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1993-08-17
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CrackerMate v2.10
Copyright (c)
by ChanWaiKwong Wilfred
August, 1993
All rights reserved
v1.00: original release in August, 1992
v2.00: release in December, 1992
1) added DESQview check
2) added CPU type check
3) slightly improved on Data Analysis so that even fructuating
data can also be found, and a default of 'Decrease' has been
assumed if input is not 'i' or 'I'
4) the input segment and offset in Hardware breakpoint option
has been modified so that only 4-digit-input will be accepted
to avoid unnecessary errors
5) built-in debugger is added so that no external debugger is
needed, CrackerMate become a standalone program
6) compability to Tseng Labs vedio card added
7) bugs in instruction fetch of hardware breakpoint fixed
8) bugs in interrupt handling fixed
9) small bugs in data analysis and list address fixed so that wider
range of address can be analysed
10) uninstall option added
11) better display, borderline added
v2.10: release in August, 1993
1) small bug in hardware breakpoint fixed
2) better handling of interrupts
3) ESC key has been changed that it is effective only when it is
released rather than pressed. This assure a greater integrity
of the program
4) hardware breakpoint has been disabled inside debugger to avoid
unnecessary hanging of machine when hardware breakpoint misused.
This means that CrackerMate will not popup automatically even
a hardware breakpoint really occur inside debugger. But the
hardware breakpoint information can still be obtained if there
is a hardware breakpoint inside debugger.
5) data analysis is limited to 16 times, error handling is added
to handle cases when data analysis exceeded 16.
6) data analysis has a new option 'unchange' added, but note that
this option is available after 2nd analysis in order to avoid
hanging in writing very large file
7) complete restoring of screen
8) popup is now possible even when dos is busy, this feature give
the power of easier cracking when the games are using dos to
input
9) a new feature is added in hardware breakpoint which specify the
only data value to break when memory read/write is performed, if
no value entered, it will break on any data value.
10) all the Hex digits are checked in hardware breakpoint, they
must be reentered again if they are checked invalid
11) additional open file checking is implemented to avoid errors
occurring when files of analysis are deleted between data
analysis
12) added compatibilty to EMM386, i.e. it works even under EMM386
13) installation check has been changed that the current version
will not be compatible to past versions.
14) distinguishing between QDPMI.SYS and DESQview
****************************************************************************
* *
*IMPORTANT NOTES ABOUT VERSION 2.10: *
* ^^^^^^^^^^^^ *
* Since some mouse drivers may affect the operation of *
* CrackerMate such as hanging or vanish of mouse cursor *
* when such mouse drivers are installed before CrackerMate, *
* CrackerMate must be installed before such mouse drivers *
* or use some other mouse drivers such as gmouse.com. *
* For example, CrackerMate must be installed before mouse.com *
* or qmouse.com but not gmouse.com. So it is advised to *
* install CrackerMate FIRST before executing the programs *
* in autoexec.bat (Rename autoexec.bat to other batch- *
* filename or put CrackerMate at the first line of *
* autoexec.bat) to get maximum power of CrackerMate. *
* *
****************************************************************************
Introduction
---------------
CrackerMate is a game cracking program. It provides the ability
to crack the 'life' as well as the password in a game, especially the
password appears in the middle of a game. It is designed to run with
any debugger to provide the game cracking features.
CrackerMate v2.10 occupies about 21K of base memory only,
using no expanded nor extended memory. It is purely written in assembly
language.
System Requirement
---------------------
1) 386+ machine
2) VGA display
3) Dos 3+
About the built-in debugger
------------------------------
The built-in debugger provides all compabilities of the debugger
provided in Dos package except a few options. Anyway, the function avail-
able is more than enough in the purpose of cracking a game. You can just
press '?' to see the commands available. If there are any breakpoint
errors, error message 'BP Error' will be shown on screen where BP means
BreakPoint (not a register error!). Currently maximum of 10 breakpoints
can be set.
Usage
-------
1) Data analysis:
Just enter two temporary filenames in first analysis.
In the next analysis, user is required to input Increase,
Decrease or Unchange which mean the current data is
supposed to be an increase, decrease or unchange compared
to the previous data analysed. Currently maximum of 16
analysis can be performed.
2) Start another analysis:
Whenever you want to start over the Data analysis, you can
use this option.
3) List address:
This option let you know what is the address found by the
Data Analysis option.
4) Hardware breakpoint:
Whenever you get the address from List address, you can
set a hardware breakpoint on the address. Usually the
breakpoint is 'write memory' kind since the life is
overwritten by the game to a lesser value. You can then
immediately find the code in next 'life decrease'. You
can modify the code to your like by next option Return
to debugger (you should have some knowlege in assembly
language at this point). The cracking life procedure is
finished. Note that when inputing the addresses, all the
four digits must be entered, e.g. 0011 instead of 11.
Otherwise, the program will need you to reenter it again.
Once a hardware breakpoint is set, it can be disabled
before the actual break occur by resetting a hardware
breakpoint with instruction fetch i and address 0000:0000.
If the breakpoint is memory read/write type, a optional
data value can also be entered to specify the hardware
breakpoint. For example, with a 'w' breakpoint and data
value of '03', the breakpoint only occur when there is a
memory write to the entered address with value 3 but not
any other value, say 4. This feature is very useful when
a game write to 'life' address continuously. Note when
entering the data value, either enter ZERO digit or TWO
digits in hexadecimal If ZERO digit is entered, the break-
point is effective in any data value. If only ONE digit
is entered, the program will need you to reenter it again.
5) View screen:
This option can allow the user to view the screen just
before popup, press any key will back to the main menu
6) Uninstall:
When you want to free CrackerMate from memory, you can
use this option.
7) Return to debugger:
This option will allow you to return control to debugger.
Thus allow you to debug the game.
8) Return to game:
If you have returned to debugger, this option will allow
you to return from debugger back to game. Make sure you
'run' (the G command in Dos debugger) the game before you
popup CrackerMate and use this option, otherwise the game
will hang and you will need to reboot.
Procedure of cracking 'life'
-----------------------------
Run the game, then popup CrackerMate.
1) Choose Data analysis, choose Decrease as life is decreasing.
Enter the temporary filenames.
2) Press Esc to return to game.
3) When your life decrease, popup CrackerMate again and choose
Data analysis. This time you are not required to input but
wait for the analysis. My 386 machine take about 15 seconds
for the longest one. Then press Esc to return to game.
4) After several analysis, choose List address to find the
possible addresses of the 'life' data. If the life decrease
in the order 3-2-1, you may want to look at the address with
3-2-1 data. Note the data closest to the address is the most
recent value, so you may see the display like:
4000:0011 01 02 03
5) After knowing the address, set a Hardware breakpoint on it.
Since the address is overwritten by the game, choose the
Write memory option. From step 4, the segment is 4000 and
offset is 0011. Make sure you entered all the four digits,
i.e. 0011 instead of 11. After setting up a breakpoint, press
Esc to return to game. CrackerMate will popup when finding the
code address, you can see the break address by choosing the
Hardware breakpoint option again. Then you can press R to
return to debugger to see the code in the address and modify
the code to your like. Notice the break address is the address
immediately after the actual code modifying the data. So if
you find the break address is 1234:5678, you may look at the
code before the address, e.g.,1234:5675, (depends on the code).
(For the Instruction fetch, the break address will be exactly
the same as the code located, a little bit different from
Read/Write memory breadkpoint.)
6) After modifying the code, you can type g to continue executing
the game if in debugger. Then popup CrackerMate again, press
Esc and the screen of the game will be restored, then you can
continue playing the game. You can also record down the code
and modify the code directly in the game file so that the
cracking become 'permanent' not 'temporary'.
Procedure of cracking password
--------------------------------
When prompting for a password, you can popup CrackerMate and return
to debugger. Then you can debug the game to crack the password. There is
no standard method to crack password actually!
Note that the Hotkey is NumLock or Pause as their scan code are the same.
Any comments are welcome, the e-mail address of the writer are
h9109253@hkuxa.hku.hk, h9109253@hkueee2.hku.hku or
wkchan4@sunmp.csd.hku.hk