
Explore reverse engineering for game modding by inspecting binaries, reading assembly, and using debuggers to modify memory and game systems, then build external cheats and a custom modding infrastructure.
Explore reverse engineering by analyzing games at the binary level with Cheat Engine, Ghidra, and Visual Studio on Windows 11. Build external cheats, ESP hacks, and a modding framework.
Set up the course tools, including VMware Workstation Pro on Windows 11, Cheat Engine, VC package, Git, Ghidra, JDK, and Visual Studio, then download SuperTux, Assault Cube, and SuperTux Cart.
Explore a pattern pack for x64 assembly focused on control-flow, equipping students to analyze and modify program behavior for game modding through reverse engineering.
Master memory scanning with Cheat Engine to change coin counts in SuperTux and locate the player's X position, using assembly insights and RCX offsets.
Map the player structure in memory to extract the base address and the x and y coordinates, using offsets 0x8 for x and 0xC for y.
Explore Ghidra within the course on game modding through reverse engineering, and learn its role as a tool for examining game code and mastering reverse engineering fundamentals.
Learn to read a game's memory externally by enumerating processes, obtaining a process handle, and reading a coin value from SuperTux with a C++ console app.
Explore reverse engineering the jumping mechanism by tracing the y-velocity with Cheat Engine and Ghidra, then modify the read-only data constant to alter jump height.
Develop a basic external trainer that edits game memory by locating the base module address, applying an offset, and temporarily changing page protections to write to memory.
Learn how to use world space, the camera transform, and view and projection matrices to render a correct ESP box in a game, translating 3D coordinates to 2D screen space.
Learn to write your first overlay hook within game modding through reverse engineering, gaining hands-on experience with hooking techniques and practical debugging in modding workflows.
Learn reverse engineering techniques to grab the entity list in AssaultCube and understand how in-game entities are tracked, enabling mods that inspect and interact with game state.
Explore finding the projection matrix and camera transform via memory scanning, covering OpenGL column major form, field of view, aspect ratio, near/far planes, and basis vectors.
Explore implementing an ESP hack using projection and camera transform matrices, world-to-screen conversion, and a GLM-based pipeline to render overlays.
Replace isolated hacks with a master DLL-based mod loader that coordinates multiple mods in a game, building a complete modding framework around a single injector.
Learn to build a dll injector for game modding by allocating memory, writing the dll path, and using a remote thread with loadLibraryW to inject loader.dll.
Learn how to plug mods into a mod loader using reverse engineering techniques to understand loading mechanisms and ensure compatibility.
Implement a frame-driven tick by hooking swap buffers with a minHook-based hook manager in an OpenGL game to execute mod loader ticks every frame.
Learn to build an event-driven mod system. Define callback types, subscribe to tick events, queue and dispatch them via a thread-safe event bus, enabling mods to listen for game events.
learn how to implement rendering capabilities for game mods by applying reverse engineering techniques to integrate custom visuals into the game.
Explore how to add real game features to a mod loader using reverse engineering techniques to extend modding capabilities.
Explore how to build a graphical user interface launcher for your mod loader within a game modding workflow that leverages reverse engineering.
This course is really a reverse engineering course disguised as a game modding course. While the focus is on making mods for different games, the heart of what we'll be doing is reverse engineering. We need to understand how games work internally at the binary level before we can actually make any modifications of any sort.
This course teaches you how to analyze real games to understand how they work, and to use that knowledge for making mods. There is a strong emphasis on teaching the thinking process behind reverse engineering, rather than simply telling you which buttons to press or which code to copy.
To be more specific, you'll learn how to:
Read assembly code and interpret real CPU instructions inside real games
Trace execution using debuggers
Modify in-game physics of a real game
Make your own ESP overlay hack, and the thinking that goes behind it
Design and implement your own modding framework from scratch
By the end of this course, you'll gain much greater confidence reading low-level program instructions. That kind of knowledge lets you work toward your own goals independently instead of relying on existing modding infrastructure.
Prerequisites:
You'll need solid programming experience beforehand, especially in C and C++. You need to be comfortable with pointers and object-oriented programming.
You'll need to be comfortable working with development tools like CMake and vcpkg.
Patience. Although this will be a fun course to go through, it features over 13 hours of video content; it's a long course with a lot of depth.
If you're ready to move beyond surface-level game modding and to develop the skills necessary for analyzing and modifying games independently, this course will give you the foundation to do just that.