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Uriziel01

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About Uriziel01

  • Birthday 08/07/1989

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  1. My first idea is to hook on User32.dll, default screen capture functions are handled by this library . But form the other hand PixelGetColor and so one are handled by gdi32.dll i think, You have to check that also. Good luck. p.s-I could tell more and more preciselly if you would show what administration tool is that, what libraries it uses, what ports it uses (you can check data sended by those ports, searching for, ex. .jpg header pattern). You can even hook on to the incomming port and find the command that is triggering on the screenshot command.
  2. I should NOT respond to this because its a game connected thread buuuuuuut A way to goaround this one can be just to check what exacly data is send to the serwer (WpePro will help here, check youtube for tutorial for it) and send it with TCP commands. But you have to remember to also check, receive and send cookies, session id and decode the response, but there is a UDF for that on autoit forum. Thats my idea for it. Good luck. p.s-as I see in the source code the for is sending the data to "http://gondalworld.com/signups/login" my result from WpePro POST /signups/login HTTP/1.1..Host: gondalworld.com..User-Agent: Mozilla/5.0 (Windows NT 5.1; rv:2.0) Gecko/20100101 Firefox/4.0..Accept: text/html,application/xhtml+xml,application/xml;q=0.9,*/*;q=0.8..Accept-Language: pl,en-us;q=0.7,en;q=0.3..Accept-Encoding: gzip, deflate..Accept-Charset: ISO-8859-2,utf-8;q=0.7,*;q=0.7..Keep-Alive: 115..Connection: keep-alive..Referer: http://gondalworld.com/signups/login..Cookie: session=0e1712647016c69a9a286a3ad6f0836d; __utma=132601880.768482227.1301956819.1301956819.1301956819.1; __utmb=132601880.6.10.1301956819; __utmc=132601880; __utmz=132601880.1301956819.1.1.utmcsr=(direct)|utmccn=(direct)|utmcmd=(none)..Content-Type: application/x-www-form-urlencoded..Content-Length: 84....data%5BSignup%5D%5Bmail%5D=email%40poczta.pl&data%5BSignup%5D%5Bpass%5D=haslo
  3. Hello. If it is your game you can put a code inside that will check if the "protecting" process is still running (and exchange some data with it to prevent process suspension), if no close the game. To prevent using another file with the same .exe name better check the exact file size of even better make a MD5 hash. If you cant put anything in the game code You'll have to use some simple 2 files method. Run simultaneously two apps, both of them will check if the game isnt hacked and both of them will check each other if both are running (you need to also do some MD5 hashes to prevent file exchanges), if any of the files is missing or process is closed/suspended terminate the game. You also have to keep the second program in the first one (and first one in the second one) to FileInstall it when will be removed from system. p.s-If you want to get more secured you will HAVE to keep some communication way between those two apps (to prevent suspending one of them by some fancy TaskManager) i would say it is best to use 2 ways (memory read/write and for example changing some register keys) p.s2-But in the end all protections can be hacked finally ;P Good luck !
  4. The first thing is that you cant execute files larger then 4GB on x86 system "not run saying it is not a win32 exe". Second thing, do You really need to have all those files in 1 .exe file? Not better add some .cab files to the package ?
  5. I dint hided anything (I'm guessing that this is what you mean) , under those images is just another image, all are normal .bmp files, no transparency/alpha used here. I just didnt wanted to use GDI+ to avoid playing with DoubleBuffering things But if you have some code that can solve my problems it will be pleasure to Me to see it ! BTW can GDI+ also display .ico files with alpha channel and abilitie to resize them?
  6. Hello there, im creating a little application to edit in WYSIWYG a navigation system menu (Those builded on Win CE) and I have problem with putting pic controls over another pic controls, I have solved the problem of not visible new pics by using GuiCtrlSetPos but now I have another problem, and it is quite weird one Look at the screen where you see small black circles, they are not on original graphics files. Any one is familiar with such a problem? TY for all the responses.
  7. OK sorry, didnt readed that before. CLOSE or DELETE my thread. Ty
  8. #include "libraries/NomadMemory.au3" $process_ID=ProcessExists("Client.exe") $process_handle=_MemoryOpen($process_ID) $doswiadczenie_posiadane=_MemoryRead("0x9C3D5C", $process_handle) ; <-- This one is OK $nazwa_gracza=_MemoryRead("0x9B9BBC", $process_handle,"CHAR[16]") ; <-- This also Global $offset2[3],$result[2] $offset2[0]=0 $result=_MemoryPointerRead (0x9B8364,$process_handle,$offset2) ;<--I dint used any offset, just want to see what adress my pointer 'points' on to, but didnt get the correct result anyway (tried to use some offsets too) if (@error<>0) then MsgBox(0,"",@error) TrayTip($result[0],$result[1],5) My result: CheatEngine result:
  9. Hey! I have uploaded to you a source files of an simple QR code's data reader/creator I hope that will help you: http://www.speedyshare.com/files/19538260/QRCodeLib.rar
  10. PLEASE !! Can you give me an working example of using _GDIPlus_TextureRotateTransform or _GDIPlus_ImageRotateFlip function with .png image. Im now working on some project and using normal matrix transform is horrible (it is rotating entire graphics content [i mean the size of entire GC] not only my image, and calculating new position of image is some nightmare), Thank You ! BTW those funcitons are really really great ! I hope that the can be implemented in some ne comming BETA some days
  11. Ohhh, sorry everyone I did'nt looked it the script correctly, after seeing UEZ link (Enterprise Warp by youknowwho4eva) I have understood double-buffering trick in it Now I have second question, how can I make a one image from (for example) 32 images (tile based game map) ? Because it will need less % of CPU and BM's of RAM when I will render only one big image instead of 32 (or more) small ones, I think? And it will be faster to save this to a file and then read and display? Or meaby leave it in memory ? p.s-Im HORRIBLE sorry for my bad english, if you dont know what im talking about, please say, I will try to do it again more correctly. Thank you for the help!
  12. With all the respect, where is the double buffering in you example? I can only see a normal GraphicsDrawImageRect function with only one DC? Or im wrong, meaby you can make a example with some example moving picture, I would really appreciate that. Thank you
  13. Can someone give me a Autoit implementation of GDI+ double buffer i have some code and I want to avoid flickering. I now that it can be done by creating second DC, compatible bitmap and _WinAPI_BitBlt or (second way) by _GDIPlus_BitmapLockBits My script is only a example and I can make the entire script in entire diffrent way, I just need a key to solution of this problem: Code: #include <GUIConstantsEx.au3> #include <WindowsConstants.au3> #include <GDIPlus.au3> #include <WinAPI.au3> #include <Misc.au3> #include <Array.au3> _GDIPlus_Startup() Opt("MouseCoordMode", 2) $dll = DllOpen("user32.dll") $Gui=GUICreate("GameName",800,600,-1,-1) GUISetBkColor(0x303030, $Gui) $pic3=GUICtrlCreatePic("",0,0,800,600) $pic2=GUICtrlCreatePic("",10,10,500,500) $pic1=GUICtrlCreatePic("",3,110,100,100) GUISetState(@SW_SHOW) PicSetGraphics($pic3, 800, 600, @ScriptDir&"\gfx\grass.jpg",1,0) PicSetGraphics($pic2, 100, 100, @ScriptDir&"\gfx\explosion.png",4,0) PicSetGraphics($pic1, 100, 100, @ScriptDir&"\gfx\sprite.png",1,20) Local $ii=3 While 1 $ii+=1 if $ii=300 then $ii=0 ControlMove("GameName","",$pic1,110,$ii) _WinAPI_RedrawWindow($Gui,"", "", $RDW_INVALIDATE) sleep(15) $msg = GUIGetMsg() If $msg = $GUI_EVENT_CLOSE Then ExitLoop WEnd GUIDelete() Func PicSetGraphics($cID, $img_W, $img_H, $image_file,$scale,$rotate) Local $STM_SETIMAGE = 0x0172 Local $IMAGE_BITMAP = 0 Local $hWnd, $hBitmap, $hImage, $hGraphic, $hBrush, $hBrush1, $hbmp, $aBmp $hWnd = GUICtrlGetHandle($cID) ; $hGraphicGUI = _GDIPlus_GraphicsCreateFromHWND($hWnd) $hImage = _GDIPlus_BitmapCreateFromGraphics(($img_W*$scale)*3, ($img_H*$scale)*3, $hGraphicGUI) $hGraphic = _GDIPlus_ImageGetGraphicsContext($hImage) if $rotate<>0 then $hMatrix = _GDIPlus_MatrixCreate() _GDIPlus_MatrixRotate($hMatrix, $rotate, "False") _GDIPlus_GraphicsSetTransform($hGraphic, $hMatrix) endif _GDIPlus_GraphicsSetSmoothingMode($hGraphic, 2) ;-----> All Graphics Here if $rotate<>0 then $hBitmap = _GDIPlus_ImageLoadFromFile($image_file) _GDIPlus_GraphicsDrawImageRect($hGraphic, $hBitmap, $img_w, $img_H, $img_W*$scale, $img_H*$scale) Else $hBitmap = _GDIPlus_ImageLoadFromFile($image_file) _GDIPlus_GraphicsDrawImageRect($hGraphic, $hBitmap, 0, 0, $img_W*$scale, $img_H*$scale) endif ; -----> End of all Graphics $hbmp = _GDIPlus_BitmapCreateHBITMAPFromBitmap($hImage) $iX = _GDIPlus_ImageGetWidth ($hImage) $iY = _GDIPlus_ImageGetHeight ($hImage) $aBmp = DllCall("user32.dll", "hwnd", "SendMessage", "hwnd", $hWnd, "int", $STM_SETIMAGE, "int", $IMAGE_BITMAP, "int", $hbmp) _WinAPI_RedrawWindow($Gui, "", "", BitOR($RDW_INVALIDATE, $RDW_UPDATENOW, $RDW_FRAME)) If $aBmp[0] <> 0 Then _WinAPI_DeleteObject($aBmp[0]) _WinAPI_DeleteObject($hbmp) _WinAPI_DeleteObject($hImage) _GDIPlus_BrushDispose($hBrush1) _GDIPlus_GraphicsDispose($hGraphic) _GDIPlus_GraphicsDispose($hGraphicGUI) _WinAPI_DeleteObject($hBitmap) EndFunc ;==>PicSetGraphics Func _Quit() Exit EndFunc ;==>_Quit ; Func ntmem($i_PID = -1) If $i_PID <> -1 Then Local $ai_Handle = DllCall("kernel32.dll", 'int', 'OpenProcess', 'int', 0x1f0fff, 'int', False, 'int', $i_PID) Local $ai_Return = DllCall("psapi.dll", 'int', 'EmptyWorkingSet', 'long', $ai_Handle[0]) DllCall('kernel32.dll', 'int', 'CloseHandle', 'int', $ai_Handle[0]) Else Local $ai_Return = DllCall("psapi.dll", 'int', 'EmptyWorkingSet', 'long', -1) EndIf EndFunc ;==>ntmem
  14. I have checket it under windows Seven (it should work under Vista). Are you running it from main game directory? You have to put it with game .exe because it is using the same graphics files as the game EDIT: Oh s*it I have forgotten to add plyer1.png and player2.png files to the editor, wait a second and I will upload them again Sorry.
  15. Sorry for bumping my own thread I have added a MapEditor Link: MapEditor v.1.0.2 Just put in in main game folder and run, or compile the source code ! Cheers.
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