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Game Hacking

Author: Nick Cano
Publisher: No Starch Press
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Format Type: PDF, ePub
Size: 21,89 MB
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You don’t need to be a wizard to transform a game you like into a game you love. Imagine if you could give your favorite PC game a more informative heads-up display or instantly collect all that loot from your latest epic battle. Bring your knowledge of Windows-based development and memory management, and Game Hacking will teach you what you need to become a true game hacker. Learn the basics, like reverse engineering, assembly code analysis, programmatic memory manipulation, and code injection, and hone your new skills with hands-on example code and practice binaries. Level up as you learn how to: –Scan and modify memory with Cheat Engine –Explore program structure and execution flow with OllyDbg –Log processes and pinpoint useful data files with Process Monitor –Manipulate control flow through NOPing, hooking, and more –Locate and dissect common game memory structures You’ll even discover the secrets behind common game bots, including: –Extrasensory perception hacks, such as wallhacks and heads-up displays –Responsive hacks, such as autohealers and combo bots –Bots with artificial intelligence, such as cave walkers and automatic looters Game hacking might seem like black magic, but it doesn’t have to be. Once you understand how bots are made, you’ll be better positioned to defend against them in your own games. Journey through the inner workings of PC games with Game Hacking, and leave with a deeper understanding of both game design and computer security.


Android Games Hacking

Author: Bhagyesh
Publisher: Bhagyesh
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Format Type: PDF, Docs
Size: 12,35 MB
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A brief guide about how to manipulate android games using different tools available. You will learn how to Root android devices easily, how to get unlimited coins/money in games, how to hack InApp purchases, how to get paid apps for free etc.


Gaming Hacks

Author: Simon Carless
Publisher: "O'Reilly Media, Inc."
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Format Type: PDF, ePub
Size: 11,79 MB
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Aimed at avid and/or highly skilled video gamers, 'Gaming Hacks' offers a guide to pushing the limits of video game software and hardware using the creative exploits of the gaming gurus.


Game Console Hacking

Author: Joe Grand
Publisher: Elsevier
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Size: 22,40 MB
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The worldwide video game console market surpassed $10 billion in 2003. Current sales of new consoles is consolidated around 3 major companies and their proprietary platforms: Nintendo, Sony and Microsoft. In addition, there is an enormous installed "retro gaming" base of Ataria and Sega console enthusiasts. This book, written by a team led by Joe Grand, author of "Hardware Hacking: Have Fun While Voiding Your Warranty", provides hard-core gamers with they keys to the kingdom: specific instructions on how to crack into their console and make it do things it was never designed to do. By definition, video console game players like to have fun. Most of them are addicted to the adrenaline rush associated with "winning", and even more so when the "winning" involves beating the system by discovering the multitude of "cheats" built into most video games. Now, they can have the ultimate adrenaline rush---actually messing around with the soul of the machine and configuring it to behave exactly as the command. This book builds on the motto of "Have Fun While Voiding Your Warranty" and will appeal to the community of hardware geeks who associate unscrewing the back of their video console with para-jumping into the perfect storm. Providing a reliable, field-tested guide to hacking all of the most popular video gaming consoles Written by some of the most knowledgeable and recognizable names in the hardware hacking community Game Console Hacking is the first book on the market to show game enthusiasts (self described hardware geeks) how to disassemble, reconfigure, customize and re-purpose their Atari, Sega, Nintendo, Playstation and Xbox systems


Popular Science

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Size: 26,59 MB
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Popular Science gives our readers the information and tools to improve their technology and their world. The core belief that Popular Science and our readers share: The future is going to be better, and science and technology are the driving forces that will help make it better.


Joe Grand s Best of Hardware Wireless and Game Console Hacking

Author: Joe Grand
Publisher: Elsevier
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Format Type: PDF, Kindle
Size: 25,87 MB
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The book introduces the principles of hardware design and describes the tools and techniques required to begin hacking. The DVD contains hack instructions for over 20 game consoles and hardware devices from Nintendo, Apple, Sony, Microsoft, Palm and more. The presentation of these 20 projects on DVD media provides users with benefits and options not available on the printed page. All images are hi-res color that can be enlarged or printed, the text is easily searched, and the user can copy the contents to their hard disk and add comments directly into the PDF files. The DVD media also lends itself well to group projects (it includes a 10 user license). The 160-page book includes chapters on hacking tools and electrical engineering basics, along with chapters on the background, design and functionality of each hardware device. * Packed full of high resolution colour images that reveal the smallest details of each step in a hack * Includes in depth coverage of the tools of the hacking trade and the basics of electrical engineering * DVD includes a "Using the Tools" video starring Joe "kingpin" Grand


Videogames and Art

Author: Andy Clarke
Publisher: Intellect Books
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Format Type: PDF
Size: 22,76 MB
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Videogame art is developing as an area of burgeoning interest, departing from embryonic roots into a flourishing division of scholarly study. The collection provides both an overview of the field, positioning it within a social and commercial context with reference to other forms of digital and pictorial art, and to the mainstream videogames industry.


Hacking Cyberspace

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Size: 12,42 MB
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Re Inventing the Internet

Author: Andrew Feenberg
Publisher: Springer Science & Business Media
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Size: 22,40 MB
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Although it has been in existence for over three decades, the Internet remains a contested technology. Its governance and role in civic life, education, and entertainment are all still openly disputed and debated. The issues include censorship and network control, privacy and surveillance, the political impact of activist blogging, peer to peer file sharing, the effects of video games on children, and many others. Media conglomerates, governments and users all contribute to shaping the forms and functions of the Internet as the limits and potentialities of the technologies are tested and extended. What is most surprising about the Internet is the proliferation of controversies and conflicts in which the creativity of ordinary users plays a central role. The title, (Re)Inventing the Internet, refers to this extraordinary flowering of agency in a society that tends to reduce its members to passive spectators. This collection presents a series of critical case studies that examine specific sites of change and contestation. These cover a range of phenomena including computer gaming cultures, online education, surveillance, and the mutual shaping of digital technologies and civic life.


Hackers

Author: Steven Levy
Publisher: "O'Reilly Media, Inc."
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Size: 17,52 MB
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This 25th anniversary edition of Steven Levy's classic book traces the exploits of the computer revolution's original hackers -- those brilliant and eccentric nerds from the late 1950s through the early '80s who took risks, bent the rules, and pushed the world in a radical new direction. With updated material from noteworthy hackers such as Bill Gates, Mark Zuckerberg, Richard Stallman, and Steve Wozniak, Hackers is a fascinating story that begins in early computer research labs and leads to the first home computers. Levy profiles the imaginative brainiacs who found clever and unorthodox solutions to computer engineering problems. They had a shared sense of values, known as "the hacker ethic," that still thrives today. Hackers captures a seminal period in recent history when underground activities blazed a trail for today's digital world, from MIT students finagling access to clunky computer-card machines to the DIY culture that spawned the Altair and the Apple II.