1Memory and Process Basics
BEGINNERUnderstanding process memory, virtual address space, and basic memory layout.
2Cheat Engine Introduction
BEGINNERFirst steps with Cheat Engine: scanning values, freezing, and pointer chains.
3Data Types and Scanning
BEGINNERScanning for integers, floats, strings, doubles, and unknown value types.
4Save File Editing
BEGINNERModifying game save files, hex editing, and JSON/XML save formats.
5Value Freezing and Hotkeys
BEGINNERFreezing values, hotkey scripts, and basic automation in Cheat Engine.
6Pointer Scanning
INTERMEDIATEFinding static addresses, pointer chains, and multi-level pointers.
7DLL Injection
INTERMEDIATELoadLibrary injection, manual mapping, CreateRemoteThread, and hooking.
- 51Manual Map Injection
- 52DLL Main and Entry Points
- 53Hooking Concepts
- 54Injection Detection Risks
- 55Alternative Injection Methods
8Trainer Development
INTERMEDIATEBuilding game trainers with GUI, address lists, and script injection.
- 57Trainer Architecture
- 58GUI Frameworks (WinForms, etc.)
- 59Address List Management
- 60Hotkey Handling
- 61Script Injection from Trainer
- 62Save/Load Cheat Profiles
- 63Auto-Attach to Process
- 64Publishing and Distribution
FULL SUBSCRIPTION9Packet Editing and Interception
INTERMEDIATEWireshark, packet sniffing, proxy injection, and network-level cheats.
- 65Wireshark for Game Traffic
- 66Identifying Game Packets
- 67Proxy Injection (mitmproxy)
- 68Packet Replay Attacks
- 69Modifying Outgoing Data
- 70Server Validation Bypass
- 71Encrypted Packets
- 72Ethical Considerations
FULL SUBSCRIPTION10Process Hacking APIs
INTERMEDIATEReadProcessMemory, WriteProcessMemory, VirtualAllocEx, and debug APIs.
- 73ReadProcessMemory API
- 74WriteProcessMemory API
- 75VirtualAllocEx and VirtualProtectEx
- 76Debug APIs Overview
- 77Module Enumeration
- 78Pattern Scanning in Memory
- 79Building a Simple Memory Reader
- 80Error Handling and Edge Cases
FULL SUBSCRIPTION11Aimbot Concepts
ADVANCEDAim assistance, angle calculation, smoothing, and FPS game memory structures.
- 81View Angles and FOV
- 82World to Screen Projection
- 83Entity List Structures
- 84Angle Calculation (atan2)
- 85Smoothing and Humanization
- 86Bone/Head Position
- 87Prediction and Lag
- 88Detection Avoidance
FULL SUBSCRIPTION12Wallhack and ESP
ADVANCEDDrawing through walls, entity ESP, DirectX/OpenGL hooks, and overlay rendering.
- 89DirectX Hook Overview
- 90Present Hook Setup
- 91WorldToScreen Implementation
- 92Drawing Boxes and Lines
- 93Entity ESP Loop
- 94Overlay vs Injection
- 95ImGui Integration
- 96Performance Optimization
FULL SUBSCRIPTION13Speed Hacks and Time Manipulation
ADVANCEDGame speed modification, tick manipulation, and timer bypass techniques.
- 97Game Tick and Delta Time
- 98Speed Multiplier
- 99Timer Manipulation
- 100Sleep/Speed Bypass
- 101Network Speed Hacks
- 102Animation Speed
- 103Cooldown Bypass
- 104Detection Vectors
FULL SUBSCRIPTION14Anti-Cheat Concepts
ADVANCEDUnderstanding anti-cheat systems, detection vectors, and bypass concepts.
- 105Anti-Cheat Types (Client/Server)
- 106Detection Methods
- 107Memory Scanning Detection
- 108Signature Detection
- 109Integrity Checks
- 110Bypass Strategies Overview
- 111Kernel vs User-Mode
- 112Ethical Boundaries
FULL SUBSCRIPTION15Game Memory Structures
ADVANCEDAnalyzing player structures, entity lists, offsets, and dynamic allocation.
- 113Finding Player Structure
- 114Offset Discovery
- 115Entity List Patterns
- 116Dynamic Allocation
- 117Class Hierarchy
- 118RTTI and Type Info
- 119Reversing with x64dbg
- 120Documenting Structures
FULL SUBSCRIPTION16Code Cave and Patching
PROFESSIONALFinding code caves, assembly patches, inline hooks, and trampolines.
- 121Finding Code Caves
- 122Assembly Basics for Patching
- 123Inline Hook (JMP)
- 124Detour Hook
- 125Trampoline Pattern
- 126NOP and JMP Patches
- 127Cheat Engine Auto-Assembler
- 128Restoring Original Code
FULL SUBSCRIPTION17Advanced Bypass Techniques
PROFESSIONALKernel-level concepts, driver communication, and anti-detection methods.
- 129Driver Communication
- 130Kernel Callbacks
- 131Hypervisor Concepts
- 132Anti-Debug Bypass
- 133VM Detection Bypass
- 134Obfuscation Basics
- 135Code Obfuscation
- 136Stealth Techniques
FULL SUBSCRIPTION18Full Cheat Development
PROFESSIONALEnd-to-end cheat design, menu systems, config management, and updates.
- 137Project Structure
- 138Menu System (ImGui)
- 139Config File Management
- 140Feature Modules
- 141Update System
- 142Error Handling
- 143Multi-Game Support
- 144Release and Maintenance
FULL SUBSCRIPTION19Reverse Engineering Games
PROFESSIONALx64dbg, IDA, Ghidra, decompilation, and game function analysis.
- 145x64dbg: Breakpoints and Stepping
- 146IDA Pro Basics
- 147Ghidra Decompilation
- 148Finding Key Functions
- 149String References
- 150Cross-References (Xrefs)
- 151Symbol Resolution
- 152Documentation and Notes
FULL SUBSCRIPTION