
At the end of this lesson you will be able to use Cheat Engine (basics) and get Assault Cube ready.
At the end of this lesson you will be able to use Unknown Initial Value to find values which can't be seen directly, learn basic debugging and the Reclass interface
At the end of this lesson you will be able to differentiate between static and dynamic memory addresses and know why they are so important.
At the end of this lesson you will be able to do pointer scan so you don't lose dynamic memory addresses such as health, ammo etc.
At the end of this lesson you will be able to find functions using the AOB scan method and learn to find values through these functions using debugging.
At the end of this lesson you will be able to make simple cheats such as godmode and infinite ammo via disabling their respective functions' functionality by nopping.
At the end of this lesson you will be able to do simple reverse engineering, learn how to use reclass in detail and it's importance.
At the end of this lesson you will be able to find the bot playerlist in Assault Cube.
At the end of this lesson you will be able to make togglable cheats using the auto assemble tool in Cheat Engine.
At the end of this lesson you will be able to do byte manipulation through Cheat Engine.
At the end of this lesson you will have Visual Studio and C++ ready for our next chapters.
At the end of this lesson you will learn how to make a simple ammo hack using C++ and using Windows API.
At the end of this lesson you will learn how to read multilevel pointers in C++ and find a module's base address.
At the end of this lesson you will learn how to do byte manipulation in C++ and changing memory access rights.
At the end of this lesson you will learn how to do aob/signature scan in C++.
At the end of this lesson you will learn how to do a nopping wrapper using our previously made byte manipulation function.
At the end of this lesson you will learn how to create your own simple DLL, inject it into the game and find the game's module base address using it.
At the end of this lesson you will learn how to convert our previously made external functions such as nopping, byte manipulation, signature scanning etc. into internal functions.
At the end of this lesson you will learn how to use reclassnet classes to directly access data such as local player health, armor etc. , console creation and dejecting our DLL so you can reinject it if you want to.
At the end of this lesson you will learn about hook types and how to make your own detour and trampoline hooks.
At the end of this lesson you will learn how to implement ImGui to your own projects and draw a simple box using it.
At the end of this lesson you will learn what the world to screen function does (basically), you will be able to find the model view projection matrix and make a simple esp.
At the end of this lesson you will learn how to make your own simple aimbot and make your cheats togglable by key presses.
At the end of this lesson you will learn how to refactor your esp using the bounding box method so it looks better, you will also learn how to add commonly used features such as name esp, snaplines and a healthbar.
At the end of this lesson you will learn how to call ingame functions and make a triggerbot using it.
At the end of this lesson you will learn how to make no recoil in Assault Cube.
At the end of this lesson you will learn how to make a simple menu, transfer some of our external cheats into the internal one and minor optimizations.
At the end of this lesson you will learn how to make a simple DLL injector using the LoadLibrary method.
Thank you for learning from me. I wish you all the best.
Have you ever wondered how game cheats actually work?
Where is a player's health stored in memory? What is a pointer, and why do memory addresses keep changing? How can you find and modify a function? What is the difference between external and internal cheats? How do DLL injection and hooking actually work?
In this course, we'll answer these questions through hands-on projects rather than purely theoretical explanations.
We'll start with Cheat Engine and ReClassNET, learning how to analyze game memory, find static and dynamic addresses, work with pointer structures, and use techniques such as AOB/Signature Scanning.
Then we'll take what we've learned into C++.
You'll use the Windows API to build your own external tools, work with process memory, perform memory reads and writes, manipulate bytes, and build an external game-hacking project from the ground up.
After that, we'll move into DLL injection and internal development. You'll learn how DLL injection works, explore hooking techniques such as Detours and Trampolines, and create a simple in-game interface using ImGui.
We'll then use concepts such as WorldToScreen and ViewMatrix to understand how ESP/Wallhack systems work and build them in practice. We'll also explore the fundamentals behind Aimbot, Triggerbot and No Recoil systems.
What will you actually gain from this course?
The goal of this course is not to have you simply copy and paste pre-written code.
Instead, you'll learn how to analyze game memory, investigate where values and functions are located, and develop the skills needed to solve problems on your own.
Throughout the course, I'll try to explain not only how something works, but also why we're doing it that way.
Before you start
This is not a complete beginner programming course.
Basic C++ knowledge is recommended. Having some familiarity with Assembly will also be helpful. However, the reverse-engineering and game-hacking concepts used throughout the course will be explored through practical examples.
If you're not yet comfortable with C++, I recommend strengthening your fundamentals before moving into the external and internal sections.
By the end of the course
By completing this course, you'll have a practical foundation in game memory analysis, external and internal development, DLL injection, memory manipulation, AOB scanning and basic hooking techniques.
More importantly, you'll have a better understanding of the reverse-engineering process and the tools used to investigate how games work internally.
The goal isn't to make you dependent on a single game's source code or a collection of pre-made cheats. Instead, you'll learn techniques and concepts that you can investigate and apply to different games and projects.
If you're interested in learning how games work under the hood, getting started with reverse engineering, and building your own game-hacking projects, let's get started.