Briefly explain WOCE's target audience
Lonami Exo totufals@hotmail.com
Tue, 09 Feb 2021 20:54:36 +0100
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@@ -14,7 +14,7 @@ Needless to say, we're doing this for private and educational purposes only. One has to make sure to not violate the EULA or ToS of the specific application we're attaching to. This series, much like cheatengine.org, does not condone the illegal use of the code shared.
Cheat Engine is a tool for Windows, so we will be developing for Windows as well. However, you can also [read memory from Linux-like systems][linux-readmem]. [GameConqueror][game-conqueror] is a popular alternative to Cheat Engine on Linux systems, so if you feel adventurous, you could definitely follow along too! The techniques shown in this series apply regardless of how we read memory from a process. You will learn a fair bit about doing FFI in Rust too. -We will be developing the application in Rust, because it enables us to interface with the Windows API easily, is memory safe (as long as we're careful with `unsafe`!), and is speedy (we will need this for later steps in the Cheat Engine tutorial). You could use any language of your choice though. For example, [Python also makes it relatively easy to use the Windows API][python-ctypes]. +We will be developing the application in Rust, because it enables us to interface with the Windows API easily, is memory safe (as long as we're careful with `unsafe`!), and is speedy (we will need this for later steps in the Cheat Engine tutorial). You could use any language of your choice though. For example, [Python also makes it relatively easy to use the Windows API][python-ctypes]. You don't need to be a Rust expert to follow along, but this series assumes some familiarity with C-family languages. Slightly advanced concepts like the use of `unsafe` or the `MaybeUninit` type will be briefly explained. What a `fn` is or what `let` does will not be explained. [Cheat Engine's source code][ce-code] is mostly written in Pascal and C. And it's *a lot* of code, with a very flat project structure, and files ranging in the thousand lines of code each. It's daunting[^1]. It's a mature project, with a lot of knowledge encoded in the code base, and a lot of features like distributed scanning or an entire disassembler. Unfortunately, there's not a lot of comments. For these reasons, I'll do some guesswork when possible as to how it's working underneath, rather than actually digging into what Cheat Engine is actually doing.