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MC874

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Everything posted by MC874

  1. MC874

    Punball

    Hi @nok1a, if you look at the Google Drive link, the filename is the same as the url: > URI: drive.google.com/file/d/1hy7ZvNKhQqeC6VyvgesQ_KhXmuStDhtb/view > Filename: 1hy7ZvNKhQqeC6VyvgesQ_KhXmuStDhtb When you're downloading some files, the received bytes will be stored temporarily in a cache or the files that are being downloaded. This explains why it has the same size. 1) It is possible there's a bug within the Google Drive app. When the files are downloaded: the cache (.bin) are not deleted automaticly, thus resulting in duplicate files. 2) Upon runtime, it looks like the script has some kind of name checking. If the filename is mismatch, which the correct name should be "Punball Scripts 3.5.3 By An Kino"; it will redownload the script from a URL (Still the same Google Drive Link). The new script will have the correct name and then you can run it normally. But, in your case, it's either "still in progress of recompiling / merging the bytes" or "still in downloading stage", thus having a weird name with (.bin) extension; because it's not completed. EDIT: I can confirm that the script is not downloading from a URL. The script is only rewriting itself if the filename mismatch, thus, can happen offline.
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  4. Hi @DARK_DEMON_SCRIPTER, there's actually enough resources for you to do Shaders Dumping. Special-K can also do this via their Real-time Shaders viewer. You might want to create a new Topic to talk about this:
  5. Hi @DARK_DEMON_SCRIPTER, there's several way to find MainActivity. First, I wanted to talk about the Roblox itself. It looks like there's multiple component that's likely to be the MainActivity: 1) ActivitySplash: Using some tools, this component is marked as MainActivity. 2) ActivityProtocolLaunch: It is the activity that responsible to launch the Game 3) RobloxApplication: This was found inside the manifest.xml from <application> scope. Using the second Activity, I was able to launch the game like this: am start com.roblox.client/.ActivityProtocolLaunch Now, how there's 3 possible MainActivity? You can find MainActivity for every apps using various ways: 1) You can use: MyAndroidTools Pro (requires Root). Inside the App -> ≡ -> Activity -> Roblox -> House Icon. 2) You can also inspect it's Manifest.xml -> <Application -> android:name. 3) If the game can be launched from some Activity, there's a chance it is a MainActivity. It looks like: that's not the case with Roblox: 4) If you want it only to launch the Game, you can Launch the game without MainActivity at all. Here we can use MonkeyPatch: monkey -p com.roblox.client -c android.intent.category.LAUNCHER 1
  6. Hi @DARK_DEMON_SCRIPTER, I assume you're finding for WallHacks; then you can use above comments. It's usually for Unity Engine. You can also check: 1) Items are usually use Texture, rather than defined material each-parts. Thus you can use: Special-K. You can change the Texture in Realtime. It is for PC though, so you need to use Emulators. It is working on "Tencent Gaming Buddy" (older version of: gameloop) from the last time I've been used. 2) If the colors is shaders / using material; you can technically edit it using Special-K, however that's not applicable to physical devices. You can check for reference to "depthBiass" or "Biass" and change it's value into really high number. Might need a little help by dumping the game: 3) Modifying a shaders for WallHack can be tiresome, as it's might depends on your GPU (Mediatek, Snapdragon, etc). Shaders are served by OpenGL in Android, thus you can find all the game shader vertex or fragments inside LibGLES. I'm not sure how to do this on Game Guardian though, probably find the Process Memory Range that are related to OpenGL and do some basic graphical change (Resolution low to max, etc). For example PUBGM WallHack using GL: RedMan 4) You can start from the basic by finding RGBA values of the Item. RGB ranges from 0 to 255 & A only 0 to 1. It can also take hexes form: Hex Color Codes. RGBA values are also Floats type.
  7. Hi @jsjehdhdhdb, there are several circumstances to this: 1) Make sure you're installing GG as Default Installation or Defect (not prefered to specific x64 or x86): GG Installation 2) Sometimes this is caused by Daemon fail to access / find target Library for specified Architecture. You can try to fix this by using: Termux and put this command inside: su setenforce 0 --Need to redo if the Phone Restart/Shutdown The purpose of this to set the SELinux to Permissive. There's several way to this: - Open /etc/selinux/config and set SELinux to: disabled - Use Magisk module: SELinux Permissive 3) Also check for Game Guardian Root permission (Magisk / SuperSu).
  8. Hi @1x1, is this what you're looking for? gg.makeRequest gg.makeRequest('your-protocol://your-url/your=method?your-query=query-value', {['your-header']='header-value'}, 'your-data=data-value') Note that: - your-method is limited to GET or POST - your-protocol is limited to HTTP or HTTPS - SSL on HTTPS protocol will not be verified Read more here: LUA Captur & MakeRequest
  9. Hi @LaToM, percentage are operators, thus you just need to change the initial value, unless you're changing the result of that mentioned percents.
  10. Hi @pMerng, the values in your video is for visual purposes only (not a real value). You might want to find in floats since it is related to Number/Times. Since it involve minutes, it is good to search it in seconds, for example: 2:30 = 138 seconds = 138000 miliseconds. Generally, try to experiment it first with GG inbuilt SpeedHack: just long press on GG Icon and select your multiplier.
  11. MC874

    Need Help.

    Hi @Gr4nc3, you can't run GG without Root on any Android Version. GG requires Root to access your Game / App Memory, thus you can obtain Root using Virtual Machine or Virtual Space without actually Rooting your Phone. The Root access will stay inside the Virtual's, so you need to also Install your GG & Game in there. You can try the following on your Android 13: - Virtual Machine: F1 VM - Virtual Machine: Modded VPhoneGaGa - Virtual Machine: x8Sandbox - Virtual Space: GSpace - Virtual Space: GTUS - Brevent: Disable Phantom Do note that: Android version (12-13) are relatively new, so there's only a few apps that runs properly in Android 13 (Also depends on ROM). This is because new Android version that change rootspace behaviour mentioned in here: Android Docs. So I recommend to downgrade your Android version to Android 11 or older to obtain more wides compability.
  12. Hi @Rkam, even though it is server sided, you can go back to the old version and disable the update. You can still get the Event item but you can't do any matches or doing any transaction. I only ever done it in PUBGM tho, so I'm not sure if it's applicable to literally any games.
  13. Hi @mercutos, I understand the situation, I will try to cover your hectic: Cheat Engine is different from Game Guardian. Game Guardian runs inside Android OS, meanwhile Cheat Engine are accessing the Android OS (Emulator) from Windows OS. It's like running Game Guardian outside Android. Thus, you can't use the Address / Offset displayed on either Game Guardian or dump.cs. Cheat Engine will shows you all the Address from Android (A literal whole Android), thus you need to manually find what you wanted manually. Overall, Cheat Engine has the same features as Game Guardian, covering: DWORD, Floats, etc. It is doesn't work because you broke APK Signature once you edit the Manifest.xml (Anything inside APK), thus, you need to kill the signature first and decompile the APK before editing any contents inside the APK. Once you've done it, you then need to Sign it properly. You can use: APKEasyTool or APK Editor for sign & decompilation process. For killing signature, it is varies app to app, but generally can be done using: MT Manager or NP Manager. It is a command that you can run using Termux, you can download it: here. The purpose of this is: to temporarily flush the Game Memory, thus, any indication of Game Guardian / traces will not be readed by the current process. However, it is going to be detected again once it restores by triggering Game UI. I've demonstrate it here:
  14. Hi @HelpMePlease99, you can goto GG > "Fix It" button > Generate Logs. The logs file can be found inside your Internal Storage and send it here. I do think you're quoting on the wrong thread.
  15. Hi @MrUniverse1337, it is certainly possible but depends on the Games too: 1) If there's a function that processing rewards for certain coin / gems, you can surely change it's pointer from gems to coins. Demonstrated by previous commenter 2) If the game uses some API to process this (JWT, etc) it open lots of possibility but it's mostly not doable with changes in Pointer (Online Account). 1. You can intercept the API Receipt before being processed by the game, by doing breakpoints, 2. You can send some payload with the rewards id (rewards coin/game) to the API. 3) Item Swapping: if there's some "ok" button or etc, it might relates to the rewards data, you can either swap the identifier from gems to coins.
  16. MC874

    Virtual Optimize

    Hi @XTAHAA, I assume you're talking about this BlackBox, it is discontinued by the Dev due to False Copyright by bigger Company. So I don't think there's one to Optimize, since it will also get Copyrighted.
  17. Hi @mercutos, I see that you're use LDPlayer9 (Android Emulator), you can use Cheat Engine instead to avoid detection, or try temporary solution below with some caveat: don't interact with Game UI, detach Game Guardian from the Game if you wan't to interact with something and redo the command. You need Termux for this: for i in $(pidof com.your.game.name); do mount -o bind /proc/2/maps /proc/$i/maps; done -com.your.game.name: change with your game package name I've talked more about this in here: LIAPP Alert
  18. Hi @Sono69, as above commenter said, it is prefered to use Virtual Machine over Virtual Apps since it has ability to emulate entire Android, allowing SU/Root for Daemon puproses. It is always recommended to use the Modded version of these apps to gain more features (such as Magisk, etc): x8Sandbox F1 VM VPhoneGaGa
  19. Hi @lykomedes, try the following command in Termux, do it before you're changing the Memory. Recommended to not interact with the game Interface/UI. If you want to interact with it, detach the Game Guardian from the Game. for i in $(pidof com.your.game.name); do mount -o bind /proc/2/maps /proc/$i/maps; done -com.your.game.name: change with your game package name I'm still doing some research about LIAPP behaviour externally. Actually, you can remove the LIAPP by modify it internally but it won't work for any APKs since it's depends on the App Signature. Prefered to read similar thread here: LIAPP Alert Memory Attack
  20. Hi @Kimastar. Should be fine with 10-11, many problems starts at Android 12-13. Here's the list: Android 12 Android 13 Android 12 Android 12 Altho it is mostly speedhack, other thing is: the game didn't show-up in GG, Daemon Errors, and Literal GG Errors (Installation, etc).
  21. MC874

    Patching

    Hi @Cyber22, what are you trying to patch. Please provide minimal information: 1) Attach the Game Name 2) Mention the game link (Playstore, APKCombo, etc) 3) What you're trying to reach? 4) Provide information about the goal.
  22. MC874

    For AOTDLL, how to dump it

    Hi @kpba, certainly you can dump it once it is loaded into the memory. Before doing dumping, most file are getting flushed out of memory once it's done being loaded. Thus, you need to find a right time, when the file is loaded in Memory. You can use Game Guardian for this, here's how: 1) Goto Game Guardian Memory Editor (!!!) 2) Next, go to more settings (|||) 3) Select Dump Memory, and lookup for your File. Use DropDown. Or you can use Termux and install MemDumper. You can just do this: 1) Install the Library: apt install git git clone https://github.com/kp7742/MemDumper 2) Specify the architecture you're going to use for the game: cd ./MemDumper/libs/[your architecture]/ --[your architecture] = arm64-v8a (for 64bit), armeabi-v7a (for 32bit) 3) After that, you can dump the file right away: --[32 Bit] ./MemDumper -r -n [your_file_name] -o [your_output_folder] --[64 Bit] ./MemDumper64 -r -n [your_file_name] -o [your_output_folder] 4) You can find out how to use the MemDumper by: ./MemDumper -h ./MemDumper --help
  23. You can adjust Game Guardian to run in Default Mode, which can automaticly run on both x32 or x64 architecture. In that case, you can download the Armeabi-v7a (Arm 32-bit) of the game here: Modern Strike
  24. try this command inside Termux: su setenforce 0 Also clarify that the game PID arent hidden by The Game Services or can be accessed by other App: pidof com.your.game.name ---It should return numbers: (ex: 1024)
  25. MC874

    Help About GG argumen....

    Hi @Vaster, there's a mistake in your script: function mrdiggsc() ... local modc = gg.prompt({'Enter Value : 0 > 99'}, {[1] = recentvalue}, {[1] = "Number"}) ... recentvalue = gg.getValues(r) You're referencing recentvalue after modc variable. The recentvalue will not be loaded because of this. LUA or general language, follows UP to DOWN and LEFT to RIGHT readings. That's why doing indentation is important and declaring variable must always comes first before you're going to use them. That's the result of your first mistake. After changing the location of recentvalue, you can simply access them with recentvalue[1].value as mentioned by previous user. addrs = {[1]={["address"]=1, ["flags"]=1, ["value"]=50}} print(addrs[1].value) [ Prompting ]: You should read the documentation properly here: gg.prompt(). I'll break down your newest script iteration: local results = gg.getResults(1) local numb = gg.getValues(results) local value = #numb local addrs = {1} for i=1, #numb do addrs[i] = {} addrs[i]["address"] = nil addrs[i]["flags"] = nil addrs[i]["value"] = "" ..value end local modc = gg.prompt({'Enter Value : 0 > 99'}, addrs, {nil}) You're loading addrs variable inside gg.prompt() wrongly. First, I wanted to mention that: LUA is reading your instruction from LEFT to RIGHT in a single line. Also, tables/dict in LUA are different than other language. In lua, you can specify the tables value without defining key/element, it will automaticly assigned like an array []. Thus, your addrs variable will look like this: {"your value"} --equal to {[1]="your value} Reading through the documentation, you will know that: gg.prompt() takes argument in orderly fashioned way: ({1},{2},{3}), including the tables keys {[1],[2],[3]}. On the script, you're supplementing a single value inside the first tables argument, it will taken as [1] inside the tables. Thus, the second argument should follow the first argument key: gg.prompt({"Input Value"}, {1}, {"number"}) --equals to gg.prompt({[1]="Input Value"}, {[1]=1}, {[1]="number"}) In conclusion, each argument are inheriting each other. On the documentation: the pattern is: gg.prompt( {prompts}, {default_values_for_prompts}, {types_prompts} ). So your script convention will look like this: for i=1, #numb do addrs[i] = {} addrs[i]["address"] = nil addrs[i]["flags"] = nil addrs[i]["value"] = "" ..value end local modc = gg.prompt({'Enter Value : 0 > 99'}, {addrs[1].value}, {"number"})
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