The ugtrain (say You-Gee-train) is an advanced free and universal game trainer for the command line under GPLv3 license. It is a research project and a tool for advanced users who want latest and really working Linux game cheating methods at the cost of no GUI and limited usability.
The dynamic memory support sets ugtrain apart. An integrated preloader, a memory discovery, and a memory hacking library are included for this. It uses one simple config file per game which can be exchanged with others. Example configs for games which allow cheating are included. These also come with automatic adaptation for dynamic memory so that you can use them right away on your system after executing it.
Furthermore, security measures like ASLR/PIC/PIE are bypassed. Together with universal checks, reliable and stable static memory cheating is provided. Ugtrain works with most C/C++ games on Linux this way. With scanmem it integrates the best memory search on Linux and there is even no need for root privileges.
What a game trainer is:
http://en.wikipedia.org/wiki/Trainer_%28games%29
For further documentation see:
- Questions and Answers
- Static Memory Cheating Documentation
- Dynamic Memory Cheating Documentation
- Config Syntax Description
- Development TODOs
|
|
Chromium B.S.U.
https://www.youtube.com/watch?v=mTpC30tSMqU
Warzone 2100
https://www.youtube.com/watch?v=1GcppQNpdTc
Don't use game trainers or any other cheating software for commercial closed-source, multi-player or online games! Please don't use ugtrain for that! You may violate copyright and other laws by doing so. Recording videos of doing so makes the situation even worse in terms of law. Please always read the end user license agreement (EULA) of the game to be very sure if you are really allowed to do so or not! If in doubt, use games with official FOSS licenses (like GPLv2) in single-player mode only.
Especially don't cheat at Steam! They send out crash dumps with delicate information included. We can't accept that you impair our reputation by sending dumps with ugtrain parts visible to them.
Arch: https://aur.archlinux.org/packages/ugtrain-git/
Debian: https://sourceforge.net/projects/ugtrain/files/
Debian source: https://salsa.debian.org/spars-guest/ugtrain
openSUSE/SLES: https://build.opensuse.org/package/show/home:TuxCheater/ugtrain
Ubuntu: https://launchpad.net/~s-parschauer/+archive/ubuntu/game-cheating
Ubuntu source: https://github.com/sriemer/ugtrain-debian
Make sure that the following packages are installed on your system:
autotools-dev
, autoconf
, automake
, g++
, libtoolize
, and libtool
-
Generate the missing autotools files:
./autogen.sh
-
Configure the build to generate the Makefiles:
./configure --prefix=/usr
-
Build the ugtrain binaries:
make
-
install ugtrain, tools and the libs to /usr:
sudo make install
-
regenerate the ld.so cache (see
man ld.so
):
sudo ldconfig -v
objdump
(package binutils
) and scanmem
should be installed as well.
Special configure options:
Compile hooking libs as 32 and 64 bit (EXPERIMENTAL):
./configure --prefix=/usr --enable-multilib
Compile hooking libs with glib2 function hooking (EXPERIMENTAL):
./configure --prefix=/usr --enable-glib
Compile without /proc/$pid/mem
support:
./configure --prefix=/usr --disable-procmem
Use the compiled tool as follows:
ugtrain [options] <config>[.conf]
This searches in the current working directory for the <config>.conf
.
If it can't find it there, then it tries ~/.ugtrain/<config>.conf
.
For details use:
ugtrain --help
Do e.g. the following:
ugtrain -P examples/chromium-bsu64
This parses the chromium-bsu64.conf from the examples, runs the game with libmemhack64.so preloaded and starts freezing the configured values. In examples/README.md the config syntax is described.
If it asks you for automatic adaptation, then you should accept. The
adaptation can be triggered explicitly as well:
ugtrain -A examples/chromium-bsu64
CPU Architecture
- PCs: tested on x86 and x86_64 only
- embedded: tested on Raspberry Pi only
Operating System
- Linux only
Configs
- no config editor - use your favorite text editor
- can't be reloaded when the game is already running
- can't implement adaptation for all of them (too much efforts)
Static Memory
- no adaptation yet
Dynamic Memory
- growing of objects/structures experimental, no documentation yet
- no adaptation for allocations within a library (PIC) yet
- disassembly within discovery and adaptation for x86 and x86_64 only
- doesn't work with WINE yet
Pointer Following
- preferred from dynamic memory and unpreferred from static memory
- limited discovery features (tool
ugptrfind
orgdb
withgef
)
Compilation
- 32 bit, *64*, and s390x only
- tested with GCC g++ only
GUI
- can't serve as a backend yet
- runs in batch mode only - ncurses interface required
- GUI development rejected
Memory scanning integration needed, not enough development resources, no contributions, and no personal need.
Testing
- testing is limited to manual tests so far
- tests are mostly based on Debian/Ubuntu/openSUSE distributions