This repository contains a console-based trainer template. It is designed to be a starting point for creating your own game trainers.
The main components of this project are:
ConsoleColor.h
: Contains definitions for console colors.Freeza.h
: (Purpose not immediately clear without further context)Hack.cpp
andHack.h
: Contains the main logic for the hack or cheat that the trainer is implementing.HexStr.h
: Contains utility functions for dealing with hexadecimal strings.Memory.cpp
andMemory.h
: Contains functions for reading and writing to memory, a common requirement for game trainers.Menu.cpp
andMenu.h
: Contains the logic for the console menu that users interact with.Trainer.cpp
andTrainer.h
: Contains the main logic for the trainer, tying together the other components.includes.h
: Contains include directives for the other header files in the project.main.cpp
: The entry point for the program.
To use this template, clone the repository and open the solution file in your preferred C++ IDE. From there, you can modify the existing components or add new ones to create your own game trainer.
A Console Trainer Template is a basic framework that allows you to create a console-based application. This type of application runs in a console or command-line window, such as the Windows Command Prompt. It's a great starting point for creating simple applications, learning C++, or developing game trainers.
The template includes a main.cpp file, which is where your main program code resides. The entry point for all C++ apps is the main function, and in this template, it's already set up for you.
In the context of game development, a "trainer" is a program that modifies another program's memory. Trainers are often used in video games to enable cheats, such as unlimited health, infinite ammo, etc. When we talk about a C++ trainer, we're referring to a trainer program written in the C++ programming language. These trainers work by altering specific memory addresses that hold the data for the game's state.
An "external" trainer refers to a trainer that modifies a game's memory from outside the game's process. This is in contrast to "internal" trainers, which are injected directly into the game's process. External trainers are generally safer and easier to use because they don't require modifying the game's code directly. However, they can be slower and less powerful than internal trainers because they have to use system calls to access the game's memory, which can be slower than accessing the memory directly.
This console trainer template provides simple methods for reading from and writing to memory. These methods would use system calls to access the memory of another process (like a game). A memory class might also provide methods for finding the addresses of specific pieces of data in memory, which is often necessary for writing a trainer.