So what is a Hack?
This blog is designed to introduce you to the latest in our MicroVolts Hacks and Cheats, but what exactly is a MicroVolts hack? Is it different from a cheat? How are hacks made? What will a hack let me do? These are all the questions that I'm going to be answering for you.
A hack is simply code designed to execute outside of the natural process's programming. Fraps is a hack, every time you run Fraps you are injecting a dll, hooking d3d functions, grabbing the screen output, and listening in on the audio. So why is Fraps not detected by hack protection systems? Well, it was submitted to all the hack protection systems for analysis and was shown to be non-intrusive, so most have added it to their whitelist (a list of programs allowed to hack the game).
What is different from a hack and a cheat? Generally a cheat does not require modifying the game's behavior to achieve the goals you are after. On many single player games, you can enter a cheat code for almost anything, from summoning items to godmode. These are built into the game and are part of the already running code. In multiplayer games, some cheats exist, but they are more commonly called exploits - these are flaws in the game that allow you to do something you shouldn't be able to (crawl inside a wall, buy a gun you can't afford, etc).
So how are these hacks made? Hacks require a lot of planning, much like any programming does. You will need to decide what type of hack you are making, how to inject the hack, what the purpose of the hack is, how stable the hack will be, and how to avoid detection. You will need to understand a lot of assembly in most cases, which you can use to read through the program's running code in a debugger. This will allow you to get a glimpse of what the program is actually doing. There is a LOT of assembly to a small program though, games have so much that it would be mind boggling to try to figure it out from start to finish by just reading the assembly! That's when its time to start understanding some of the classes. How does each class work? What functions does each class use? What calls each class function? The hardest things can be as basic as finding your starting point. If something is used by 600 functions, and none of them make any sense in assembly - what does that function do?
So now you understand that complexities behind designing a hack, but it still doesn't tell you how it is made! Well once you've answered all the above questions, it requires interfacing with the game. Generally you will install a hook which will allow the game to call your functions, then you will change the game parameters inside your functions and thus your hack has begun.
What will a hack let you do? Generally it can let you do anything you want. You can fly, die, cry, shoot rockets, shoot people, change your player model, turn your game upside-down, have godmode, instant win, change the map, and much more. So why does every hack not allow all of this? For starters - it's very very different for every game. The amount of work you'd need to achieve some of this could take years for a game that may have an update tomorrow, which will ruin most of your discoveries. In the event that you are playing an online game, the hack may not work due to server verification - you'll just get disconnected. If you tell the server something very very wrong, it will just kick you off and dismiss you. Ever had an idiot ramble to you about something and be completely wrong and you just ignore him? That's what happens, the server ignores you and walks away.
I hope this has helped you with your understandings of what a hack is.