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Transitioning from using off-the-shelf executors to building your own low-level C++ software is a massive jump, especially with Hyperion sitting in the way.
I've seen plenty of guys getting comfortable with Lua scripts but hitting a brick wall when they try to move into the "meat" of the game—building memory scanners and actual executors. If you've already got your C++ basics down and a primitive scanner running, you're actually ahead of 90% of the people trying to paste their way to a win.
The Current Roadblock: Hyperion (Byfron)
The reason you're crashing with x64dbg or standard Cheat Engine is straightforward—Roblox's current AC implementation is actively watching for debuggers, thread injection, and common memory access patterns. You can't just attach and pray anymore.
Reverse engineering isn't just about the tools; it's about the mindset of outsmarting the protection. If you can't attach a debugger dynamically, you need to start looking at static analysis with IDA or Ghidra to map out the functions before you even try to go live.
Anyone got some fresh docs or specific Luau headers that aren't outdated?
I've seen plenty of guys getting comfortable with Lua scripts but hitting a brick wall when they try to move into the "meat" of the game—building memory scanners and actual executors. If you've already got your C++ basics down and a primitive scanner running, you're actually ahead of 90% of the people trying to paste their way to a win.
The Current Roadblock: Hyperion (Byfron)
The reason you're crashing with x64dbg or standard Cheat Engine is straightforward—Roblox's current AC implementation is actively watching for debuggers, thread injection, and common memory access patterns. You can't just attach and pray anymore.
- To use x64dbg without an instant trip to the desktop, you'll need to look into stealth plugins like ScyllaHide or, better yet, custom kernel-level debuggers that the AC can't easily hook.
- Standard CE is a death sentence. Look into modified variants that use VEH (Vectored Exception Handling) or custom DBVM kernels to stay under the radar of the game's watchdog.
- Start small. Don't try to build a full script environment immediately. Focus on finding static offsets and understanding the Luau VM structure first.
- Practice on older versions or games without aggressive protection to get the hang of assembly and stack walking.
- Study the Luau source code. Since it's open-source, understanding how the VM handles objects and instructions will save you months of blind reversing.
- Use a VM or a secondary machine for testing. The AC is aggressive, and you don't want to flag your main hardware while testing basic hooks.
Reverse engineering isn't just about the tools; it's about the mindset of outsmarting the protection. If you can't attach a debugger dynamically, you need to start looking at static analysis with IDA or Ghidra to map out the functions before you even try to go live.
Anyone got some fresh docs or specific Luau headers that aren't outdated?