![]() ![]() Original Assignee INDesign LLC Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.) Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.) Abandoned Application number US10/910,749 Inventor James Ernst Current Assignee (The listed assignees may be inaccurate. Google Patents Bit slicer system and method for synchronizing data streamsĭownload PDF Info Publication number US20050031055A1 US20050031055A1 US10/910,749 US91074904A US2005031055A1 US 20050031055 A1 US20050031055 A1 US 20050031055A1 US 91074904 A US91074904 A US 91074904A US 2005031055 A1 US2005031055 A1 US 2005031055A1 Authority US United States Prior art keywords shift register processor bit data stream binary Prior art date Legal status (The legal status is an assumption and is not a legal conclusion. Google Patents US20050031055A1 - Bit slicer system and method for synchronizing data streams Again, the data in memory keeps changing even when the value doesn’t (I’ll explain why it happens later), so “fuzzy scan” doesn’t work either here!! That’s a master kill!īesides of keeping mask changing, it also keeps reading the value out and writing it back, which kills most game editing tool “value frozen” feature! Unless you can ensure you freeze the mask and hashed value at the same time, or it breaks the value! Since the reading and writing happen in a very high frequency (Again I’ll explain why it happens later), so you have to lock down the value at a specific point, or the locked value will be overwritten immediately.įurthermore, since this value is the key game value, which is displayed on Game UI all the time, the getValue() is called every time when game UI renders! And usually game UI renders in at least 60fps.US20050031055A1 - Bit slicer system and method for synchronizing data streams This kills the almost all kind of memory scanning features in all kind of game hacking tool! You cannot find the plain value in the memory, so you have to use “fuzzy scan”, which detects the values changes instead of scanning specific value. And every time, when either the value being read or written, the mask changes. Instead, it stored a “hashed” value, which is the plain value xor a random generated mask. So from the code, you can see, the plain value is never got stored in memory. Here is the psudo-code explains how the it works: HiddenInt Psudo implementation In fact, Harvest uses a quite unique approach to protect its game status data! Oxeye guys call it the Hidden Int. But we can easily find that the value is only used for display instead of real game state data. By searching the mineral value, we can locate a specific address. Very standard approach, and supported by most of the game hacking tool.īut in Harvest, the story is quite different. And finally figure out the proper address, then locked it down with the game hacking tool. Scan the memory for specific number for a few times to filter out the list of potential memory addresses. Theoretically locking down a value is easy. ![]() Mineral is the only key resource in the game, which is used to build or upgrade structures. I will discuss something interesting I discovered when hacking the game.īy hacking the game, I want to lock down the the number of Mineral that I have in the game. The game is amazing, but I won’t focus on that. Harvest: Massive Encounter is a very unique strategic tower defense game published by Oxeye Game Studio.
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