP/EXP value. The only thing you should take note is ZiGGi does hook into MapleStory movement(legit bot method) so you are able to move even MapleStory is not focused.
Thank you Nerra but sorry i don't understand what do you mean by "it will take more than i write it myself", do you mean that construct a fresh new DLL is easier/faster than reconstruct a DLL based on disassembly

? And i have a question again, how do you update offsets without a bypass?
Re: Multi-Client and DLL-Editing
Posted: Sat Nov 06, 2010 7:15 pm
by Nerrazzuri
New|Life wrote:Nerrazzuri wrote:Basically, it is correct, but since it uses different language to view, if you want to reconstruct the whole DLL file, it would take more than you write it yourself. By mean of writing yourself, make yourself a SEA-compatible ZiGGi.DLL. If you know how to code in C++, should not be hard since ZiGGI uses pointers to get the Map ID, wall size, and HP/MP/EXP value. The only thing you should take note is ZiGGi does hook into MapleStory movement(legit bot method) so you are able to move even MapleStory is not focused.
Thank you Nerra but sorry i don't understand what do you mean by "it will take more than i write it myself", do you mean that construct a fresh new DLL is easier/faster than reconstruct a DLL based on disassembly

? And i have a question again, how do you update offsets without a bypass?
You have to translate all the language by yourself, and you will not be able to trace where is the error/mistakes you make when compile fail. Unless you know what are you trying to do. (but if you know what are you doing, you don't need to disassemble DLL right?)
Anyway if you are interested to make a PyPQ bot for yourself/SEA members, i suggest you looking this few APIs
PostMessage - Send Virtual keys to selected window such as MapleStory.exe.
SendInput - A much powerful key sending API which will work on arrow keys.
And learn how pointers work. I don't mean the pointers in game, the pointer for C++.
example of pointer dereference :
*(unsigned long*)X where X is a variable/fix value you declared previously.
Re: Multi-Client and DLL-Editing
Posted: Sat Nov 06, 2010 11:38 pm
by New|Life
Nerrazzuri wrote:You have to translate all the language by yourself, and you will not be able to trace where is the error/mistakes you make when compile fail. Unless you know what are you trying to do. (but if you know what are you doing, you don't need to disassemble DLL right?)
Anyway if you are interested to make a PyPQ bot for yourself/SEA members, i suggest you looking this few APIs
PostMessage - Send Virtual keys to selected window such as MapleStory.exe.
SendInput - A much powerful key sending API which will work on arrow keys.
And learn how pointers work. I don't mean the pointers in game, the pointer for C++.
example of pointer dereference :
*(unsigned long*)X where X is a variable/fix value you declared previously.
I see... by the way what is the relationship/difference between API and function? I will read through all your guide @ elitehack

, really lust for programming knowledge

. Really thank you Nerra for willing to explain things to me =)
Re: Multi-Client and DLL-Editing
Posted: Sun Nov 07, 2010 12:35 am
by bestrobber97
Off topic:
Nerrazzuri do you support Inter Milan? Bcos Nerrazzuri is the nickname of Inter Milan lols.

Re: Multi-Client and DLL-Editing
Posted: Sun Nov 07, 2010 2:12 am
by Nerrazzuri
New|Life wrote:Nerrazzuri wrote:You have to translate all the language by yourself, and you will not be able to trace where is the error/mistakes you make when compile fail. Unless you know what are you trying to do. (but if you know what are you doing, you don't need to disassemble DLL right?)
Anyway if you are interested to make a PyPQ bot for yourself/SEA members, i suggest you looking this few APIs
PostMessage - Send Virtual keys to selected window such as MapleStory.exe.
SendInput - A much powerful key sending API which will work on arrow keys.
And learn how pointers work. I don't mean the pointers in game, the pointer for C++.
example of pointer dereference :
*(unsigned long*)X where X is a variable/fix value you declared previously.
I see... by the way what is the relationship/difference between API and function? I will read through all your guide @ elitehack

, really lust for programming knowledge

. Really thank you Nerra for willing to explain things to me =)
API is Application Programmable Interface, which mean, some "function" that already integrated into C++ libraries. While functions you mentioned is something you code yourself.
For example
Code: Select all
int Calculate (int Index, int X, int Y)
{
switch (Index)
{
case 1: return X + Y;
case 2: return X - Y;
case 3: return X*Y;
case 4: return X/Y;
}
}
and in your main function you can write
Code: Select all
int _tmain(int argc, _TCHAR* argv[])
{
int A = 2, B = 10, C, Index;
printf("1. Addition, 2. Deduction, 3. Multiplication, 4. Division\n");
scanf("%d", &Index);
C = Calculate(Index, A, B);
printf("The answer is : %d\n", C);
system("PAUSE");
return C;
}
C will depends on what you want to do with the calculation. If you choose 1 it will be addition, 2 will be deduction and so on.
bestrobber97 wrote:Off topic:
Nerrazzuri do you support Inter Milan? Bcos Nerrazzuri is the nickname of Inter Milan lols.

Yes, I did support Inter Milan.

thats why my nick is nerrazzuri. But the nick for Inter Milan is Nerazzurri, Italy is Azzuri.