A simple, high performance Marvel Rivals DMA cheat utilizing Dear ImGUI for the overlay/menu and DMALibrary for memory reading. It communicates with a Kmbox NET/BPro/MAKCU for aimbot. This project demonstrates how scatter reads and caching can significantly boost speed when using DMA.
⚠ Disclaimer: This project is for educational purposes only. It cannot be used out of the box, as all offsets have been stripped. Do not use this to cheat.
- Scatter reading for almost everything, except for the initial Player Array and Player States.
- Smart caching: Only reads and caches UWorld, Game Instance, and other rarely changing pointers when necessary.
- Reduced memory reads: Slower-updating pointers (e.g., Player Array & Player States) are only refreshed every 5 seconds.
- Batch reads for efficiency: Critical data such as camera and bone values are batched into a single scatter read.
- Manual memory refreshing using
-norefresh. - Optimized player reads: Entire Player Array and Bone Array are read in one go instead of scatter reading each pointer in the array, reducing overhead and improving performance.
- Multithreaded rendering for better performance.
- Pre-emptive reading: Scatter reading the Player State array alongside the Player Array would mean that if the Player Array hasn't changed the Player State array would already be obtained.
- Dynamic bones: Automatically retrieving the head bone for different characters instead of hardcoding values.
- Multithreading for organization: The separate threads used for reading are not for performance gains—DMA reads are the bottleneck. Instead, multithreading is used for better cache management and code organization.