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Reverse Engineering

NeverSightAI edited this page Jul 16, 2026 · 2 revisions

Reverse Engineering

Workflows for protected game clients and anti-cheat components across user mode, kernel, and hypervisor-aware environments: debug/disassemble, DBI, deobfuscation, dump analysis, and IOCTL/callback mapping.

Key sub-areas

  • Tools: IDA/Ghidra/Binary Ninja, x64dbg/WinDbg/HyperDbg, Cheat Engine, dnSpy, Frida
  • DBI: Frida, DynamoRIO, Pin; trap-and-emulate CFT; WHP user-mode hypervisor tracing
  • Obfuscation: MBA, OLLVM CFF, opaque predicates, VMProtect/Themida virtualization; shredder-rs for x86_64 instruction-level polymorphic shredding vs static analysis
  • Game engines: IL2CPP dumps, Unreal SDK generators, native PE/pattern workflows
  • Anti-analysis: ScyllaHide/TitanHide/HyperHide vs IsDebuggerPresent/Kd* / timing checks

Related concepts

IL2CPP · Frida · Kernel Callbacks · PatchGuard · shredder-rs · Anti-Cheat · Windows Kernel

README map

Cheat Debugging/RE Tools/DBI/Fix VMP / Themida / OLLVM; Anti Cheat Anti Debugging/Disassembly/Dump Fix; large IDA/BN/Ghidra/x64dbg plugin ecosystems.

→ README § Cheat

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