December 26, 2019 — by aixxe
This is the second in a series of posts on streamlining score sharing in beatmania IIDX. Using the data we found last time, we'll build an internal library to read score data from memory, find and hook a function to run our code on the result screen, and finally, hijack an import to get our library loaded automatically.
June 23, 2019 — by aixxe
Sharing scores is a big part of the rhythm game community. For me, it's been a great way to keep track of my progress and meet similarly skilled players to compete with. On the other hand, taking pictures of the screen with my phone each time got old fast. The process needed some streamlining and I had a plan.
September 17, 2017 — by aixxe
Somehow, despite the eternal procrastination that re-writing one of my larger internal projects has become, I’ve finally managed to make some progress and replace my extremely inefficient method for achieving ‘stream-proof’ visuals with something a lot easier to implement.
If a tree falls in a forest and no one is around to hear it, does it make a sound? Similarly, if we patch the memory of Counter-Strike: Global Offensive from kernel space, would that be considered an internal or external hack? Not sure. I know how to do it, though. Do you want to know?
April 23, 2017 — by aixxe
This time we’re diving into the world of tool assisted speedrunning – also known as ‘TASing’. Simply put, the process of creating a speedrun using third-party tools. In this post, we’ll build the core recording & playback logic, add the ability to re-record and finally, replay the recording on a live server.
March 15, 2017 — by aixxe
Welcome back to another instalment of the ‘alternative approaches’ series! This time we’re revisiting one of the fundamentals of internal game hacking on the Source Engine: the CreateInterface function, or more specifically, the underlying list of version strings and pointers that you should be using instead.
February 7, 2017 — by aixxe
As I hastily hacked various code together to get Chameleon NG running on Linux I came across a signature scan that needed replacing. Before I knew it, the solution had gone from pretty bad, to decent, and finally, better than its Windows counterpart.
January 12, 2017 — by aixxe
We're going to take a look at the ever so popular glow outline effect present in various Source games. This has well and truly been done to death but with the most prominent public code being horribly written and the users of it having no idea how it works I thought I'd simplify things and post my own take on it.
December 31, 2016 — by aixxe
In this post I'll be covering some of my methods for debugging and testing internal Source projects. This is the first part where we'll mainly focus on setting up a dedicated game server for online testing. Later on we'll dive into the game libraries where I'll show you how to find various classes and pointers with gdb.
December 13, 2016 — by aixxe
Making a graphical interface in-game from scratch has never interested me. I'm always a little surprised when people say writing the interface code is their favorite part. I'd rather use console commands, config files or straight up re-compile with different settings. Well.. that was true until I started using ImGui.