28-Tier Campaign Quests
๐ฅ Top 200 Most Popular & Iconic Games for Reverse Engineering (#001 โ #200)
Check off any game from the Top 200 as you reverse engineer it! Every checked game automatically awards EXP for its Tier and counts toward your Breakthrough Rank-Up Trial (3 TP).
| Done | # | Game Title | Engine & Architecture | Tier | Difficulty | ๐ฏ What to Search & Reverse (Structs, Offsets, Classes & Hooks) |
|---|
๐ฌ Automated Artifact Tier & Difficulty Grader (.CT / Trainers / DLLs / Scripts)
Drag & drop or upload any file (.CT, .CEA, .cpp, .hpp, .cs, .py) or click one of the verified repository artifacts below. The static AST/regex analyzer inspects Cheat Engine XML pointer trees, struct displacements, assembly instructions (aobscanmodule, alloc, movsxd, shared-code cmp filters), Win32/VMT/Z3 calls, and computes the exact 5-Axis Score (0.5 โ 10.0) and RPG Tier!
๐ Reverse Engineering, x86/x64 Calling Conventions & Engine Cheat Sheet
Quick reference for ABI registers, opcode byte patches, Cheat Engine Auto Assembler templates, and game engine memory landmarks.
1. x86 & x64 Calling Conventions (Where Function Arguments Live)
| ABI / Convention | Architecture | Integer / Pointer Args | Float / Vector Args | Return Value | Stack Cleanup & Notes |
|---|---|---|---|---|---|
__cdecl |
x86 (32-bit) | Stack [esp+4], [esp+8]... |
Stack | EAX / ST(0) |
Caller cleans stack (add esp, X). Standard C default. |
__stdcall |
x86 (32-bit) | Stack [esp+4], [esp+8]... |
Stack | EAX |
Callee cleans stack (ret 0x0C). Standard Win32 API. |
__thiscall |
x86 (32-bit MSVC) | ECX = this ptr; rest on Stack |
Stack | EAX |
Callee cleans stack. Default for 32-bit C++ class member functions! |
| Microsoft x64 ABI | x64 (Windows) | RCX, RDX, R8, R9 (RCX = this) |
XMM0, XMM1, XMM2, XMM3 |
RAX / XMM0 |
Caller reserves 32-byte Shadow Space on stack before call. |
| System V AMD64 ABI | x64 (Linux / PS4 / macOS) | RDI, RSI, RDX, RCX, R8, R9 (RDI = this) |
XMM0 โ XMM7 |
RAX / XMM0 |
128-byte Red Zone below RSP; no shadow space required. |
2. Essential Opcode Byte Patches (Hex Patching Quick Reference)
| Patch Goal | Assembly Instruction | Hex Bytes | Typical Use Case |
|---|---|---|---|
| No Operation (NOP) | nop / 2-byte 66 90 |
90 |
Erase ammo/stamina subtraction or unwanted function call |
| Unconditional Short Jump | jmp short +offset |
EB <rel8> |
Replace conditional branch 74 (je) or 75 (jne) with EB (always jump) |
| Unconditional Near Jump | jmp near +offset |
E9 <rel32> |
5-byte relative detour used by Cheat Engine codecaves & MinHook |
| Invert Conditional Near Jump | je ↔ jne |
0F 84 ↔ 0F 85 |
Flip license check or damage check condition (6-byte instruction) |
| Force Function Return False (0) | xor eax, eax; ret |
31 C0 C3 |
Instantly return 0 / false at function prologue (e.g. IsDebuggerPresent / destroyPlayer) |
| Force Function Return True (1) | mov al, 1; ret |
B0 01 C3 |
Instantly return 1 / true at validation function prologue (e.g. HasDLC / CheckKey) |
| 64-Bit Absolute 14-Byte Jump | jmp qword ptr [rip+0]; dq addr |
FF 25 00 00 00 00 <8-byte addr> |
Full 64-bit trampoline jump when target codecave is >2 GB away |
3. Game Engine Memory Landmarks (What to Look For First)
| Game Engine | Signature Binaries / Files | Primary RE Tooling | Key Globals, Structures & Entry Points |
|---|---|---|---|
| Unity (Mono JIT) | MonoBleedingEdge\, Assembly-CSharp.dll |
dnSpyEx, ILSpy, CE Mono Dissector, BepInEx + Harmony | Decompile C# directly in dnSpyEx; enable Mono → Activate Mono Features in Cheat Engine. |
| Unity (IL2CPP AOT) | GameAssembly.dll, global-metadata.dat |
Il2CppDumper, Cpp2IL, Ghidra, MinHook | Run Il2CppDumper to generate script.json + dummy DLLs; hook native methods via RVA in GameAssembly.dll. |
| Unreal Engine 4 & 5 | <Game>-Win64-Shipping.exe, .pak / .utoc |
Dumper-7, UESDK, FModel, ReClass.NET | Locate GWorld (UWorld*), GObjects (TUObjectArray), GNames (FNamePool), and VMT index of UObject::ProcessEvent. |
| Source Engine (Valve) | client.dll, engine.dll, tier0.dll |
Source SDK, Netvar Dumper, ReClass.NET | Call exported CreateInterface, walk IBaseClientDLL::GetAllClasses() linked list for Netvars, hook CreateMove. |
| Creation Engine (Bethesda) | SkyrimSE.exe, Fallout4.exe, .esm |
xEdit, SKSE64 / CommonLibSSE, Ghidra | PlayerCharacter singleton, ActorValueOwner VMT, RTTI class descriptors, and Papyrus native function table. |
| GameMaker Studio | data.win, audiogroup*.dat |
UndertaleModTool (UTMT), Cheat Engine | Open data.win in UndertaleModTool to decompile GML scripts; scan dynamic Double values in RAM. |
โ๏ธ Autonomous Target Builder (5-Axis Anti-Inflation Calculator)
To prevent anyone from assigning a fake SSS++ rating to a trivial program, every custom game or application is evaluated across 5 objective architectural axes:
// Generated JSON entry for data/custom_targets.json will appear here...
๐ Global Artifact-Verified Hall of Fame
In your browser you see your personal progress privately. To rank on the Global Hall of Fame, quests must be backed by a verifiable artifact in the repository (.CT table, solver script, or technical writeup) evaluated by the automated 5-Axis Rubric.
| Rank | Adventurer | Class Title | Verified Tier | Verified EXP | Proof Artifacts in Repository |
|---|
๐พ How Your Progress is Saved (Browser localStorage, JSON & README.md)
1. ๐ Automatic Browser Save (localStorage)
Every time you check off a quest or a Top 200 game, edit your Adventurer handle, or change the theme/brightness, your browser instantly saves your state in localStorage on your machine. Refreshing or closing the browser never loses progress, and your session is 100% private to you.
2. ๐ Syncing with README.md & data/player_progress.json
Locally, you can either mark - [x] directly inside README.md and run .\update_progress.bat, OR click "๐พ Export player_progress.json" below, place it in the data/ folder, and run python Tools_and_Scripts/rpg_manager.py --from-json!
# 1. Update the RPG Card in README.md after checking - [x] boxes: .\update_progress.bat --name "YourHandle" # 2. Automatically grade any .CT table, trainer, DLL, or script from CLI: python Tools_and_Scripts/auto_artifact_grader.py Game_Hacking/PvZ.CT python Tools_and_Scripts/rpg_manager.py --analyze Game_Hacking # 3. Sync exported data/player_progress.json from browser into README.md: python Tools_and_Scripts/rpg_manager.py --from-json