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https://github.com/gmh5225/awesome-game-security
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Add 15 repository description_en entries
Co-authored-by: gmh5225.eth <gmh5225@users.noreply.github.com>
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This project is a proof-of-concept Windows local privilege escalation exploit for CVE-2024-49138 in CLFS.sys.
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It is implemented in C++ and includes a Visual Studio solution with resource files for building a 64-bit executable.
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The code demonstrates kernel memory read/write primitives and token swapping to spawn a SYSTEM shell on tested Windows 11 builds.
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Its main use case is vulnerability research, exploit analysis, and defensive validation of patch effectiveness.
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This project is a Minecraft Bedrock anti-cheat behavior pack designed for realms, worlds, and servers.
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It is primarily built with JavaScript and JSON using the Bedrock Scripting API and command/function files.
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The pack includes many detection modules for combat, movement, packet abuse, chat spam, scaffold behavior, and other common cheats, plus moderation commands and player stats tools.
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Its primary use case is server-side cheat detection and moderation workflow improvement for Bedrock administrators.
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This project provides a macOS-focused package and usage guide for running a command-line forensic disk imaging tool.
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It centers on acquiring drive images, splitting outputs, and verifying integrity with hash checks such as MD5 and optional SHA1.
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The repository includes executable usage examples and options for E01/SMART formats, fragmentation, compression, and evidence metadata fields.
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Its main audience is digital forensics practitioners and incident responders who need imaging workflows on macOS.
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This project is a Python tool for deobfuscating ARM64 branch-obfuscated code in shared libraries.
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It uses Unicorn for emulation together with Capstone, Keystone, and ELF parsing utilities to analyze and patch control flow.
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The workflow accepts function start and end addresses, processes obfuscated regions, and writes reconstructed output binaries.
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Its primary use case is reverse engineering and malware or game protection analysis on Android native libraries.
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This project is an Android anti-tampering demo that detects abnormal runtime environments by comparing in-memory and on-disk checksums of critical system libraries.
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It combines a Java Android app with a Rust native component integrated through Gradle and JNI.
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The checks target signs of instrumentation or modification frameworks such as Frida, Xposed, and cloning environments.
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Its main use case is mobile security hardening and runtime integrity validation for Android applications, including games.
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This project is a comprehensive Android application management suite for power users and security-focused workflows.
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It is mainly built with Java and Android components, with additional native integrations and tooling for APK analysis and signing tasks.
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Key features include component inspection, permission and app-op control, backup and restore, logcat handling, tracker scanning, APK installation and editing utilities, and root or ADB advanced operations.
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Its primary use case is deep app auditing, device administration, and reverse-engineering-oriented Android management.
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This project distributes and documents customized Windows Subsystem for Android builds with optional Google Play services and root solutions.
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It combines automation scripts and extensive documentation to package, install, troubleshoot, and maintain multiple WSA variants across Windows versions.
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The repository focuses on practical integration options such as Magisk or KernelSU, update channels, compatibility notes, and recovery guides for common installation issues.
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Its main use case is enabling advanced Android app and security tooling workflows on Windows through tailored WSA environments.
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This project is a runtime inspection application for Apple platforms that explores Objective-C and Swift metadata from loaded binaries and frameworks.
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It is primarily built in Swift with Objective-C components and includes communication layers for local or networked runtime access.
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Core features include interface browsing, syntax-highlighted views, export of discovered interfaces, framework loading, and work-in-progress code injection support.
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Its primary use case is reverse engineering, dynamic analysis, and runtime exploration for macOS and related Apple platform targets.
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This project is a Model Context Protocol server that bridges large language model tooling with IDA Pro analysis data.
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It is implemented in Python and includes both a standalone server package and an IDA plugin for bidirectional communication.
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The system provides automation-oriented capabilities for querying disassembly context, running analysis workflows, and integrating with MCP-compatible clients.
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Its main audience is reverse engineers who want AI-assisted interaction with IDA databases.
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This project is a minimal Unreal Engine 4 silent-aim technique example based on viewpoint function hooks.
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It is written in C++ and demonstrates hooking player camera and view APIs to alter aim direction while preserving visible view behavior.
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The code focuses on manipulating rotation and target bone selection logic during input-triggered execution.
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Its primary use case is game security research and understanding aim-manipulation vectors in UE4 titles.
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This project is an internal Windows game modification framework that combines a kernel injector with a manually mapped user-mode DLL.
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It is mostly implemented in C and C++ with Direct3D11 rendering and menu code for in-game controls.
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The feature set includes ESP visuals, aimbot logic, recoil and spread manipulation, movement and FOV adjustments, and other gameplay modifications.
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Its primary use case is reverse-engineering and anti-cheat research into kernel-assisted injection and detection surfaces.
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This project is a second-generation external cheat framework for a Windows shooter, paired with a kernel-mode driver bypass.
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It is written in C and C++ and uses an inline kernel function hook strategy with a user-mode menu and rendering components.
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The codebase includes combat and visual features such as aimbot, chams, rapid fire, recoil and spread edits, and speed or FOV controls.
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Its main use case is studying kernel-assisted cheat architecture and anti-cheat detection tradeoffs.
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This project is an external Windows game cheat framework that pairs a kernel driver with a user-mode client for rendering and control.
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It is primarily implemented in C and C++, and documents a bypass path based on hooking a kernel call chain and exchanging data through shared memory.
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Feature modules include ESP entities, recoil control, automation options, and other gameplay state manipulations.
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Its primary use case is reverse-engineering and anti-cheat evasion research around kernel hooks and overlay techniques.
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This project is a full-source Windows cheat framework that combines a kernel driver, an external menu, and shared-memory communication.
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It is largely implemented in C and C++ and includes loader logic, rendering components, and gameplay manipulation modules.
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The documented capabilities cover ESP and chams visuals, silent-aim and recoil or spread controls, unlock and movement modifications, and configurable settings.
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Its main use case is game hacking research and analysis of kernel-assisted cheat designs from an anti-cheat perspective.
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This project is an external Windows cheat architecture for a battle royale title that uses a kernel driver, loader, and client DLL components.
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It is implemented in C++ with separate projects for driver-side logic, user-mode loading, and feature modules.
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The code includes ESP and chams-style visuals, input-assisted aiming utilities, and a bypass approach centered on syscall hooking and kernel-thread execution.
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Its primary use case is reverse engineering and anti-cheat research into kernel-mediated cheat pipelines.
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