UE1 - UT Encrypting Source Code

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The_Cowboy

Member
Jun 18, 2010
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Hi

I am currently working on an addon related to Anti Cheat Engine.I want to encrypt the source code as good as possible(to avoid bytehacking).The source code is written in UnrealScript for UT99.

I tried google'ing, but no success

Any article,tutorial or link will be of great help!

Thanks
 
Last edited:

Wormbo

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Jun 4, 2001
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^ This. ^

As long as the engine can execute the byte code, it can be decompiled. You can mess up the name table, but a custom decompiler could just replace invalid name entries with readable semi-meaningful ones and still produce good results.

All decompilers handle UE1 code without problems. If you were to write UE2 code, you could exploit decompiler bugs (WOTgreal and UTPT both fail to understand certain byte codes), but you wouldn't be able to fool a properly written custom compiler that way.
 

Wormbo

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You can artificially bloat your code and make it look more complex than it really is, for example with if statements and while loops that look important, but are never executed. Or functions and states that contain much code, but are never used. Or wrap code in do/until loops that never actually loop. If you use state code, try breaking it up into smaller sections, each ending with a function call that defines which section to execute next ("GotoState(, 'LabelName');"), instead of using GoTo in the state code. You could even put junk code after the "jump function call" to confuse people. That code will never be executed, but if you make it look important enough, it might add to the confusion.

Things like that will make it much harder to actually understand your code, but unfortunately not only for "them", but also for yourself.
 
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Gizzy

The Banhammer Cometh
May 30, 2009
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hmmm

But is there anyway to make "their" job difficult?

Delete all the code in each class of your custom mod and then save your mod (Don't compile)

This makes your code disappear when the .u file is loaded in the editor, but it can still be decompiled using 3rd party tools.
 

Wises

New Member
Sep 15, 2008
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hmm so what methods did Cratos use for zpplus / mapvotela & DPL?

and what Methods would one recommend in Decompiling such code for study ..