In this video I want to tell you about the
time splitter tools speedrunners are using to track their time and how this relates to
game hacking. But before, let’s play some more Pwn Adventure
3, because we need to learn about something first. In a previous video we were able to use the
tool Cheat Engine to find the variable of the selected skill in memory. But if tried this yourself you might have
run into an issue when you close and reopen the game. Because in that case Cheat Engine would just
show question marks. Or it might show random other values. This is because the data is not located at
the same address anymore. For example ASLR changes the addresses of
the memory regions. So how do we deal with that? Let’s attach Cheat Engine again to the game,
and throw away the current address list, because it will be useless. But now that we know the values of the skill
number variable, we can directly search for the value. So first slot selected would be a 0. We found 64million. Then let’s select the second slot. Search for value 1. 3300 possible values left. We can see that some values are already different
again, so we can just scan again for the 1. Switching to the third slot, so we search
for 2, One left! Okay… we found it again! This time we want to ensure that we find this
value every time when we restart the game. In theory the game itself has to know where
the value in memory is, right? We can again think about this from a programmers
point of view. There could be a global general game object. And that game object has maybe a reference
to the world object. And the world object has a reference to the
player. And the player then has the variable for the
slot number. And if you know somewhat how that is implemented
on the lower level, you know that objects are somewhere in memory, so they have an address. And their variables are located at some offset
from the start of the object. So basically you just have to always follow
those pointers and offsets until you reach the end. And of course, the awesome tool Cheat Engine
has a feature called “Pointer Scan” that can help you with that. So let’s do “a pointer scan for this address”. This is the address we want to get to. And then there are a lot of settings that
you can control when searching for these pointer/offset paths. We will leave it mostly at the default settings,
except that we change the restrictions for the base address. “Base address must be in specific range”. The base address is where the pointer chain
has to start. The root. The one fixed address. And with this setting we can define a range
where it has to be. From last video we know the code that accesses
this variable is from the GameLogic.dll. So it makes sense to guess that this .dll
maybe has some global variables pointing to some objects which we can use. So I looked at the memory map again to find
the rough memory range and add it there. Now let’s search. Depending on the size of the memory, this
can take a while. Fast forward, here we are. We found over 20000 possible pointer paths. And look at this one. Apparently at this address here, so from the
base address of the dll, we go up hex 0x97e48. There is some address, and when following
that address and go to the offset hex 0x110 there, we find the address (or pointer) to
our variable. We can also sort based on other columns here,
that helps us to discover other possible nice pointer paths. So we can add another possible path. Also do you notice how the last offset here
is hex 0x110? Remember when we looked at the assembly accessing
this slot id value, it was from offset hex 0x180 from ESI. and we had ESI assumed to
be the player class. So it’s a bit unexpected that we find here
addresses, where the slot id appears to be at the offset 0x110. But looking at the list you can also find
pointer paths where it has the expected offset hex 0x180. Because I trust the assembly offset a bit
more, than guesses by cheat engine, I decided to rescan the pointer list for pointers with
the last offset 0x180. This is very similar to how you scan for values
- now we just scan for better pointer paths. But let me show you how you can check if you
have reliable pointer paths or not... Let’s close the game! So now the process is gone and memory is of
course unknown. Then let’s start the game again. Login…. Select the character… and we are back… Attaching to the new game process - and we
want to keep the current address list. Now look at the address list. The hardcoded address now points somewhere
else in memory and there is a 0. We know that this would be wrong. The third pointer path also seems to point
into bad memory. So that one wasn’t reliable. But these two pointer paths here seem to successfully
point to somewhere with the value 2. And that looks correct, because we have selected
the 3rd slot. Let’s delete the wrong ones. It could also be a good idea to redo this
process of playing the game, closing it, restarting and so forth a few more times, just to be
sure that the pointer path is really 100% reliable. And if not, you redo the path scan and select
a different one. But why did we do this? What’s the purpose of the pointer path? Well, this is very useful for when we want
to write programs like trainers, bots or cheats. We can write code that gets the address of
the GameLogic.dll, and then follows that pointer chain to find the address of that value. Which you can then use to change it. The skill selection is maybe not the most
useful variable. But of course we can imagine that we find
a lot of other values like that. Maybe we could even find the address of the
position to teleport or move around. But that is something for another episode. I have a special idea for that. I want to talk about something else now. I know a lot of people don’t like cheaters
and maybe wonder why I would make a video like that. But I want to show you that this can also
be used for more productive things. Would you have guessed that these hacks are
used by speedrunners ALL THE TIME? Here is for example the current BioShock Infinite
World-Record speedrun by glurmo. And let’s look at the timer when the map
changes… it made a split and moved to the next one... So have you ever wondered how these automatic
time splitters from speedrunners work? They don’t seem to have to press a button
when they progress in the game, it seems to happen automatically. Let’s have a look at a tool called LiveSplit. LiveSplit is a timer program for speedrunners
that is both easy to use and full of features. It has this feature: Game Time is automatically
read directly from an emulator or PC game, and you can use it by switching to Game Time
under Compare Against. Do you have a guess how they might be able
to do that? Let’s checkout the Auto Splitter documentation: LiveSplit has integrated support for Auto
Splitters. An Auto Splitter can be one of the following: A Script written in the Auto Splitting Language
(ASL). A LiveSplit Component written in any .NET
compatible language. The Auto Splitting Language - ASL is small
scripting language made specifically for LiveSplit Auto Splitters. An ASL Script contains a State Descriptor
and multiple Actions which contain C# code. So what are State Descriptors? The State Descriptor is the most important
part of the script and describes which game process and which state of the game the script
is interested in. This is where all of the Pointer Paths, which
the Auto Splitter uses to read values from the game, are described. Pointer Paths!!!! We know pointer paths!!! And they are used here to read values from
the game. Like we read the selected skill number from
memory! Let’s read just a little bit further: The optional base module name BASE_MODULE
describes the name of the module the Pointer Path starts at. Every *.exe and *.dll file loaded into the
process has its own base address. Instead of specifying the base address of
the Pointer Path, you specify the base module and an offset from there. If this is not defined, it will default to
the main (.exe) module. This is exactly what we also figured out with
Cheat Engine. We have figured out a pointer path from the
GameLogic.dll as the base module, to the selected skill ID. Let’s look at an example .asl file. This is the file for Bioshock Infinite. Here is the state definition. And apparently from going from the base address
to hex 0x14154e8, and then following that pointer going to offset 4, we find a float
that contains information about the “map loading”! And the integer that tells you which map is
being loaded, needs apparently three offset. And you can see how those values are being
used. This is the function that checks if the timer
should be started, and it will check if the map is loading, and if the map that is being
loaded is number 15. Cool, right! This means LiveSplit is doing the same stuff
that also cheat tools are doing. They have to somehow interact with the game’s
memory. So here for example we have the ProcessExtensions
class. In here we can find a createThread function
which calls WinAPI.CreateRemoteThread. Let’s have a look into the Windows API documentation. Use the CreateRemoteThreadEx function to create
a thread that runs in the virtual address space of another process. Create a thread that runs in ANOTHER process. So this is a typical windows function that
you can use to inject and run your own code in a target process - in this case the game. This is exactly what you would do when you
want to write your own cheats. You write malicious cheat code that you run
in the context of the game’s process. If you browse a bit more around the sources,
you can also find other helpful functions like WriteDetour. The comment here says
// allocate memory to store the original src prologue, bytes we overwrite with jump to
destination, along with the jump back to source. So you can use this to overwrite part of the
game’s code, jump to your own code, and then jump back. This is also called a “hook” a function
“hook”. And that’s exactly the same kind of stuff
you would do for any kind of game hacking or cheating. I mean LiveSplit is literally game hacking. But it’s not only game hacking, this is
what also malware might use to hide it’s code, or steal data from a running program. And browsing a bit more you can even find
code that seems to hook keyboard presses in order to detect global keybord shortcuts,
probably for when you are in the game and want to interact with LiveSplit. But this could easily be changed to log keypresses
for a keylogger. You get the idea... Just to make it 100% clear, I’m not saying
LiveSplit is cheating or malware. I’m just saying that it uses the same programming
techniques. I think you can see that learning about game
hacking, reverse engineering and how the basics of cheating works, is useful! The cool thing is that game hacking can be
really fun. Because you play around with games. But the skills you learn are applicable in
many other areas as well. I hope this shows you how interconnected the
skills are. And how learning one topic can benefit you
somewhere else. And I also hope it shows you that some skills
that on the surface might seem only be useful for malicious purposes, be it online game
hacking or malware development. They can also be used for awesome useful tools
like LiveSplit. A tool that has probably had tremendous positive
impact on the joy of thousands of people. And I wouldn’t be surprised if the developers
of that tool haven’t had a history in game hacking themselves.