reverse-engineering-tools · diff
git:20260909.b9c4e22 to git:20260909.e05063f
16 added, 93 removed. Audit A to A.
---
name: reverse-engineering-tools
- description: Investigate game clients, protection components, drivers, and memory artifacts through reproducible binary analysis with IDA, Ghidra, debuggers, and instrumentation. Use for PE and symbol inspection, disassembly and decompilation, control/data-flow reconstruction, binary diffing, obfuscation classification, and interface analysis. Produce versioned findings with traceable evidence, explicit uncertainty, attack-surface context, and defensive implications.
+ description: Investigate supplied game binaries, protection components, drivers, dumps, and traces through reproducible binary analysis. Use for repository resource selection, PE/symbol inspection, disassembly and decompilation, control/data-flow reconstruction, build comparison, obfuscation classification, and interface evidence with IDA, Ghidra or debuggers. Match tool scope to the artifact and produce versioned findings with addresses, provenance, uncertainty and defensive implications.
---
# Reverse Engineering Tools & Techniques
## Overview
This skill covers evidence-driven analysis of game clients, protection modules, drivers, and memory artifacts. Use static and observed behavior to reconstruct interfaces and trust boundaries, while documenting how protection, obfuscation, or instrumentation limits the conclusions.
Treat performance, stealth, coverage, and compatibility claims as
target/version-specific. Record the binary hash, tool version, configuration,
environment, and observed evidence; use
[`research-rigor`](../research-rigor/SKILL.md) for consequential conclusions.
## Binary Evidence and Attack-Surface Findings
For native Linux or Proton context, first use
[linux-platform-security](../linux-platform-security/SKILL.md). For diagnostic
reports from owned test builds, use
[robustness and triage](../research-rigor/references/robustness-and-triage.md).
Preserve the sample hash, provenance, architecture, image layout, tool version,
analysis configuration, and symbol identity. Keep file offsets, RVAs, and
runtime addresses distinct, including relocation assumptions in disk/memory
comparisons. Match symbols to the actual binary; public and private symbol
sets offer different information.
[PE format](https://learn.microsoft.com/en-us/windows/win32/debug/pe-format),
[Symbols and symbol files](https://learn.microsoft.com/en-us/windows-hardware/drivers/debugger/symbols-and-symbol-files)
Decompiler output is a reconstruction. Validate inferred types, names,
prototypes, and function boundaries against instructions, ABI constraints,
and available observations. Ghidra's instruction semantics and p-code model
are useful for understanding why displayed C is not recovered source.
[Ghidra language documentation](https://ghidra.re/ghidra_docs/languages/index.html),
[Ghidra analysis guide](https://ghidra.re/ghidra_docs/GhidraClass/Beginner/Introduction_to_Ghidra_Student_Guide.html)
Classify the question before selecting an analysis mode:
| Question | Evidence to develop | Limit to state |
|---|---|---|
| Interface abuse | Input origin, callers, required privilege, validation and protected resource | Reachable code is not proof of invocation or abuse |
| Integrity tampering | Independently acquired comparison data and collector trust | A compromised or incomplete collector can distort results |
| Packing/obfuscation | Representation changes and uncertainty in recovered structure | Obfuscation alone does not establish maliciousness |
| Anti-analysis behavior | Conditions associated with differing execution | Observation coverage may be limited by the environment |
| Security-relevant binary change | Semantic differences and affected trust boundary | Compiler, library, and layout changes can dominate a diff |
Report supporting addresses/artifacts and explain each inference. An imported
API, reachable path, and observed call are distinct findings. Preserve missing
symbols, incomplete dumps, generated code, and unexecuted paths as limitations.
Sources in this section were reviewed on 2026-09-09.
- ## README Coverage
+ ## Repository Resource Selection
- - `Cheat > Debugging`
- - `Cheat > RE Tools`
- - `Cheat > Mixed boolean-arithmetic`
- - `Cheat > Dynamic Binary Instrumentation`
- - `Cheat > Fix VMP`
- - `Cheat > Fix Themida`
- - `Cheat > Fix OLLVM`
- - `Cheat > Virtual Environments`
- - `Cheat > Decompiler`
- - `Cheat > IDA themes`
- - `Cheat > IDA Plugins`
- - `Cheat > IDA Signature Database`
- - `Cheat > Binary Ninja Plugins`
- - `Cheat > Ghidra Plugins`
- - `Cheat > Radare Plugins`
- - `Cheat > Windbg Plugins`
- - `Cheat > X64DBG Plugins`
- - `Cheat > Cheat Engine Plugins`
- - `Cheat > ROP Finder`
- - `Cheat > ROP Generation`
- - `Anti Cheat > Anti Debugging`
- - `Anti Cheat > Anti Disassembly`
- - `Anti Cheat > Dump Fix`
- - `Anti Cheat > Sample Unpacker`
- - `Anti Cheat > Obfuscation Engine`
- - `Anti Cheat > Winows User Dump Analysis`
- - `Anti Cheat > Winows Kernel Dump Analysis`
+ Choose resources by artifact and evidence need: binary interpretation, bounded
+ debugger observations, build comparison, or offline dump parsing. Read
+ [repository resources](references/repository-resources.md) when selecting a
+ project or locating the matching README family.
## Debugging Tools
### Windows Debuggers
- **Cheat Engine**: Memory scanner and debugger for games
- **x64dbg**: Open-source x86/x64 debugger
- **WinDbg**: Microsoft's kernel/user-mode debugger
- **ReClass.NET**: Memory structure reconstruction
- **HyperDbg**: Hypervisor-based debugger
### Specialized Debuggers
- **CE Mono Helper**: Unity/Mono game debugging
- **dnSpy**: .NET assembly debugger/decompiler
- **ILSpy**: .NET decompiler
- **frida**: Dynamic instrumentation toolkit
### Platform-Specific
- **edb-debugger**: Linux debugger
- **PINCE**: Linux game hacking tool
- **H5GG**: iOS cheat engine
- **Hardware Breakpoint Tools**: HWBP implementations
## Disassembly & Decompilation
### Multi-Platform
- **IDA Pro**: Industry standard disassembler
- **Ghidra**: NSA's reverse engineering framework
- **Binary Ninja**: Modern RE platform
- **Cutter**: Radare2 GUI
### Specialized Tools
- **IL2CPP Dumper**: Unity IL2CPP analysis
- **dnSpy**: .NET/Unity decompilation
- **jadx**: Android DEX decompiler
- **Recaf**: Java bytecode editor
## Memory Analysis
### Memory Scanners
```
- Cheat Engine: Pattern scanning, value searching
- ReClass.NET: Structure reconstruction
- Process Hacker: System analysis
```
### Dump Tools
```
- KsDumper: Kernel-space process dumping
- PE-bear: PE file analysis
- ImHex: Hex editor for RE
```
## Dynamic Binary Instrumentation (DBI)
### Frameworks
- **Frida**: Cross-platform DBI
- **DynamoRIO**: Runtime code manipulation
- **Pin**: Intel's DBI framework
- **TinyInst**: Lightweight instrumentation
- **QBDI**: QuarkslaB DBI
### Use Cases
1. API hooking and tracing
2. Code coverage analysis
3. Fuzzing harness creation
4. Behavioral analysis
5. Driver IOCTL and callback tracing
### Exception-Driven Lightweight DBI (Trap-and-Emulate)
```
Concept:
- Replace branch instructions with fault-generating sentinel opcodes
- Catch the resulting exception → emulate the original branch → log → resume
- Full cycle: patch → fault → capture → emulate → record → restore → continue
Sentinel Selection:
- HLT (0xF4) for ret → triggers STATUS_PRIVILEGED_INSTRUCTION
- SALC (0xD6) for jmp/jcc/call → triggers STATUS_ILLEGAL_INSTRUCTION
- Avoids INT3 (0xCC) which anti-debug/integrity checks commonly scan for
- Different sentinels can multiplex branch types
Exception Capture:
- Hooking KiUserExceptionDispatcher can avoid some higher-level VEH/SEH
dispatch overhead, but latency, stability, and detectability must be measured
on the target Windows build
- Assembly stub tail-calls into RtlDispatchException
- Handler dispatches by exception code to custom emulation logic
Branch Emulation Engine:
- Disassemble original (pre-patch) instruction at fault RIP
- jcc: 16-condition lookup table (ZF, SF, CF, OF, PF combinations)
- Direct call: push return address, update RIP
- Indirect branch: resolve effective address (register, memory, SIB, RIP-relative)
- ret: pop return address from stack, handle ret imm16 (extra pop)
- loop/jrcxz: decrement RCX, conditional branch
Instrumentation Strategies:
- Bounded Bulk Patching: scan a window from seed address, patch all branches
→ Simple but detectable by integrity checks
- Branch Chasing: patch only current branch, re-instrument at target on fault
→ Smaller patch footprint, with coverage, race, and detectability tradeoffs
- CFG-Guided Patching: recursive-descent static CFG + chasing for unreached edges
→ Best coverage/safety balance
Integrity Check Evasion:
- PAGE_GUARD + Trap Flag (single-step) instead of direct code patching
- Trigger guard page exception → set TF → single-step through original instruction
- Avoids directly modifying `.text`, but guard state, exception rate, debug
state, and timing can still be detected
```
### Control Flow Tracing (CFT) Applications
```
- Runtime call graph generation with register context at each edge
- Divergence testing: compare traces across different inputs/environments
→ Quickly locates input validation, anti-debug, anti-tamper trigger points
- Deobfuscation: resolve indirect branches observed under covered executions;
completeness requires additional path exploration or proof
- Hot path analysis, branch coverage measurement
- Exception-per-branch designs can be orders of magnitude slower; benchmark the
exact target and account for timing checks and session timeouts
- Portable to other architectures: ARM (UDF), RISC-V (illegal instruction)
```
### User-Mode Hypervisor-Assisted Tracing
```
Concept:
- Use Windows Hypervisor Platform (WHP) API to run guest code in user mode
- No kernel driver required — standard user-mode process hosts the hypervisor
- Map host memory pages into guest address space
- Configure page-level traps (read/write/execute permissions per page)
- Guest execution triggers VM exits on configured events
Trap-Driven Execution:
- Page fault traps: set per-page R/W/X permissions via EPT-equivalent API
→ Execute fault = code coverage, Write fault = memory write monitoring
→ Read fault = data access tracking
- CPUID interception: guest executes CPUID → VM exit → host decides response
→ Useful for fingerprinting guest environment queries
- Syscall interception: guest executes syscall → VM exit → host emulates
→ Controlled experiments without real kernel interaction
Workflow:
1. Prepare initial CPU state (registers, segments, control registers)
2. Map target code + data pages with desired permissions
3. Enter guest execution loop
4. On VM exit: inspect reason, handle trap, optionally modify state
5. Resume or terminate guest
Advantages:
- Pure user-mode: no driver signing, no PatchGuard concerns
- Controlled: host controls modeled guest memory and CPU state; external timing,
concurrency, devices, and unmodeled OS behavior can introduce nondeterminism
- Composable: combine with disassemblers/emulators for hybrid analysis
- Debuggable: host process can be debugged normally
Limitations:
- Requires hardware virtualization support (VT-x/AMD-V)
- Windows-specific (WHP API is Windows 10+)
- The lightweight workflow described here is suited to snippets/functions;
booting a full OS is possible only with substantially more platform and device
modeling
- Nested virtualization considerations when host is already a VM
```
## Anti-Analysis Bypass
### Techniques
- Anti-debug detection bypass
- VM/Sandbox evasion
- Timing attack mitigation
- PatchGuard circumvention
### Tools
- **TitanHide**: Anti-debug hiding
- **HyperHide**: Hypervisor-based hiding
- **ScyllaHide**: Anti-anti-debug plugin
## Game-Specific Analysis
### Unity Games
1. Locate `GameAssembly.dll` (IL2CPP) or managed DLLs
2. Use IL2CPP Dumper for structure recovery
3. Apply dnSpy for Mono games
4. Hook via Unity-specific frameworks
### Unreal Engine Games
1. Identify UE version from signatures
2. Use SDK generators (Dumper-7)
3. Analyze Blueprint bytecode
4. Hook UObject/UFunction systems
### Native Games
1. Standard PE analysis
2. Import/export reconstruction
3. Pattern scanning for signatures
4. Runtime memory analysis
## Workflow Best Practices
### Initial Analysis
```
1. Identify protections (packer, obfuscator, anti-cheat)
2. Determine game engine and version
3. Collect symbol information if available
4. Map out key modules, callbacks, and trust boundaries
```
### Deep Analysis
```
1. Locate target functionality
2. Trace execution flow
3. Document structures, memory artifacts, and relationships
4. Correlate IOCTLs, callbacks, and runtime checks
```
## Obfuscation Taxonomy
### Mixed Boolean-Arithmetic (MBA)
```
- Linear MBA: e.g., x + y = (x ^ y) + 2*(x & y)
- Polynomial MBA: higher-degree expressions over boolean/arithmetic mix
- Tools: SSPAM, MBA-Blast, SiMBA for simplification
- Common in: VMProtect, Themida, custom LLVM passes
```
### Control Flow Flattening (CFF)
```
- OLLVM-style: many protected basic blocks routed through a dispatcher loop
- Recovery: symbolic execution, pattern matching, deobfuscation passes
- Tools: D-810 (IDA), de-ollvm scripts, SATURN
- Variants: nested dispatchers, encrypted state variables
```
### Opaque Predicates
```
- Invariant conditions injected to confuse static analysis
- Number-theoretic (x² mod 4 ∈ {0,1}), pointer-aliasing based
- Detection: abstract interpretation, SMT solvers (Z3)
```
### Virtualization-Based Obfuscation
```
VMProtect / Themida / Code Virtualizer:
- Custom bytecode VM with randomized opcode set per build
- Handler table dispatch loop: fetch → decode → execute
- Devirtualization approaches:
- Trace-based: record handler execution, lift to IR
- Pattern-based: identify handler semantics by structure
- Symbolic: concolic execution through VM dispatch
- Tools: VMPAttack, NoVmp, Oreans UnVirtualizer, vtil
```
### Binary Lifting
```
- Lift machine code to compiler IR (LLVM IR, VEX, ESIL)
- Enables compiler-level optimization passes for deobfuscation
- Tools: McSema, remill, RetDec, Binary Ninja MLIL/HLIL
```
## Disassembler Plugin Ecosystem
### IDA Pro Plugins
```
Categories found in README (> IDA Plugins, 150+ entries):
- Decompiler enhancers: HexRaysPyTools, HRDevHelper
- Type recovery: ClassInformer, auto_struct
- Signature: FLIRT, Lumina, IDA Signature Database
- Scripting: IDAPython, IDC, LazyIDA
- Visualization: IDAGraph, Lighthouse (coverage)
- Anti-obfuscation: D-810 (MBA), de-ollvm, Patfinder
- Game-specific: SDK loaders, structure importers
```
### Binary Ninja Plugins
```
- Sidekick, snippets, type libraries
- HLIL-based analysis scripts
- Custom architectures and loaders
- Headless analysis for batch processing
```
### Ghidra Plugins
```
- GhidraScript (Java/Python), Ghidra extensions
- Ghidraaas (Ghidra-as-a-Service)
- Type importers, signature matchers
- Firmware analysis (SVD loader, embedded)
```
### Radare2 / iaito Plugins
```
- r2pipe scripting (Python, JS, Rust)
- iaito: official radare2 Qt GUI
- r2ghidra: Ghidra decompiler integration
- r2dec: lightweight decompiler
```
### WinDbg Plugins
```
- SwishDbgExt, WinDbgX
- Time Travel Debugging (TTD) extensions
- !analyze extensions, custom formatters
- Kernel debugging helpers
```
### x64dbg Plugins
```
- ScyllaHide (anti-anti-debug)
- TitanEngine, x64dbgpy
- Trace plugins, pattern scanners
- Conditional breakpoint scripts
```
### Cheat Engine Plugins
```
- Mono/IL2CPP helpers
- Auto-assembler templates
- Structure dissectors
- Pointer scanner extensions
```
## MCP-Based RE Tools
```
The README's MCP server section and RE tool ecosystem now include
AI-assisted reverse engineering through Model Context Protocol:
- IDA MCP: AI agent controls IDA Pro (rename, annotate, navigate)
- Ghidra MCP: AI agent queries Ghidra decompilation and PCODE
- Binary Ninja MCP: AI agent interacts with Binary Ninja API
- radare2 MCP: AI agent drives r2 sessions via r2pipe
- x64dbg MCP: AI agent controls live debugging sessions
Workflow: LLM ↔ MCP server ↔ RE tool, enabling natural-language
queries like "find all functions calling CreateRemoteThread" or
"rename this function based on its decompiled logic"
```
## Binary Diffing
```
Tools for comparing binary versions (patch analysis, vulnerability research):
- BinDiff (Google): graph-based structural comparison
- Diaphora: IDA plugin, best open-source binary diff
- ghidriff: Ghidra-based diffing, command-line and scriptable
- DarunGrim: patch analysis focused differ
- turbodiff: lightweight IDA diffing plugin
Use cases in game security:
- Tracking anti-cheat driver updates between versions
- Identifying patched vulnerabilities in game clients
- Comparing obfuscated builds to isolate logic changes
```
## Anti-Debug Techniques Catalog
### User-Mode Anti-Debug
```
- IsDebuggerPresent / CheckRemoteDebuggerPresent
- NtQueryInformationProcess (ProcessDebugPort, ProcessDebugFlags, ProcessDebugObjectHandle)
- NtSetInformationThread (ThreadHideFromDebugger)
- PEB.BeingDebugged, PEB.NtGlobalFlag, heap flags
- INT 2D, INT 3 scanning, OutputDebugString tricks
- Timing checks: rdtsc, QueryPerformanceCounter, GetTickCount64
- TLS callbacks for early detection
- Exception-based: unhandled exception filter, VEH chain inspection
- Parent process checks (csrss.exe verification)
- Self-debugging: NtCreateDebugObject
```
### Kernel-Mode Anti-Debug
```
- KdDebuggerEnabled / KdDebuggerNotPresent
- Debug register (DR0-DR7) monitoring and clearing
- KPROCESS.DebugPort zeroing
- NMI callbacks for debugger detection
- Hardware breakpoint detection via context inspection
```
### Anti-Debug Bypass Tools
```
- ScyllaHide: comprehensive anti-anti-debug (x64dbg/IDA/standalone)
- TitanHide: kernel-mode debugger hiding
- HyperHide: hypervisor-based anti-debug bypass
- SharpOD: OllyDbg anti-anti-debug plugin
```
## VMProtect/Themida Analysis
### Resources
- Devirtualization tools
- Control flow recovery
- Handler analysis techniques
- Unpacking methodologies
## ROP/Exploit Development
### Tools
- **ROPgadget**: Gadget finder
- **rp++**: Fast ROP gadget finder
- **angrop**: Automated ROP chain generation
---
- ## Data Source
-
- **Important**: This skill provides conceptual guidance and overview information. For detailed information use the following sources:
-
- ### 1. Project Overview & Resource Index
-
- 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.md
- ```
-
- The 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.
-
- ### 2. Repository Code Details (Archive)
-
- 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}.txt
- ```
-
- **Examples:**
- ```
- 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.txt
- ```
-
- **How to use:**
- 1. Identify the GitHub repository the user is asking about (owner and repo name from the URL).
- 2. Construct the archive URL: replace `{owner}` with the GitHub username/org and `{repo}` with the repository name (no `.git` suffix).
- 3. Fetch the archive file — it contains a full code snapshot with file trees and source code generated by `code2prompt`.
- 4. If the fetch returns a 404, the repository has not been archived yet; fall back to the README or direct GitHub browsing.
-
- ### 3. Repository Descriptions
-
- 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.txt
- ```
-
- **Examples:**
- ```
- 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.txt
- ```
-
- **How to use:**
- 1. Identify the GitHub repository the user is asking about (owner and repo name from the URL).
- 2. Construct the description URL: replace `{owner}` with the GitHub username/org and `{repo}` with the repository name.
- 3. Fetch the description file — it contains a short, human-readable summary of the repository's purpose and contents.
- 4. If the fetch returns a 404, the description has not been generated yet; fall back to the README entry or the archive.
-
- **Priority order when answering questions about a specific repository:**
- 1. Description (quick summary) — fetch first for concise context
- 2. Archive (full code snapshot) — fetch when deeper implementation details are needed
- 3. README entry — fallback when neither description nor archive is available
-
- ---
+ ## Repository Navigation
- ## Compiled wiki
+ Load [repository resources](references/repository-resources.md) for this
+ domain's resource choices and evidence outputs. Use
+ [shared repository navigation](../overview/references/repository-navigation.md)
+ for local discovery layers, case-sensitive paths, missing snapshots and current
+ upstream verification. Generated summaries are discovery aids, not independent
+ evidence.
- Prefer the compiled domain overview at `wiki/overviews/reverse-engineering.md` (see `wiki/index.md` and `wiki/AGENTS.md`) before re-deriving synthesis from raw README/archive material.
+ The compiled [reverse-engineering overview](../../../wiki/overviews/reverse-engineering.md)
+ can help locate related material; trace consequential claims to their underlying
+ source.