Guide for game-hacking technique taxonomy and threat modeling relevant to game security. Use this skill when researching memory access, code injection, overlays, input simulation, engine-specific attack surfaces, or how modern anti-cheat systems constrain user-mode, kernel-mode, hypervisor, and DMA-based cheat implementations.
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tessl review fix ./.claude/skills/game-hacking/SKILL.mdThis skill covers game-hacking techniques documented in the awesome-game-security collection, with emphasis on how cheats move from user mode to kernel mode, hypervisors, and DMA when defenders raise the bar. It is best used to understand the offensive side of the threat model that anti-cheat systems are designed to detect.
Treat implementations, performance numbers, stealth rankings, and detection
claims as versioned threat-model examples rather than guarantees. Use
research-rigor when converting them into a
factual claim or defensive decision.
Cheat > DebuggingCheat > Packet Sniffer&FilterCheat > Packet Capture&ParseCheat > SpeedHackCheat > Injection:WindowsCheat > Injection:LinuxCheat > Injection:AndroidCheat > Injection:IOSCheat > Injection:PlayStationCheat > DLL HijackCheat > HookCheat > Anti Signature ScanningCheat > RPMCheat > DMACheat > W2SCheat > OverlayCheat > Render/DrawCheat > UI InterfaceCheat > Vulnerable DriverCheat > Driver CommunicationCheat > EFI DriverCheat > QEMU/KVM/PVE/VBOXCheat > WineCheat > Anti ScreenshotCheat > Spoof StackCheat > HideCheat > Anti ForensicsCheat > Triggerbot & AimbotCheat > WallHackCheat > HWIDCheat > Bypass Page ProtectionCheat > SDK CodeGenCheat > Game Engine Explorer:*Cheat > Explore UWPCheat > Explore AntiCheat System:*Cheat > Game:*Cheat > Launcher AbuserCheat > Linux Kernel ExplorerCheat > Cheat Engine PluginsSome Tricks > Windows Ring0Some Tricks > Windows Ring3Some Tricks > LinuxSome Tricks > Android- World-to-Screen transformation
- Player/entity rendering
- Box ESP, skeleton ESP
- Item highlighting
- Radar/minimap hacks- Aimbot algorithms (memory-based and AI visual)
- Triggerbot (auto-fire on crosshair detection)
- No recoil/no spread
- Bullet prediction and lead calculation
- Silent aim (server-side angle manipulation)
- AI visual aimbot (YOLO-based, no memory access required)Architecture overview:
Screen-capture paradigm — uses frame capture, object detection, and input
injection. Some implementations can avoid process attachment, a cheat driver,
and direct game-memory reads; that does not make the full pipeline artifact-free.
Typical setup:
┌─────────────────┐ screen capture ┌──────────────────┐
│ Gaming PC │ ───────────────────────▶ │ AI Pipeline │
│ Game + OBS │ │ (same PC, or │
│ │ ◀─────────────────────── │ second PC) │
└─────────────────┘ hardware input │ YOLO model │
(KMBox / Logitech) │ TensorRT/CUDA │
└──────────────────┘
Dual-machine variant (maximum isolation):
- Machine A (game): only runs game + OBS, sends frames via NDI/capture card
- Machine B (cheat): runs AI model, sends mouse commands via USB/network
to hardware input device on Machine A
- Game machine need not run the model or decision logic, though capture,
transport, and input-device artifacts can remain
Single-machine variant:
- OBS + AI model run on the same PC
- AI implemented as OBS filter plugin (looks like "OBS is running")
- Mouse output via hardware device or driver-level injection
Pipeline stages:
1. Frame Capture:
- OBS Game Capture (injects graphics hook DLL into game process)
- OBS Window Capture (no injection, uses DXGI Desktop Duplication)
- OBS plugin filter form (AI as OBS filter, minimal footprint)
- Direct framebuffer copy from GPU output layer (60+ FPS)
- Capture card (for dual-machine: HDMI/DP input on cheat PC)
2. AI Object Detection:
- Model: YOLOv5 / YOLOv8 / YOLOv10 / YOLO11 (lightweight variants)
- Training: fine-tuned on game-specific screenshots
(enemy bodies, heads, torsos as labeled bounding boxes)
- Input: cropped region around crosshair (320x320 or 640x640)
to reduce inference cost
- Output: bounding boxes with class (head/body/enemy) + confidence score
- Acceleration: TensorRT (NVIDIA), CUDA, DirectML, OpenVINO
- Set and measure the latency budget on the target capture path, model,
hardware, frame rate, and input transport
3. Coordinate Transform and Aiming Logic:
- Convert pixel coordinates to mouse movement delta:
delta_x = (target_x - screen_center_x) * sensitivity
delta_y = (target_y - screen_center_y) * sensitivity
- Target selection: closest to crosshair, highest confidence,
head priority, or combined scoring
- FOV (Field of View) lock: only engage targets within
configurable pixel radius from crosshair center
4. Attempts to mask automated trajectories:
- Gradual movement with an acceleration curve instead of an instant snap
- Synthetic jitter
- Bézier curve or cubic interpolation for path
- End-point correction (overshoot then settle)
- Configurable engagement probability
- Slight intentional offset (not pixel-perfect center-mass)
- Variable reaction delay
These transformations do not establish human equivalence; repeated
parametric behavior can itself become a feature.
5. Mouse Movement Execution:
- Hardware input devices (see Input Simulation section below)
- Movement commands sent as physical HID reports
- The host receives protocol-conformant HID input rather than a user-mode
injection API call; device provenance and behavior may still be observable
Why OBS specifically:
- Legitimate streaming software, used by millions of streamers
- Blanket action against OBS-related processes would create substantial
collateral impact; process presence alone is not attribution
- Game Capture provides fast, low-latency frame access
- Plugin system can host filters inside OBS, but loaded plugins, behavior, and
surrounding telemetry may still be inspected
- Supports D3D11, D3D12, Vulkan, OpenGL capture pathsEnd-to-end workflow from raw game screenshots to deployed TensorRT model.
1. Data Collection:
- Capture game screenshots during actual gameplay (OBS recording or replay)
- Capture diverse scenarios: different maps, lighting, character skins,
distances, poses, partial occlusion, smoke/flash effects
- Determine dataset size from coverage and learning curves; image count alone
does not guarantee robustness
- Include negative samples (empty scenes, friendlies, environment objects)
2. Annotation / Labeling:
- Tools: LabelImg (YOLO format), CVAT (collaborative), Roboflow (cloud),
Label Studio, makesense.ai (browser-based)
- YOLO format: one .txt per image, each line:
<class_id> <center_x> <center_y> <width> <height>
(all values normalized to 0-1 relative to image dimensions)
- Class definitions (typical):
0: enemy_body (full body bounding box)
1: enemy_head (head-only bounding box, for headshot targeting)
2: friendly (to avoid shooting teammates)
- Label head separately from body for head-priority targeting
- Quality control: consistent label boundaries, no missed instances
3. Data Augmentation:
- Built-in Ultralytics augmentations (mosaic, mixup, copy-paste)
- Game-specific augmentations:
- Brightness/contrast variation (simulate different map lighting)
- Random crop around crosshair area (match inference ROI)
- Motion blur (simulate fast movement)
- Noise injection (simulate compression artifacts)
- Avoid augmentations that distort aspect ratio
(characters would look unnatural, hurting accuracy)
4. Training:
- Framework: Ultralytics YOLOv8/v10/v11/YOLO11
- Base model: yolov8n.pt or yolov8s.pt (nano/small for speed)
or yolo11n.pt for latest architecture
- Training command:
yolo detect train data=game_dataset.yaml model=yolov8n.pt
epochs=100 imgsz=640 batch=16 device=0
- dataset.yaml structure:
path: /path/to/dataset
train: images/train
val: images/val
names: {0: enemy_body, 1: enemy_head, 2: friendly}
- Key hyperparameters to tune include input size, learning rate, confidence
threshold, NMS IoU threshold, batch size, and augmentation policy
- Measure training and inference cost on the exact model, software stack,
precision, and target hardware
5. Validation and Testing:
- Evaluate mAP@0.5 and mAP@0.5:0.95 on validation set
- Choose operating thresholds from precision/recall and downstream error
costs; no single mAP cutoff establishes reliable deployment
- Test inference speed on target hardware and evaluate held-out maps, skins,
patches, capture paths, and hard negatives
6. Export to TensorRT (deployment):
- Step 1: Export to ONNX
yolo export model=best.pt format=onnx simplify=True opset=17
- Step 2: Convert ONNX to TensorRT engine
yolo export model=best.pt format=engine half=True device=0
(half=True enables FP16 precision)
- Or use trtexec directly:
trtexec --onnx=best.onnx --saveEngine=best.engine
--fp16 --workspace=4096
- Benchmark FP16 against FP32 on the exported model; latency, throughput, and
accuracy changes are hardware- and graph-specific
- INT8 can improve throughput but requires representative calibration data
and accuracy validation
7. Runtime Integration:
- Load TensorRT engine in C++/Python inference loop
- Input: preprocessed frame (resize, normalize, HWC→CHW, float32/16)
- Decode the exporter/version-specific output tensor; shapes and NMS
placement vary across model and runtime versions
- Apply NMS (Non-Maximum Suppression) to deduplicate detections
- Select target based on: closest to crosshair + highest confidence
- Convert pixel coordinates to mouse delta
Alternative acceleration backends:
- DirectML (AMD GPUs, Windows native)
- OpenVINO (Intel GPUs/CPUs)
- ONNX Runtime with CUDA EP (cross-platform)
- CoreML (macOS, less common for game cheats)- Speed hacks
- Fly hacks
- No clip
- Teleportation
- Bunny hop automation- Wallhacks
- Skin changers
- Unlock all
- Economy manipulation- OpenProcess + ReadProcessMemory
- NtReadVirtualMemory
- Memory-mapped files
- Shared memory sections- Driver-based access
- Physical memory access
- MDL-based copying
- KeStackAttachProcess- DMA (Direct Memory Access)
- EFI runtime services
- Hypervisor-based access
- Hardware-based (FPGA)- EFI manual map: load unsigned driver payload during UEFI boot phase
- ExitBootServices hook: intercept Windows boot to inject kernel code
- Runtime DXE drivers: persist across OS boot via EFI runtime services
- GetVariable/SetVariable: communicate between EFI and OS runtime- Map physical memory via EFI runtime services
- Bypass DSE entirely (code runs before Windows kernel loads)
- Survive Secure Boot if firmware is compromised or test-signed
- Combine with DMA for maximum stealth- Pre-OS or manually mapped payloads may avoid the normal Windows image-load
path, so a corresponding driver image callback need not occur
- Artifacts depend on later payload stages; absence from MmUnloadedDrivers or
PiDDBCacheTable is not guaranteed
- Secure Boot + TPM attestation is primary defense
- Firmware integrity measurement (UEFI capsule verification)- Disk serial: IOCTL_STORAGE_QUERY_PROPERTY, SMART data
- NIC MAC address: NDIS OID_802_3_PERMANENT_ADDRESS
- SMBIOS: motherboard serial, system UUID, BIOS vendor
- GPU serial: registry-based or NVAPI/ADL queries
- Monitor EDID: display serial number
- Volume serial: NtQueryVolumeInformationFile
- TPM EK: Endorsement Key fingerprint- Disk filter driver: intercept IOCTL and replace serial in response
- Registry value spoofing: modify cached hardware IDs
- SMBIOS table patching: modify raw SMBIOS memory region
- NIC driver hook: replace MAC in NDIS miniport response
- Full HWID spoofer: coordinated spoofing across all identifiers- Replace return address on stack before API call
- Restore original after call returns
- Evades stack-walk-based detection (RtlWalkFrameChain)
- Techniques: JMP RBX gadget, synthetic frames, fiber-based- Build fake but plausible call stack frames
- Match expected module return addresses (ntdll, kernel32)
- Evade NtQueryInformationThread stack inspection
- Tools: SpoofCallStack, Vulcan, CallStackSpoofer- Anti-cheat walks thread stacks looking for non-module returns
- Stack unwinding via .pdata / UNWIND_INFO validation
- Spoofed stacks must pass RtlVirtualUnwind consistency checksIOCTL-based:
- Standard DeviceIoControl with custom control codes
- Buffered I/O, Direct I/O, METHOD_NEITHER
Data pointer swaps (abusing legitimate syscalls):
- NtUserGetObjectInformation
- NtConvertBetweenAuxiliaryCounterAndPerformanceCounter
- NtUserRegisterRawInputDevices
- NtGdiGetCOPPCompatibleOPMInformation
- NtDxgkGetTrackedWorkloadStatistics
- NtUserGetPointerInfoList
- NtUserSetInformationThread
- NtDCompositionSetChildRootVisual
- Win32k syscall hooks
Shared memory:
- Named shared sections (ZwCreateSection + ZwMapViewOfSection)
- Physical memory mapping
- Shared event objects for signaling
Callback-based:
- Registry callbacks (CmRegisterCallbackEx)
- Minifilter communication ports (FltCreateCommunicationPort)
- Object callbacks with embedded data
Unconventional channels:
- Named pipes from kernel
- Window messages (NtUserPostMessage)
- ETW provider channels
- Socket from kernel (Winsock Kernel / WSK)
- File system filter callbacks
- Debugging APIs (DbgPrint interception)Vector2 WorldToScreen(Vector3 worldPos, Matrix viewMatrix) {
Vector4 clipCoords;
clipCoords.x = worldPos.x * viewMatrix[0] + worldPos.y * viewMatrix[4] +
worldPos.z * viewMatrix[8] + viewMatrix[12];
clipCoords.y = worldPos.x * viewMatrix[1] + worldPos.y * viewMatrix[5] +
worldPos.z * viewMatrix[9] + viewMatrix[13];
clipCoords.w = worldPos.x * viewMatrix[3] + worldPos.y * viewMatrix[7] +
worldPos.z * viewMatrix[11] + viewMatrix[15];
if (clipCoords.w < 0.1f) return invalid;
Vector2 NDC;
NDC.x = clipCoords.x / clipCoords.w;
NDC.y = clipCoords.y / clipCoords.w;
Vector2 screen;
screen.x = (screenWidth / 2) * (NDC.x + 1);
screen.y = (screenHeight / 2) * (1 - NDC.y);
return screen;
}Hardware input devices produce genuine HID reports indistinguishable
from ordinary input in the fields of an individual protocol-conformant report.
Descriptors, timing, topology, firmware, and gameplay behavior can still
provide imperfect signals.
KMBox series (KMBox Net, KMBox B Pro, KMBox B+):
- Standalone hardware device connected via USB or network
- Receives mouse/keyboard commands over TCP/UDP or serial
- Generates real USB HID reports to the gaming PC
- Gaming PC sees a standard USB mouse, not API-injected input
- Network variant enables dual-machine setups
- Supports relative movement, absolute positioning, button events
- API: simple serial/network protocol for move(dx, dy), click, etc.
Arduino / Teensy / STM32 microcontroller:
- Custom firmware emulating USB HID device
- Receives commands from cheat PC via serial/USB CDC
- Generates USB HID mouse reports
- Cheapest hardware option, fully customizable
- Leonardo / Pro Micro (ATmega32U4) most common for native USB HID
Logitech driver exploitation:
- Older versions of G HUB / LGS (Logitech Gaming Software) expose
internal APIs for mouse movement
- ghub_mouse_move() or lgs_mouse_move() via DLL injection into GHUB
- Logitech devices have driver-level whitelist advantage
- Specific driver versions required (newer versions patched)
- No external hardware needed, but driver-version-dependent
Interception driver (interception.sys):
- Open-source keyboard/mouse filter driver
- Intercepts and injects input at driver level
- Commonly used with AI aimbots for zero-hardware-cost injection
- Detectable by anti-cheat (driver signature known)
HDMI/DP KVM-style middleman:
- Hardware device sitting between mouse and PC
- Intercepts real mouse data, injects AI-calculated deltas
- Can preserve much of the expected interface behavior, depending on its USB
descriptors, timing, topology, and electrical implementation
- Potentially low software footprint but complex hardware setup
Illustrative detection-surface ordering, not a universal ranking:
1. Dedicated hardware — fewer software artifacts, but device and behavior
signals remain
2. KVM middleman — limited host software footprint if protocol behavior matches
3. Vendor-driver abuse — version and process/module artifacts may be available
4. Known filter driver — driver identity and behavior may be available
5. User-mode injection API — API/call-path telemetry may be availableKMBox Net (network variant) — UDP-based protocol:
Packet header (16 bytes, Little-Endian):
Offset Field Size Description
0x00 MAC 4 B Device UUID (unique per device, used for auth)
0x04 RAND 4 B Random value or parameter
0x08 INDEXPTS 4 B Incrementing sequence number (replay protection)
0x0C CMD 4 B Command code
Key command codes:
The values below are firmware/API-version examples; verify them against the
exact device implementation before analysis.
Code Command Description
0xAF3C2828 connect Establish connection with device
0xAEDE7345 mouse_move Direct mouse movement (dx, dy)
0xAEDE7346 mouse_automove Human-like movement with interpolation
0xA238455A mouse_beizer Bézier curve mouse movement
0x9823AE8D mouse_left Left button press/release
0x238D8212 mouse_right Right button press/release
0x97A3AE8D mouse_middle Middle button press/release
0xFFEEAD38 mouse_wheel Scroll wheel
0x123C2C2F keyboard_all Keyboard key event
Mouse API functions:
- move(x, y): Direct relative movement, no interpolation
- move_auto(x, y, ms): Interpolated movement over ms milliseconds
- move_beizer(x, y, ms, Second-order Bézier curve with custom
x1, y1, x2, y2): control points for trajectory shaping
Encrypted variants (enc_*): Same functions with packet-level encryption
to resist network packet analysis
Performance:
- Measure command rate, latency distribution, loss, buffering, and jitter on
the exact firmware, transport, host, and network; fixed figures do not
transfer across setups
KMBox B / B Pro (serial variant):
- USB CDC serial communication (COM port)
- Baud rate is firmware/configuration-specific (115200 is one common setting)
- Simpler protocol: ASCII or binary command frames
- Benchmark round-trip timing on the deployed serial stack
Physical keyboard/mouse monitoring:
- monitor() function reads real user input from the device
- Enables "pass-through + inject" mode:
real user input flows through normally,
AI-calculated deltas are added on top
Arduino / Teensy HID protocol:
- Custom serial command format (typically simple ASCII):
"M,dx,dy\n" — mouse move
"C,button\n" — click (1=left, 2=right, 3=middle)
"K,keycode\n" — keypress
- USB HID report generated by ATmega32U4 (Leonardo)
or ARM-based Teensy (3.2, 4.0, 4.1)
- HID report descriptor mimics standard mouse:
buttons (3 bits) + X delta (8-16 bits) + Y delta (8-16 bits)
- No custom driver needed — OS uses generic HID driver
Logitech driver API (exploitable versions):
- G HUB versions prior to certain patches expose internal functions
- Key DLLs: LGS (lcore.dll), G HUB (ghub_mouse.dll or internal APIs)
- ghub_mouse_move(dx, dy) or equivalent internal symbol
- Accessed via DLL injection into GHUB process
or LoadLibrary + GetProcAddress
- Movement appears as Logitech device input in the HID stack
- Patched in newer G HUB versions; specific version numbers
circulate in cheat communities1. Pattern scan for signatures
2. Read game memory externally
3. Process data in separate process
4. Render overlay or use input simulation1. Inject into game process
2. Hook rendering functions
3. Access game objects directly
4. Render through game's graphics contextImportant: This skill provides conceptual guidance and overview information. For detailed information use the following sources:
Fetch the main README for the full curated list of repositories, tools, and descriptions:
https://raw.githubusercontent.com/gmh5225/awesome-game-security/refs/heads/main/README.mdThe main README contains thousands of curated links organized by category. When users ask for specific tools, projects, or implementations, retrieve and reference the appropriate sections from this source.
For detailed repository information (file structure, source code, implementation details), the project maintains a local archive. If a repository has been archived, always prefer fetching from the archive over cloning or browsing GitHub directly.
Archive URL format:
https://raw.githubusercontent.com/gmh5225/awesome-game-security/refs/heads/main/archive/{owner}/{repo}.txtExamples:
https://raw.githubusercontent.com/gmh5225/awesome-game-security/refs/heads/main/archive/ufrisk/pcileech.txt
https://raw.githubusercontent.com/gmh5225/awesome-game-security/refs/heads/main/archive/000-aki-000/GameDebugMenu.txtHow to use:
{owner} with the GitHub username/org and {repo} with the repository name (no .git suffix).code2prompt.For a concise English summary of what a repository does, the project maintains auto-generated description files.
Description URL format:
https://raw.githubusercontent.com/gmh5225/awesome-game-security/refs/heads/main/description/{owner}/{repo}/description_en.txtExamples:
https://raw.githubusercontent.com/gmh5225/awesome-game-security/refs/heads/main/description/00christian00/UnityDecompiled/description_en.txt
https://raw.githubusercontent.com/gmh5225/awesome-game-security/refs/heads/main/description/ufrisk/pcileech/description_en.txtHow to use:
{owner} with the GitHub username/org and {repo} with the repository name.Priority order when answering questions about a specific repository:
Prefer the compiled domain overview at wiki/overviews/game-hacking.md (see wiki/index.md and wiki/AGENTS.md) before re-deriving synthesis from raw README/archive material.
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