Game Hacking

Author: Nick Cano
Publisher: No Starch Press
ISBN: 1593276699
Size: 32.63 MB
Format: PDF, ePub
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You don’t need to be a wizard to transform a game you like into a game you love. Imagine if you could give your favorite PC game a more informative heads-up display or instantly collect all that loot from your latest epic battle. Bring your knowledge of Windows-based development and memory management, and Game Hacking will teach you what you need to become a true game hacker. Learn the basics, like reverse engineering, assembly code analysis, programmatic memory manipulation, and code injection, and hone your new skills with hands-on example code and practice binaries. Level up as you learn how to: *Scan and modify memory with Cheat Engine *Explore program structure and execution flow with OllyDbg *Log processes and pinpoint useful data files with Process Monitor *Manipulate control flow through NOPing, hooking, and more *Locate and dissect common game memory structures You’ll even discover the secrets behind common game bots, including: *Extrasensory perception hacks, such as wallhacks and heads-up displays *Responsive hacks, such as autohealers and combo bots *Bots with artificial intelligence, such as cave walkers and automatic looters Game hacking might seem like black magic, but it doesn’t have to be. Once you understand how bots are made, you’ll be better positioned to defend against them in your own games. Journey through the inner workings of PC games with Game Hacking, and leave with a deeper understanding of both game design and computer security.

Guinness World Records 2015

Author: Guinness World Records
Publisher: Guinness World Records
ISBN: 1908843829
Size: 80.34 MB
Format: PDF, ePub
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With a fresh new design and feel inspired by innovations in tablet technology, the latest GUINNESS WORLD RECORDS book presents thousands of new and updated records, along with hundreds of amazing never-before-seen photographs. The 2015 edition showcases the very best of the most recent world records, with new subjects as diverse as castles, 3D printing, the search for alien life and the latest developments in AI and robotics. Plus, the Flashback features offer a look back at the archives to bring you the best of the classic and iconic records from the past 60 years. Meanwhile, the Gallery spreads present the best GUINNESS WORLD RECORDS photography across themed topics such as giant musical instruments, wacky vehicles and animals in action. And look out for details of how readers can become record-breakers themselves.

Cheating

Author: Mia Consalvo
Publisher: MIT Press
ISBN: 026225011X
Size: 42.72 MB
Format: PDF, ePub
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The widely varying experiences of players of digital games challenge the notions that there is only one correct way to play a game. Some players routinely use cheat codes, consult strategy guides, or buy and sell in-game accounts, while others consider any or all of these practices off limits. Meanwhile, the game industry works to constrain certain readings or activities and promote certain ways of playing. In Cheating, Mia Consalvo investigates how players choose to play games, and what happens when they can't always play the way they'd like. She explores a broad range of player behavior, including cheating (alone and in groups), examines the varying ways that players and industry define cheating, describes how the game industry itself has helped systematize cheating, and studies online cheating in context in an online ethnography of Final Fantasy XI. She develops the concept of "gaming capital" as a key way to understand individuals' interaction with games, information about games, the game industry, and other players.Consalvo provides a cultural history of cheating in videogames, looking at how the packaging and selling of such cheat-enablers as cheat books, GameSharks, and mod chips created a cheat industry. She investigates how players themselves define cheating and how their playing choices can be understood, with particular attention to online cheating. Finally, she examines the growth of the peripheral game industries that produce information about games rather than actual games. Digital games are spaces for play and experimentation; the way we use and think about digital games, Consalvo argues, is crucially important and reflects ethical choices in gameplay and elsewhere.

The Ultimate History Of Video Games

Author: Steven L. Kent
Publisher: Three Rivers Press
ISBN: 9780307560872
Size: 25.35 MB
Format: PDF, Docs
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Inside the Games You Grew Up with but Never Forgot With all the whiz, bang, pop, and shimmer of a glowing arcade. The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning. This engrossing book tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, you'll read firsthand accounts of how yesterday's games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today's empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you'll discover: ·The video game that saved Nintendo from bankruptcy ·The serendipitous story of Pac-Man's design ·The misstep that helped topple Atari's $2 billion-a-year empire ·The coin shortage caused by Space Invaders ·The fascinating reasons behind the rise, fall, and rebirth of Sega ·And much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who's ever touched a joystick. From the Trade Paperback edition.

The Anarchist Cookbook

Author: William Powell
Publisher: Lulu Press, Inc
ISBN: 1387589660
Size: 23.68 MB
Format: PDF, Docs
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The Anarchist Cookbook will shock, it will disturb, it will provoke. It places in historical perspective an era when "Turn on, Burn down, Blow up" are revolutionary slogans of the day. Says the author" "This book... is not written for the members of fringe political groups, such as the Weatherman, or The Minutemen. Those radical groups don't need this book. They already know everything that's in here. If the real people of America, the silent majority, are going to survive, they must educate themselves. That is the purpose of this book." In what the author considers a survival guide, there is explicit information on the uses and effects of drugs, ranging from pot to heroin to peanuts. There i detailed advice concerning electronics, sabotage, and surveillance, with data on everything from bugs to scramblers. There is a comprehensive chapter on natural, non-lethal, and lethal weapons, running the gamut from cattle prods to sub-machine guns to bows and arrows.

Appsensor Guide

Author: OWASP Foundation
Publisher: Lulu.com
ISBN: 1312158484
Size: 19.53 MB
Format: PDF, ePub, Docs
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Rules Of Play

Author: Katie Salen
Publisher: MIT Press
ISBN: 9780262240451
Size: 53.61 MB
Format: PDF, ePub, Mobi
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An impassioned look at games and game design that offers the most ambitious framework for understanding them to date.

Sekret Machines Book 1 Chasing Shadows

Author: Tom DeLonge
Publisher: To The Stars
ISBN: 1943272166
Size: 53.34 MB
Format: PDF, ePub, Mobi
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For those who know... that something is going on... The witnesses are legion, scattered across the world and dotted through history, people who looked up and saw something impossible lighting up the night sky. What those objects were, where they came from, and who—or what—might be inside them is the subject of fierce debate and equally fierce mockery, so that most who glimpsed them came to wish they hadn’t. Most, but not everyone. Among those who know what they’ve seen, and—like the toll of a bell that can’t be unrung—are forever changed by it, are a pilot, an heiress, a journalist, and a prisoner of war. From the waning days of the 20th century’s final great war to the fraught fields of Afghanistan to the otherworldly secrets hidden amid Nevada’s dusty neverlands—the truth that is out there will propel each of them into a labyrinth of otherworldly technology and the competing aims of those who might seek to prevent—or harness—these beings of unfathomable power. Because, as it turns out, we are not the only ones who can invent and build...and destroy. Featuring actual events and other truths drawn from sources within the military and intelligence community, Tom DeLonge and A.J. Hartley offer a tale at once terrifying, fantastical, and perhaps all too real. Though it is, of course, a work of... fiction?

Racing The Beam

Author: Nick Montfort
Publisher: MIT Press
ISBN: 0262261529
Size: 64.69 MB
Format: PDF, Docs
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The Atari Video Computer System dominated the home video game market so completely that "Atari" became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms--the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS--often considered merely a retro fetish object--is an essential part of the history of video games.