Hyperscape.exe| Property | Value |
|---|---|
| Operation system | Windows(Vista)[AMD64, 64-bit, GUI] |
| Linker | Microsoft Linker(14.16.27027) |
| Compiler | Microsoft Visual C/C++(19.16.27043)[C++] |
| Language | C++ |
| Library | Direct3D(9) |
| Library | Steam |
| Library | Vulkan |
| Tool | Visual Studio(2017, v15.9) |
| Sign tool | Windows Authenticode(2.0)[PKCS #7] |
| Protector | VMProtect(3.2.0-3.5.0) |
| (Heur)Packer | Compressed or packed data[Imports like VMProtect (v3.2.0-3.5.0) + Sections collision (".UBX") + High entropy + Section 6 (".UBX1") compressed] |
| Debug data | PDB file link(7.0) |
| Certificate | WinAuth(2.0)[PKCS #7] |
Because the game is normally distributed with BattlEye, the following game flags are required to pass into the executable: -eac_launcher /belaunch -be in order to mod the game.
Currently, the only known way of launching the game and being able to attach debuggers and inject dynamic libraries is to use LumaPlay, which hijacks UbiServices APIs to prevent usual restrictions like owning the game from preventing the launch.
A tool like VMP3 Import Fix can be used to dynamically fix imports and export a much more manageable executable for reverse-engineering with a decompiler like IDA or Ghidra.
No debug builds are currently known of the game itself, however debug builds and PDBs of libraries like RendezVous have been leaked and have been instrumental in further understanding the game.
[!NOTE]
TODO: Explain further