xboxscene.org forums

Author Topic: Developing Trainers?  (Read 132 times)

keine

  • Archived User
  • Full Member
  • *
  • Posts: 190
Developing Trainers?
« on: February 19, 2010, 01:01:00 AM »

I was wondering if it is possible yet to develop trainers for the xbox 360. I remember doing a trainer for an Xbox game, but that was done using telnet and poke commands. I was also utilizing special functions of a debug bios, I believe/think.

Since no debug bios exists for the 360 yet, is this even possible?

Also, was the Xored trainer engine source ever released? I'm interested in seeing how a trainer engine is developed and applied to executables.

But there is also the option of just patching the xbe, something I know can be done now with IDA.

Thanks.
Logged

dstruktiv

  • Archived User
  • Full Member
  • *
  • Posts: 204
Developing Trainers?
« Reply #1 on: February 19, 2010, 04:57:00 AM »

All memory on the 360 is encrypted and visualized - There us ways to access it and some ppl of xedev have but its quite complicated and not a "normal" way. Patience it a virtue lol we will get what you're asking for in the future... just got to wait (IMG:style_emoticons/default/smile.gif)
Logged

devideas

  • Archived User
  • Newbie
  • *
  • Posts: 10
Developing Trainers?
« Reply #2 on: February 19, 2010, 05:12:00 AM »

U can work with XEncryptedAlloc and XEncryptedFree or XALLOC
Logged

bidrug

  • Archived User
  • Full Member
  • *
  • Posts: 146
Developing Trainers?
« Reply #3 on: February 19, 2010, 05:09:00 PM »

QUOTE(devideas @ Feb 19 2010, 06:12 AM) *

U can work with XEncryptedAlloc and XEncryptedFree or XALLOC


Are you a Dev???
or are you really just giving ideas as your nickname suggest???

I can give thousands of millions of ideas, I know programming but I'm not a high caliber Dev, yet, I can memorize function names easily and quote them.

If you are really so into this, throw something bigger please, as is depressing to see people pushing others to get stuff they don't even plan on supporting whit anything else but plain ideas.

A simple plain idea, can be really difficult to teach to any kind of electronic device, is not just a DECRYPT NETWORK and all will be done.
Logged

keine

  • Archived User
  • Full Member
  • *
  • Posts: 190
Developing Trainers?
« Reply #4 on: February 20, 2010, 08:23:00 PM »

Would XeDebug by Xelove have any value in creating trainers for games?


Poking and searching for values in Deus Ex on Xbox1, was fun. I'd love to do it again, with something like Mass Effect 2 for example.

Training is probably an excellent introduction to the world of reversing.

This post has been edited by keine: Feb 21 2010, 04:29 AM
Logged

keine

  • Archived User
  • Full Member
  • *
  • Posts: 190
Developing Trainers?
« Reply #5 on: March 09, 2010, 02:26:00 PM »

Anybody?
Logged

the2000

  • Archived User
  • Newbie
  • *
  • Posts: 2
Developing Trainers?
« Reply #6 on: March 10, 2010, 08:47:00 AM »

QUOTE(keine @ Mar 9 2010, 01:26 PM) *

Anybody?


I think it is still in the process of getting implemented, just be patient.

To give an idea how trainers work, basically you need to find a code section or a routine that is executed frequently. This can be the input, graphics, or audio. The most commonly used is the input routine. Then inside that routine, you "hook" another routine that calls your trainer's entrypoint. From there, the control is passed to the trainer. Trainer does its thing like poke bytes or words. After that, the trainer must relinquish its control and return it to its caller. From there, normal code execution follows.

I have never worked with the Xbox/Xbox360 so I can not give specific ideas, but I have created many trainers/cheats for NES, PSX, N64, and so on. The idea above is the general concept how cheating(or constant memory poking) works.
Logged

keine

  • Archived User
  • Full Member
  • *
  • Posts: 190
Developing Trainers?
« Reply #7 on: March 10, 2010, 09:03:00 AM »

What function call in Win32 do you use for a poke for example? I'm curious.

So this is how the Trainer Engine (Team XOR) worked in Xbox 1? The engine would inject into the same routine in essentially all games, then simply refresh a poke time through.

I'm familiar with pokes, as I found the location for money in Deus Ex for the Xbox1, using a telnet type prompt into the xbox. I forget exactly how I did it, but it was poking via telnet.

Logged