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- Mar 3, 2026
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Anyone else diving into the StarCraft: Remastered memory map lately? Been banging my head against the wall for a week trying to get stable reads at Ring 0, and honestly, it is starting to feel like a full-time job.
Warden is absolutely relentless. Every time I try to attach x64dbg or Ghidra, the whole process just folds. I have managed to nail down minerals and gas offsets as static addresses, but everything else is a complete nightmare of pointer chains that seem to shift the second I look at them wrong.
Current Stack:
I am not looking for a copy-paste solution or a pre-baked internal, I actually want to learn the architecture behind this. Has anyone successfully bypassed the debugger detection here, or am I better off writing a custom kernel-mode driver just to handle the RPM operations without raising flags?
Is there a specific way you guys are handling the anti-debug triggers? I have tried basic VEH hooks, but the game seems to be doing integrity checks on its own code segment that I just cannot bypass yet.
Let me know if you have dealt with this specific engine's memory structure before. Is it worth moving to a DMA setup for this, or am I overcomplicating it? Drop your thoughts below—I am curious how the rest of you handle these pointer chains.
Warden is absolutely relentless. Every time I try to attach x64dbg or Ghidra, the whole process just folds. I have managed to nail down minerals and gas offsets as static addresses, but everything else is a complete nightmare of pointer chains that seem to shift the second I look at them wrong.
Current Stack:
- Tools: Cheat Engine for quick scans, Ghidra for static analysis, and x64dbg with Scylla for dumping.
- Goal: Reading in-game state data without triggering the anti-cheat.
- Current Status: Successfully pulled lobby, ladder, and active game list data from BNet, but the actual match memory is a different beast entirely.
I am not looking for a copy-paste solution or a pre-baked internal, I actually want to learn the architecture behind this. Has anyone successfully bypassed the debugger detection here, or am I better off writing a custom kernel-mode driver just to handle the RPM operations without raising flags?
The pointer chains seem to be re-initialized upon entering a new game state, suggesting the game engine clears and reallocates the heap, making static sig scanning a total pain. If anyone has experience with hooking the specific engine functions for entity listing without causing an instant crash or a manual ban, I would love a push in the right direction.
Is there a specific way you guys are handling the anti-debug triggers? I have tried basic VEH hooks, but the game seems to be doing integrity checks on its own code segment that I just cannot bypass yet.
Let me know if you have dealt with this specific engine's memory structure before. Is it worth moving to a DMA setup for this, or am I overcomplicating it? Drop your thoughts below—I am curious how the rest of you handle these pointer chains.