Squalr - Squalr Memory Editor - Game Hacking Tool Written In C#


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Squalr is performant Memory Editing software that allows users to create and share cheats in their windows desktop games. This includes memory scanning, pointers, x86/x64 assembly injection, and so on.

Squalr achieves fast scans through multi-threading combined with SIMD instructions. See this article: SIMD in .NET. To take advantage of these gains, your CPU needs to have support for SSE, AVX, or AVX-512.


Documentation

You can find detailed documentation on the Wiki. There are three ways to use Squalr:

  • Front end GUI
  • Scripting API
  • Back end NuGet packages

Below is some brief documentation on the NuGet package APIs


Receiving Engine Output:

If using the NuGet packages, it is important to hook into the engine's output to receive logs of events. These are invaluable for diagnosing issues.

using Squalr.Engine.Logging;...// Receive logs from the engineLogger.Subscribe(new EngineLogEvents());...class EngineLogEvents : ILoggerObserver{	public void OnLogEvent(LogLevel logLevel, string message, string innerMessage)	{		Console.WriteLine(message);		Console.WriteLine(innerMessage);	}}

Attaching The Engine
using Squalr.Engine.OS;...IEnumerable<Process> processes = Processes.Default.GetProcesses();// Pick a process. For this example, we are just grabbing the first one.Process process = processes.FirstOrDefault();Processes.Default.OpenedProcess = process;

Manipulating Memory:
using Squalr.Engine.Memory;...Reader.Default.Read<Int32>(address);Writer.Default.Write<Int32>(address);Allocator.Alloc(address, 256);IEnumerable<NormalizedRegion> regions = Query.GetVirtualPages(requiredProtection, excludedProtection, allowedTypes, startAddress, endAddress);IEnumerable<NormalizedModule> modules = Query.GetModules();

Assembling/Disassembling:

Squalr can assemble and disassemble x86/x64 instructions, leveraging NASM.

using Squalr.Engine.Architecture;using Squalr.Engine.Architecture.Assemblers;...// Perform assemblyAssemblerResult result = Assembler.Default.Assemble(assembly: "mov eax, 5", isProcess32Bit: true, baseAddress: 0x10000);Console.WriteLine(BitConverter.ToString(result.Bytes).Replace("-", " "));// Disassemble the result (we will get the same instructions back)Instruction[] instructions = Disassembler.Default.Disassemble(bytes: result.Bytes, isProcess32Bit: true, baseAddress: 0x10000);Console.WriteLine(instructions[0].Mnemonic);

Scanning:

Squalr has an API for performing high performance memory scanning:

using Squalr.Engine.Scanning;using Squalr.Engine.Scanning.Scanners;using Squalr.Engine.Scanning.Scanners.Constraints;using Squalr.Engine.Scanning.Snapshots;...DataType dataType = DataType.Int32;// Collect valuesTrackableTask<Snapshot> valueCollectorTask = ValueCollector.CollectValues(	SnapshotManager.GetSnapshot(Snapshot.SnapshotRetrievalMode.FromActiveSnapshotOrPrefilter, dataType));// Perform manual scan on value collection completevalueCollectorTask.CompletedCallback += ((completedValueCollection) =>{	Snapshot snapshot = completedValueCollection.Result;		// Constraints	ScanConstraintCollection scanConstraints = new ScanConstraintCollection();	scanConstraints.AddConstraint(new ScanConstraint(ScanConstraint.ConstraintType.Equal, 25));	TrackableTask<Snapshot> scanTask = ManualScanner.Scan(		snapshot,		allScanConstraints);	Snapsh   otManager.SaveSnapshot(scanTask.Result);});		for (UInt64 index = 0; index < snapshot.ElementCount; index++){	SnapshotElementIndexer element = snapshot[index];	Object currentValue = element.HasCurrentValue() ? element.LoadCurrentValue() : null;	Object previousValue = element.HasPreviousValue() ? element.LoadPreviousValue() : null;}

Debugging:
// Example: Tracing write events on a floatBreakpointSize size = Debugger.Default.SizeToBreakpointSize(sizeof(float));CancellationTokenSource cancellationTokenSource = Debugger.Default.FindWhatWrites(0x10000, size, this.CodeTraceEvent);...// When finished, cancel the instruction collectioncancellationTokenSource.cancel();...private void CodeTraceEvent(CodeTraceInfo codeTraceInfo){	Console.WriteLine(codeTraceInfo.Instruction.Address.ToString("X"));	Console.WriteLine(codeTraceInfo.Instruction.Mnemonic);}

Recommended Visual Studio Extensions
Reference Description
XAML Formatter XAML should be run through this formatter
StyleCop StyleCop to enforce code conventions. Note that we deviate on some standard conventions. We use the full type name for variables (ex Int32 rather than int). The reasoning is that this is a memory editor, so we prefer to use the type name that is most explicit to avoid coding mistakes.

Build

In order to compile Squalr, you should only need Visual Studio 2017. This should be up to date, we frequently update Squalr to use the latest version of the .NET framework. Here are the important 3rd party libraries that this project uses:

Library Description
EasyHook Managed/Unmanaged API Hooking
SharpDisasm Udis86 Assembler Ported to C#
CsScript C# Scripting Library
AvalonEdit Code Editing Library
SharpDX DirectX Wrapper
CLRMD .NET Application Inspection Library
AvalonDock Docking Library
LiveCharts WPF Charts

Planned Features
Library Description Purpose
AsmJit x86/x64 Assembler Replace FASM, improve scripting drastically
AsmJit x86/x64 Assembler Original C++ project. May port/interop this if the above version does not work (Neither may fully work, and something custom may be needed)
WpfHexEditorControl Hex Editor Hex editor / Memory Hex Editor
OpenTK OpenGL Wrapper Graphics Injection
SharpDX DirectX Wrapper Graphics Injection (Currently using SharpDX just for input)
SharpPCap Packet Capture Packet Editor
Packet.Net Packet Capture Packet Editor



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Squalr - Squalr Memory Editor - Game Hacking Tool Written In C# Squalr - Squalr Memory Editor - Game Hacking Tool Written In C# Reviewed by Anonymous on 2:39 PM Rating: 5