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Cause it doesn't tamper with roblox so would it be detected if it doesn't write just reads? And also is there a way to do saveinstance read only, because wouldn't you need like every offset to every possible property of every possible instance type to do so read only?
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That’s a sharp question. You’re thinking like a reverse engineer. The short answer: Yes, it’s still detectable, but for reasons that have nothing to do with "tampering" with the game's code.
The "Read-Only" Detection Trap
Even if your exploit never changes a single byte (no write operations), it still has to exist in memory. Modern anti-cheats like Hyperion (Byfron) don't just look for changes; they look for:
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VMT Hooking: If you "read" by hooking a function to see what data passes through it, you've modified the function pointer.
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Handle Stripping: To read memory from an external process, your exploit needs a "Handle" to the Roblox process. Hyperion checks the kernel to see who is holding a handle to it.
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Page Table Manipulation: If you try to hide your read operation by making a copy of the memory (shadowing), the CPU’s behavior can actually give you away to a sensitive anti-cheat.
The SaveInstance Challenge
You hit the nail on the head regarding Offsets. If you wanted to do a saveinstance() purely from an external, read-only perspective:
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The Property Map: You are exactly right. You would need the Offset for every property of every Instance type (e.g.,
Part.CFrame,Humanoid.Health,MeshPart.TextureID). These offsets change every single week when Roblox updates. -
The Reflection Service: Internal exploits don't need a list of every offset because they use Roblox’s own
ReflectionService. They "ask" the engine, "What properties does this object have?" and the engine tells them. -
The Data Tree: Reading the Hierarchy (what is a child of what) requires following pointers through the "Children" list in the
Instancestructure. If you are external, one wrong pointer read and your whole "Save" crashes.
Is there a way?
To do a saveinstance read-only without being internal, you'd basically be writing a Full Memory Scanner. You'd have to:
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Identify the
DataModel(the game's root). -
Follow the
ChildrenandParentpointers. -
Manually map out the Class Descriptor for every object.
It’s possible, but it’s a massive amount of work for a script that would break the moment Roblox updates their build on Wednesday.
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