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Trainer (games)
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Game trainers are programs made to modify memory of a computer game thereby modifying its behavior using addresses and values, in order to allow cheating. It can "freeze" a memory address disallowing the game from lowering or changing the information stored at that memory address (e.g. health meter, ammo counter, etc.) or manipulate the data at the memory addresses specified to suit the needs of the person cheating at the game.
History
[edit]In the 1980s and 1990s, trainers were generally integrated straight into the actual game by cracking groups. When the game was first started, the trainer loaded first, asking the player if they wished to cheat and which cheats would like to be enabled. Then the code would proceed to load the actual game. These embedded trainers came with intros about the groups releasing the game and the trainer often used to showcase the skills of the cracking group demo coding skills.[1] Some of these groups focus entirely on their Demoscene today.[2] In the cracker group release lists and intros, trained games were marked with one or more plus signs after them, one for each option or cheat in the trainer, for example: "the Mega Krew presents: Ms. Astro Chicken++". Modern trainers append their titles with a single + or writing "plus" and a number, as many have several functions. The number used represents the number of modifications the trainer has available, e.g. 'infinite health' or 'one hit kills'. Another difference is the inclusion of game version or digital download source of game. For example: "Hitman: Absolution Steam +11 Trainer",[3] "F.E.A.R 3 v 1.3 PLUS 9 Trainer" etc.[4][5]
Modern trainers also come as separately downloaded programs. Instead of modifying the game's programming directly, they modify values stored in memory. In fact, this has become so common that trainers today, by definition, only modify memory; modification to the game's executable is frowned upon and such programs are not considered true trainers but patches instead.
With object-oriented programming the memory objects are often stored dynamically on the heap but modern operating systems use address space layout randomization (ASLR). Therefore, the only way to modify such memory in a reproducible manner is to get information from inside the game process. This requires reverse engineering methods like API hooking of malloc() and free(), code injection or searching for static access pointers. The trainer gets active when the object has been allocated and deactivates itself again when the object is freed.
Modern operating systems also come with position-independent executables (PIE) for security. Together with ASLR, the binaries are loaded to a different virtual memory address each code execution. This makes the reliable modification of static memory values more complex. The load address has to be determined and subtracted from a found memory address to obtain a static memory offset. This offset is often exactly the address of the static variable within the PIE binary. E.g. the Linux tool scanmem supports PIE this way.[6] For the configured memory offset the game trainer determines the load address as well and adds it back during run-time. The same method can be used for dynamic libraries as well.
Static access pointers vs. API hooking
[edit]Searching and following access pointers reverse to pointers on static memory can be cumbersome. It doesn't provide the size of the object and if there are multiple objects of the same class, these often can't be handled correctly as there can be e.g. vectors or lists in between on the heap. But the advantage is that this method can be used to attach to an already running process if it works. The DMA (Dynamic Memory Allocation) support in Cheat Engine is an example for that.
API hooking works completely differently: A preloader loads a library into the game process while starting it. The library spies on dynamic memory allocations and discovery starts with recording them all. With static memory search in parallel it is possible to match the found value address to a unique memory allocation. The idea is to close the game process directly after the value is found and the object still exists. Then, the last matching memory allocation is the correct one. So matching it reverse is the method of choice. The object size as well as the value offset inside it are discovered and the jump-back code address in the game binary can be determined by backtracing. Often a constructor is found and with that it is possible keep track of all memory objects it allocates. The library in the game process and the game trainer need to communicate with each other through inter-process communication (IPC). The disadvantage is: This can be detected as malware. But it is possible to find more values within objects by dumping and comparing them. Also adaptation to other game and compiler versions becomes simple as all it takes is to look for a library function call with known parameter (the object size) in the disassembly. E.g. the free and open-source (FOSS) universal game trainer "ugtrain" shows this method completely legal with FOSS games as examples.[7]
Automated tools used in trainer making
[edit]In the past, trainers were often coded in assembly language or any of the high level language available at the time. Today, trainers can also be made with automated trainer making tools that just require basic information about cheats such as address and injection code, the program then compiles the trainer using pre-defined values and settings requiring no programming skill from the end-user. The most popular trainer making tool used today is Cheat Engine which supports wide variety of injection types and pointers, other tools that were used in past but are no longer as applicable are Trainer Maker Kit, Game Trainer Studio and Trainer Creation Kit etc.[8] Some of the advanced techniques that Cheat Engine trainers supports include code injection, code shifting and the flexibility and versatility provided by its Lua scripting[9][10] which has phased out other trainer making tools which lacked the support for some of these features.
Game Trainer Studio
[edit]Game Trainer Studio (GTS) was a revolutionary tool at its time as it was a WYSIWYG trainer maker with buttons and tools you could drag and place on screen with the ability to add "poke" codes i.e., addresses to write hex values to. The reason it used "poke" is because most of the trainers were first made using the TSearch easyWrite system. Today the developer of GTS can be found by the name UberFoX.
One notable aspect of how GTS worked is that it would take the trainer design created visually by the user and use MASM (Microsoft Macro Assembler) to compile it into a very efficient small executable, often just 2-4 KB in size, that served as the final trainer program. This method provided highly optimized trainer files despite the convenience of the WYSIWYG interface. GTS remains ironically still functional (with a bit of work) despite being 20+ years old and no updates in all that time.
References
[edit]- ^ "Defacto2 Group Information Page for Fairlight". Contains information about their old demos and releases and stats. Archived from the original on 6 October 2011. Retrieved 14 February 2014.
- ^ "Razor1911 group demos". Razor1911 demoscene division which coded impressive demos back in the early days of embedded trainers. Retrieved 14 February 2014.
- ^ "Hitman Trainer". Naming of Trainers by Modern trainer groups. 21 November 2012. Retrieved 14 February 2014.
- ^ "GCW list of trainers". Retrieved 14 February 2014.
- ^ "Listing by the famous scene trainer making group DVT". Retrieved 5 June 2015.
- ^ "Scanmem: introduce region type and load address support". GitHub. Retrieved 5 June 2015.
- ^ "universal game trainer "ugtrain"". GitHub. Retrieved 25 December 2015.
- ^ "Trainer Making Tools". Retrieved 14 February 2014.
- ^ "FearlessRevolution". Community dedicated to cheat engine trainers and tables. 2020-03-25. Retrieved 2020-03-25.
- ^ "Lua". Cheat Engine Lua Wiki explaining some of the scripting functions available in CE. 2013-06-11. Retrieved 2014-02-14.
- ^ "OPTrainers". Retrieved 2021-06-23.
Trainer (games)
View on GrokipediaOverview
Definition and Purpose
A game trainer is a third-party software program designed to modify the memory or processes of a running computer game in real-time, enabling cheats such as infinite health, unlimited ammunition, or abundant resources.[5] These tools operate externally to the game, typically leveraging system APIs to read and write values directly into the game's address space without altering the original files.[5] The primary purpose of game trainers is to enhance the player's experience by circumventing built-in limitations and challenges, allowing for greater freedom in gameplay exploration, relaxation, or experimentation.[5] They are commonly employed for fun in casual play, testing scenarios, or supporting modding by simplifying resource management.[6] Unlike developer-implemented built-in cheats, which are integrated features accessible via in-game commands, or mods that modify assets and require restarts, trainers provide dynamic, on-the-fly alterations without official endorsement.[5] In a typical workflow, a trainer attaches to the game's active process upon launch and offers a user interface—often activated via hotkeys—for toggling cheat options, such as pressing a key to enable infinite resources during play.[6] This approach ensures seamless integration, permitting players to activate or deactivate features as needed.[5] Trainers are predominantly used with single-player games to evade detection by anti-cheat mechanisms prevalent in online multiplayer environments.[5] Representative examples include trainers for simulation games like The Sims, which grant unlimited funds for unrestricted building and lifestyle customization in offline modes, and action-adventure titles like Grand Theft Auto, enabling god mode or vehicle spawns in story campaigns.[7][8]Common Features and Examples
Game trainers commonly provide functionalities that alter gameplay mechanics to enhance user experience, such as granting unlimited lives or health to prevent character death during challenging sections.[9] Other prevalent features include super speed or enhanced jumping capabilities, allowing players to traverse environments more quickly, and resource multipliers that exponentially increase in-game currencies like money or points to bypass grinding.[10] Additional options often encompass disabling enemy AI to neutralize threats effortlessly or enabling level skips to advance through content without completion requirements.[11] User interfaces in trainers typically incorporate hotkey bindings for seamless activation, such as assigning F1 to toggle god mode for invincibility, enabling quick responses during play without pausing.[12] Sliders facilitate precise value adjustments, like incrementally modifying speed multipliers or health thresholds, while status indicators display whether cheats are active, often via on-screen toggles or icons to confirm modifications.[13] Notable examples include Cheat Engine-based trainers for The Elder Scrolls V: Skyrim, which offer infinite carry weight to eliminate inventory encumbrance limits, allowing unrestricted item collection.[14] Commercial trainers from platforms like WeMod for the Fallout series provide features such as unlimited ammo and no reload for seamless combat, alongside super speed for faster exploration in post-apocalyptic settings.[15] Open-source tools like ArtMoney enable resource editing, such as multiplying bullets or health points through memory searches, applicable across various titles for custom cheat creation.[16] Trainers vary by genre to align with core mechanics; RPG-focused ones emphasize stat modifications, like boosting character attributes or magicka in games such as Skyrim, to enhance progression and customization.[17] In contrast, FPS trainers prioritize combat aids, including unlimited ammo, reduced recoil, or no reload in titles like Fallout 4, facilitating intense firefights without logistical interruptions.[15]Technical Mechanisms
Memory Scanning and Modification
Memory scanning forms the core mechanism in game trainers for locating variables stored in a game's random access memory (RAM), enabling users to identify addresses associated with in-game attributes like player health or resources. This process involves attaching a debugging tool to the game's running process and searching its allocated memory space for specific data patterns or values. Tools such as Cheat Engine provide a user-friendly interface for these operations, utilizing multi-core processing to efficiently query large memory regions and return a list of candidate addresses.[18] The scanning procedure begins with a "first scan," which initializes data structures and examines the entire specified memory range of the target process to find matches based on the selected criteria. Common scan types include exact value searches for known quantities, such as a health value of 100, or unknown initial value scans when the precise figure is unknown but expected to change during play. Subsequent "next scans" refine the results by applying filters like "increased value" or "decreased value" to track how the target variable evolves, or "changed value" and "unchanged value" to isolate stable or varying elements, progressively reducing the list until viable addresses emerge.[19][18] Selecting the correct value type is essential for accurate results, as games store data in formats such as 1-byte (0-255 range), 2-byte, 4-byte, or 8-byte integers for counts and scores; single-precision floats for coordinates or rates; doubles for higher precision; or strings and byte arrays for text and binary patterns. Multi-byte values require consideration of endianness, the byte ordering convention—typically little-endian on x86 architectures used in PC gaming—where the least significant byte is stored first, ensuring proper interpretation during scans and modifications. Misaligning the value type or ignoring endianness can lead to false positives or failed matches.[18][19][20] After narrowing candidates through iterative scans and verification via trial-and-error—such as observing value changes in the game's debugger view—modification occurs by writing new data directly to the identified address. For instance, overwriting a health value with 9999 effectively grants near-infinite health, instantly altering gameplay without restarting the game. These edits are applied in real-time through the tool's memory viewer, where double-clicking an address allows direct input of the desired value.[19][18] A primary challenge in memory scanning and modification arises from dynamic addresses, which relocate upon game restarts, level loads, or updates due to memory allocation variations, often requiring repeated scans or offset calculations from fixed base points to maintain access. Read-only memory regions may also necessitate special flags to enable writes, and fast scan options can skip unaligned addresses for speed but risk missing data. These factors demand ongoing re-scans and adaptation, particularly in complex modern games with anti-tampering measures.[18][19]Static Access Pointers
In game trainers, static access pointers refer to chains of memory addresses that begin from a fixed, unchanging base location—such as the game's executable module (e.g., Game.exe)—and navigate through a series of offsets to locate dynamic values like player health or ammunition counts.[3] These pointers exploit the structure of how games allocate and reference data in memory, where the base address remains constant across game restarts, while intermediate pointers may vary due to dynamic allocation on the heap.[6] To calculate a static pointer chain, one traces from the static base address by adding successive offsets at each level; for instance, the health value might be accessed via the notation [[Game.exe + 0x123456] + 0x78], where 0x123456 is the offset from the module base to the first pointer, and 0x78 is the subsequent offset to the target value.[3] This multi-level approach, typically involving 1 to 5 pointer levels, allows trainers to reliably compute the final address without relying on runtime scanning for each session.[6] The primary advantages of static pointer chains include their stability, as the base module address does not change between game launches, enabling consistent access without repeated memory scans and reducing computational overhead in trainer applications.[3] This contrasts with purely dynamic methods by providing a reusable path that persists across sessions, making it ideal for long-term modifications in single-player games.[6] Implementation often involves pointer scanners integrated into tools like Cheat Engine, which automate the discovery of these chains by generating and comparing pointer maps across multiple game restarts to identify static paths leading to the desired value.[21] Users attach the tool to the game process, scan for the target value, create an initial pointer map, restart the game to observe address shifts, and then rescan to filter for unchanging base pointers, yielding a verifiable chain for integration into the trainer's code.[21]API Hooking
API hooking in the context of game trainers refers to the technique of intercepting and redirecting calls to system or library APIs, such as Windows APIs or graphics APIs like DirectX, to modify the game's runtime behavior without directly altering static data structures.[22][23] This method allows trainers to inject custom code that overrides specific functions, enabling alterations to game logic, such as recalculating damage values or manipulating visual outputs, by processing inputs before or after the original API execution.[24] Unlike static access pointers, which target fixed memory locations for value edits, API hooking dynamically intercepts function invocations at runtime.[25] Common methods for implementing API hooking in trainers include DLL injection, where a dynamic-link library containing the hook is loaded into the game's process to execute custom code.[23] One widely used approach is detour-based hooking, facilitated by libraries like Microsoft Detours, which rewrites the target function's in-memory code to insert a jump to a custom detour function while preserving the original instructions in a trampoline for subsequent calls.[22][24] Inline hooking extends this by directly overwriting the prologue (initial instructions) of the target function with a jump instruction to the hook, requiring careful restoration to avoid crashes.[24] Another technique, Import Address Table (IAT) hooking, modifies the game's IAT—a data structure in the Portable Executable (PE) file format that holds pointers to imported API functions—by replacing the address of the target function with that of a custom hook.[25] In practical applications, API hooking enables advanced trainer features, such as wallhacks achieved by intercepting rendering APIs (e.g., DirectX functions) to force visibility of hidden elements like enemy positions.[26] Aimbots can be implemented by hooking game-specific input or rendering functions to automatically adjust aiming, often triggered by checking key states with APIs like GetAsyncKeyState.[27] These interceptions allow real-time behavioral changes, like modifying damage calculations in combat functions, providing trainers with granular control over game mechanics. However, API hooking carries significant drawbacks, including high detectability by anti-cheat systems, which often monitor for unauthorized DLL loads, IAT modifications, or anomalous function calls via techniques like hookingLoadLibraryA or scanning loaded modules.[28] Additionally, its implementation is complex in multi-threaded games, where concurrent access to hooked functions can lead to race conditions or instability if synchronization is not properly managed.[22]
Development Methods
Manual Trainer Creation
Manual trainer creation involves a hands-on approach where developers reverse engineer the target game to identify modifiable memory locations and implement custom modifications through code. This process demands strong programming expertise and specialized tools to ensure precise control over the game's behavior without relying on pre-built software. Prerequisites for manual trainer development include a solid understanding of low-level programming, particularly assembly language for analyzing machine code, as well as higher-level languages like C++ for implementing modifications.[29] Familiarity with scripting can aid in automating repetitive tasks during analysis. Essential tools encompass debuggers such as OllyDbg for 32-bit applications and x64dbg for both 32-bit and 64-bit executables, which allow stepping through code execution and inspecting runtime states.[30] These skills enable developers to dissect game binaries effectively, focusing on runtime behavior and static code structures. The development process begins with analyzing the game's executable using disassemblers like Ghidra, an open-source tool from the NSA that decompiles binaries into readable assembly and higher-level pseudocode for static analysis. Developers then identify target values—such as health points or resources—through reverse engineering techniques, often starting with known-value scans in a debugger to trace memory accesses and locate relevant addresses or pointers. Once targets are pinpointed, code injections are implemented to alter these values; for external trainers, this typically involves using the Windows API function WriteProcessMemory to write data directly to the game's process memory from an external application.[31] The function requires a valid process handle with PROCESS_VM_WRITE and PROCESS_VM_OPERATION permissions, copying bytes from a local buffer to the specified address in the target process. To build a user interface for toggling features, frameworks like Dear ImGui are commonly employed, providing a lightweight, immediate-mode GUI suitable for overlay tools in game development and debugging contexts.[32] Common languages for implementation include C++ for low-level memory operations and C# for more accessible development on Windows, often leveraging libraries like EasyHook to facilitate API hooking and injection in managed code environments.[33] EasyHook enables seamless integration of .NET assemblies into unmanaged processes, supporting stealthy modifications without requiring native DLLs. A basic example of process attachment in C++ uses the OpenProcess function to obtain a handle:#include <windows.h>
#include <iostream>
int main() {
DWORD processId = 1234; // Replace with actual game process ID
HANDLE hProcess = OpenProcess(PROCESS_ALL_ACCESS, FALSE, processId);
if (hProcess == NULL) {
std::cerr << "Failed to open process." << std::endl;
return 1;
}
// Proceed with memory operations using hProcess
CloseHandle(hProcess);
return 0;
}
#include <windows.h>
#include <iostream>
int main() {
DWORD processId = 1234; // Replace with actual game process ID
HANDLE hProcess = OpenProcess(PROCESS_ALL_ACCESS, FALSE, processId);
if (hProcess == NULL) {
std::cerr << "Failed to open process." << std::endl;
return 1;
}
// Proceed with memory operations using hProcess
CloseHandle(hProcess);
return 0;
}
