To create a game trainer in Delphi, you can follow these steps
- First, you will need to have Delphi installed on your computer. If you do not have it, you can download it from the Embarcadero website.
- Next, open Delphi and create a new project. You can do this by going to the File menu and selecting New – VCL Forms Application.
- In the main form of your application, you will need to add some controls that the user can interact with. For example, you might want to add buttons to allow the user to enable or disable certain cheats, or a list box to display a list of available cheats.
- Once you have added the controls that you need, you can start writing the code to implement the trainer functionality. This will involve using Delphi’s built-in memory manipulation functions to modify the values in the game’s memory.
- You will also need to write code to handle the user’s interactions with the trainer interface. For example, if the user clicks a button to enable a cheat, you will need to write code to enable that cheat in the game.
- Once you have completed the trainer functionality, you can build and test your application to make sure it is working correctly.
How can I built-in memory manipulation functions to modify the values in the game’s memory?
To modify the values in a game’s memory using Delphi, you can use the ReadProcessMemory and WriteProcessMemory functions. These functions are part of the Windows API and allow you to read and write to the memory of another process.
To use these functions, you will need to first open a handle to the game process. You can do this using the OpenProcess function, which takes the process ID of the game as an argument and returns a handle to the process.
Once you have a handle to the game process, you can use the ReadProcessMemory function to read a block of memory from the process into a buffer. You can then modify the values in the buffer and use the WriteProcessMemory function to write the modified values back to the game’s memory.
Here is some sample code that demonstrates how to use these functions to modify a value in the game’s memory:
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var ProcessHandle: THandle; Address: Pointer; Value: Integer; BytesRead: SIZE_T; BytesWritten: SIZE_T; begin //Open a handle to the game process ProcessHandle := OpenProcess(PROCESS_ALL_ACCESS, False, ProcessID); //Read the value from the game’s memory ReadProcessMemory(ProcessHandle, Address, @Value, SizeOf(Value), BytesRead); //Modify the value Value := Value + 1; //Write the modified value back to the game’s memory WriteProcessMemory(ProcessHandle, Address, @Value, SizeOf(Value), BytesWritten); //Close the handle to the game process CloseHandle(ProcessHandle); end; |
How can I find game pointers for read and write process memory?
There are several ways to find game pointers for use with the ReadProcessMemory and WriteProcessMemory functions in Delphi:
Manual scanning: This involves manually scanning the game’s memory for specific values and following pointers to find the address of the value that you are interested in. This can be time-consuming and error-prone, but it is a useful technique if you are unable to use any of the other methods.
Memory editing tools: There are many tools available that can assist you in finding game pointers. These tools typically have a user interface that allows you to search for specific values in the game’s memory and follow pointers to the desired address. Some popular examples of these tools include Cheat Engine and ArtMoney.
Reverse engineering: If you are comfortable with reverse engineering, you can use a tool like IDA Pro to disassemble the game’s code and find the pointers that way. This is a more advanced technique that requires a good understanding of assembly language and the game’s codebase.
Using a game’s API: Many games provide their own API (Application Programming Interface) that allows modders and trainers to access certain values in the game’s memory. If the game that you are working with has an API, you can use it to access the values that you are interested in rather than trying to find the pointers manually.
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