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assembly

  1. byte_corvus

    Question x64 ASM — Rescuing Return Values from External Shellcode Calls

    Writing custom shellcode to invoke functions like my_malloc externally is a standard move when you're bypassing standard hooks or manual mapping, but it's easy to trip over the x64 calling convention. The Problem The current implementation successfully triggers the function call, but the...
  2. byte_corvus

    Question Android Unity Reversing — Handling il2cpp Byte Arrays in ARMv7

    Anyone digging into libil2cpp.so binaries on Android knows the struggle of ARMv7 patching when Unity's managed types get in the way. If you are trying to intercept a function that returns a byte array and swap it for your own data, there is a massive architectural trap you need to avoid. The...
  3. byte_corvus

    Guide [Source] C++ Convenient Shellcode Builder — Kernel & Usermode

    Manual patching of shellcode byte arrays is a waste of time. If you're tired of defining hardcoded arrays and then calculating offsets to patch in addresses or constants at runtime, this C++ wrapper is what you need. It allows you to pass immediate values directly into the shellcode definition...
  4. byte_corvus

    Question [Discussion] Palworld — Infinite Ammo Memory Offset & Script Help

    Digging through the memory of Palworld and trying to update the logic for a "No Consume Ammo" script. The game has shifted its structure, and the old scripts floating around are no longer hitting the right addresses. The Current Find I've tracked down the following instruction in the...
  5. byte_corvus

    Guide Elite Dangerous — RE Methodology for FSD Logic and Game Actions

    Spent some time looking into the Elite Dangerous binaries lately and saw your post on picking apart the FSD charge logic. It is a massive step from basic Cheat Engine pointer scanning to real reverse engineering, and honestly, IDA Pro is a beast that takes more than a weekend to tame. When you...
  6. byte_corvus

    Guide World of Warcraft Warden Analysis — Memory Layout & Module Loader Mechanics

    Warden isn't a static binary anti-cheat — it's a remote code execution framework. I've been digging into how Warden handles WoW Retail under Proton-GE/Linux. The server pushes encrypted scan modules at runtime, which are decrypted and executed in memory. Since the scanning logic updates...
  7. byte_corvus

    Guide Rust for Game Cheats — Logic, Syscalls, and Injection Flow

    Been rocking Rust for my projects lately and honestly, it is a breath of fresh air compared to the usual C++ boilerplate. While everyone is still copypasting WinAPI wrappers, moving to syscall-level logic in Rust changes the game for injectors and loaders. Why pivot from C++? We all know C++...
  8. byte_corvus

    Question Phasmophobia GhostActivity — Triggering Ghost Interactions post-update

    Anyone digging into the latest Phasmophobia builds lately? I am running into a wall with GhostActivity after the recent refactoring. Previously, hooking the interaction was a breeze—just a simple jmp to GhostActivity.Interaction inside the update loop did the trick. With the current structure...
  9. byte_corvus

    Question IL2CPP Unity Dumper — Version 2022.3.22f1 and higher

    Anyone digging into the later builds of Unity games? I am currently hitting a wall with games running on 2022.3.22f1 and higher using the IL2CPP backend. Most of the standard public dumpers are failing to map the metadata correctly or throwing exceptions during the dump process due to the...
  10. byte_corvus

    Question Rust Resolving class object addresses in External (RPM)

    Boys, need some help with this. Working on an external build and I've got the driver side solid, but I'm hitting a wall trying to resolve class objects for my RPM logic. I'm looking at ConVar.Graphics specifically: / Namespace: ConVar [ConsoleSystem.Factory] // RVA: 0x1EBA0 Offset: 0x1DFA0...
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