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MC874

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Everything posted by MC874

  1. Hi! I think this is not really bad, since you can remotely changing your Script Password. They can only capture the password using a Packet Sniffer or once the Password is loaded to Game Guardian. Also, Pastebin supports for Authentication through Headers (Even they have the Pastebin link, they can't access it without an Auth). Well, since this is a Free Service, what you might expect? Serving Password on Client-Side is more bad and using Owned Server are costly.
  2. Hi! I've tested the Script and it works fine. The Input value must the same as password ('cdaa') defined here: local password = 'cdaa' The reason for this is: to reject user that gives wrong password. If the user gives the correct password, then the password is saved into a file (/storage/emulated/0/.pass/.pwd). Read my Implementation list on #Client-Sided The folder are hidden by purpose as it's only used by the script. However you can unhide the folder by changing lines 2 into this: (Remove the dots ...) local file = 'pass/pwd' You can now access them on /storage/emulated/0/pass/pwd. If this helps You, consider to approve this post as Solution. *Edit: I've Updated the script to Unhide the Folder & More Description on what the script does. test.lua
  3. Hi! to use Postman, You need to Understand 'How Transaction Works' on your game. Usually, the game use POST/GET methods to receive desired data (Currency, Item, etc). It doesn't have a steep learning curve, You just need things to be prepared: - Understanding of HTTP GET/POST Methods - Crafting Request Method with Headers - Finds out data to be sent by the game (Parameters/Payload) In Summary; Most server-sided games has it's own API with Authentication (Off course) that crafted inside POST request along with Data that will access API. Here's some Learning Material: - HTTP Methods, Headers & Status Codes - Basic POST Requests - Basic POST/GET using Postman - Postman Beginner Course I've also Added some Overview on Postman using Microsoft Store API: https://youtu.be/Np6R3vDWfr8
  4. Hi! It depends on your Approach. Well you can do something like this: Client-Sided: You can define your Password inside your Script (Make sure to Encrypt & Obfuscate them). You can always add this on your Updated script. 1) Implement if the folder already exist. If not, it will ask user for the password. If exist, it will read the folder that contains the password. 2) If User Password is correct, it will create a hidden folder and file that contains password. If wrong, the script will stop with warnings. local password = 'cdaa' local file = '.pass/.pwd' --Folder: .pass & File: .pwd if not (io.open(gg.EXT_STORAGE .. '/' .. file, 'r')) then input = gg.prompt({'Enter a value :'},{[1] = nil},{[1] = 'string'}) if input[1] == password then gg.saveList(gg.EXT_STORAGE .. '/' .. file, gg.LOAD_APPEND) --Add new file io.open(gg.EXT_STORAGE .. '/' .. file, 'w'):write(password) --Save password to file print('Correct!') else print('Not Correct') end else content = io.open(gg.EXT_STORAGE .. '/' .. file,'r'):read('*a') --Read file if content == password then print('Correct!') else os.remove(gg.EXT_STORAGE .. '/' .. file) --Delete if file not match with password print('Not Correct!') end end Server-Sided: It would be more better if you also save the password separated on Pastebin. So create a 2 Pastebin: 1 for your script and 1 for your password. This gives you more control over password and make it easier to update your script. Read more here: - Password on Pastebin - Online Script on Pastebin
  5. MC874

    custom lib

    Hi! I'm trying to clear some-things: - Lib Dumper: Dumping Lib from Memory and Rebuild It back to Library with some ELF fixer (for Arm). The Benefit: to Avoid Protected Library (Usually XORed string & Encrypted Function Name) into more readable structure. - SDK Dumper: Extracting SDK (Includes Offsets, Class, Function, Address) from a Library. Usually this follows how data are reserved on Library based on Game Engine (Unreal Engine, Unity), although this can also be achieved through Manual Decompiling of Libs. The tools are working as Intended, for futher readings: Finding Offsets & Dumping Lib
  6. MC874

    custom lib

    Hi! Make sure to Input the package name inside the box field (You can also use PID) # Example Package Name com.mojang.minecrafttrialpe # Getting PID of your Game pidof com.mojang.minecrafttrialpe (#Result: 5678) Your dumped lib will be inside your Internal Storage: - /sdcard - /data/media/0/ - /storage/emulated/0 Here's some short Tutorial (See Attachment). In may case, the dumped lib exist but you had to wait several minutes until it's done. 2022-11-09 09-23-44.mp4
  7. MC874

    custom lib

    Hi! It's possible, haven't you tried this list of tools? - Memory-Dumper - MemDumper - MemDumper APK Try the APK one first, it's should be work accross libs. To run others, you need Termux. Make sure to run the commands using elevated Root permissions:
  8. I would say: Yes and No, most Wallhack involves GLes lib (OpenGL), it act as Shaders. On Lib Dumps, you can search for "vertex", "renderer", "buffer", "shader", "alpha" on Player properties. Or you can play around with Floats, since vertex are mostly stored in Floats. EDIT1: Maybe you can refer to this topic: Wallhack for Most Games
  9. Hi! I don't think Wallhack is simply defined by offset. Infact; it modifies Device OpenGL, kinda like shaders. That's why it depends on Device Processors (Snapdragon, Mediatek, etc). Different from ESP, it hooking player class and then drawed on Overlay. Making ESP is possible from Dumped Lib, while Wallhack not (Correct me if I'm wrong).
  10. Hi! Pseudo-code views doesn't convert offset into literal bytes, it shows as a function name . Usually it named as sub_5678, unk_5678, etc. You can simply click on that function and takes note on the address. Sometimes it's also include encrypted string, so you need to xored that. To view it very clearly, you need to dump the SDK instead of using Disassemblers. Sorry that I can't give a visual example, I don't have much time to do that. Typed this on my mobile phone xD
  11. Hi! IDA by default only dissasembling bytecode into set of instruction, this is harder for starters because they also need to learn assembly language. For easier read, you can use Pseudo-code plugin on IDA. - If you're using IDA Pro crack version, you need to find IDA that has Hex-Rays feature to able use Pseudo-code. - Use CTRL+Enter to open a new Pseudo-code window in IDA - You can search IDA 7.0/7.2 (I forgot) that has Hex-Rays feature. Alternatively, you can use Ghidra. It's a similar app to IDA and it's Free. I think they also have some Decompiler that able to create a Pseudo-code from plain library (I haven't test it yet, so IDK). Or you can learn Assembly itself, usually concatenate MOV, JMP, BL Instruction would lead to an Offset. Anyway here's some Reference related to Assemblies: - Hex-Patching - Libil2cpp.so Editing
  12. MC874

    Vphone gaga - Vmos

    - Probably some Admin can rename the 'View' to contents name? @Collen Or is it hardcoded by default? - The second link is not Accessible for Guest, but can only accessed by the Owner. need to update it ASAP (See the Attachment on your DM)
  13. MC874

    Vphone gaga - Vmos

    Hi! There's 2 issues on your Post: - The files are named as 'View', please naming them accordingly ( I can't tell the differences which VPhoneGaGa or VMos) - The VMos Pro links are dead, please update the Google Drive link or upload it to Mediafire or ZippyShare
  14. That's unfortunate, what version that you've tried? For me, it's working well using Modded VPhoneGaGa from here: Modded VPhoneGaGa. Also, note that: VPhoneGaGa is using 64-bit Architecture, so you either need Arm64/x64 Phone to make it works well. But i think there's 32-Bit version as well, here: 32-Bit VPhoneGaGa. I haven't tried it though, I don't have x86 device with me. If this still crashing, perhaps it's depends on the device itself.
  15. Hi! You need to restart your VPhoneGaGa after installing magisk. Also don't forget to disable SuperSu option; so it don't conflict with MagiskSu.
  16. Hi! What you mean is to "dump all the lib files other than LibilCPP", is that correct? You can try: MemDumper, it will dump any lib files from memory. Just specify your target lib using: ./memdumper -p [Your.Game.Pkg] -l -r -n YourTargetLib.so -o /storage/emulated/0/dump ./memdumper -i [123YourgamePID] -l -r -n YourTargetLib.so -o /storage/emulated/0/dump # Automate for i in $(pidof your.game.pkg) do ./memdumper -i $i -l -r -n YourTargetLib.so -o /storage/emulated/0/dump done
  17. MC874

    offset from lib

    Hi! could it the script confused by one-liner? You might want to try this: function setprops(address,flags,value) local tt={} tt[1]={} tt[1].address=address tt[1].flags=flags tt[1].value=value gg.setValues(tt) end so=gg.getRangesList('libil2cpp.so')[1].start py=0x10BBCDC setprops(so+py,4,1384440288) - Fixed Indentation - Changing Function Name
  18. MC874

    Android 12?

    I'm not sure, I don't have Android 12 device. I'm just deriving from previous post, some people commented that Old version works, you might try it yourself:
  19. MC874

    Android 12?

    Hi! You can see the version history from APKCombo. You can check it here: PARALLEL SPACE APK - 4.0.9165 PARALLEL SPACE - 64BIT SUPPORT APK - 1.0.3075
  20. MC874

    Reset all changes

    Your script working fine but the problem is on search value. The script unable to find result at Index 1 according to this: Are you really sure you got the correct one? Values can be dynamic or based on Game Session.
  21. MC874

    Reset all changes

    Hi! The problem is on .value1 while it's should be just .value; it's hardcoded function not a variable. Change it to this: your_values2[1].value = 5000 your_values2[6].value = 5000 your_values2[9].value = 5000
  22. MC874

    dump lib

    Hi! There's some attempt for this but i haven't tried it myself. Maybe look-up on Runtime Libil2cpp dumper such as this: Auto Il2cppDumper or use Magisk Zygisk Dumper: Zygisk Il2CppDumper, they are relatively new; might work with the latest one. It might only works on low-level games, so the idea to dump lib without metadata in most games is hard/impossible.
  23. Hi! there's several ways that indicate this: 1) Check if the game communicating with game server oftenly; even when not scrolling through in-game marketplace/items. You can use PCAPDroid or HTTPCanary to check your game connection. 2) The game use Online Account / GPlay account, etc 3) When you're changing some values, the game will revert it by sending some connection; check it on PCAP. For websocket connection, find the game connection that sill "Open". This could be the case but not always indicate the values being stored on server. Here's why: 1) It's not a real value, meaning that is only visual and being updated based on real values. You should find the right one by finding what address that changing the visual, it may lead to the real one. 2) The game has memory changes detection, it means you need to disable the address that access your values to make it stay unchange. See common hex patching here: Hex Patching 3) The game is client sided but the server forcing previous saved values; you can just simply block the connection that causing this on PCAP. Actually, server sided games can still be hacked but just need some different workaround instead of directly changing the values: 1) If you want to increase the game money to buy some item, you can just hack the item instead. Change the price into 0 or Free state, each game may different, it can depends purely on currency or game state. For example: "free": false is a state of item that aren't free or you can change the price itself ("currency": 1234) something like that. 2) You can do connection swap; using a network engineering using Postman, you can try to get a free item. When click on claim, change the Item ID on the game connection with Paid item, you will get paid item for free by manipulating this. 3) If the game is related to Google Play accounts, you might check this post: Hacking Rare Currencies
  24. Hi! Instead of waiting for updates; you can try the Alternative: LSPosed, it's XPosed Framework but using Magisk and it's updated regularly. I think it's should work with Android 12 with ease but the advantage is: You need to replace your SuperSu and Migrate to MagiskSu, it's recommended that you're doing it on Virtual Andorid: VPhoneGaGa. There's many tutorials available online, but if you're confused; you can always ask me for installation tutorial.
  25. Hi! I'm trying to answer as easy as possible, hopefully it's also easy to understand. Starts off the first one; Memory range is 'How long the Memory'. First of all, Memory is consist of many addresses. In that memory, there's App data that currently processed/used by the app. To understand memory range, let's take a real-life example: there's a library, it has many rack of books. - Cooking books are served in the last 8-9 rack - Utensils are in the first - 3 row and - Novels is on upstairs. From this; you can get the idea on how the memory works: - 8-9 rack are location range of Cooking books - Utensils are stored in 1-3 row range, and - Novels is on upstairs (It's related to offset, we going to talk about it next) Libs is a Library; it contains saved data that app will use to run. There's a memory-range with various data related to players, weapon, etc. It's the same as a Book Library we talked about earlier, it contains many rack of books for people to read. There's a range place of cooking books, novels and etc. It's the name of Unity Games Library. Unity is a game engine; that people use to make games. So, if a game is made from Unity; it has many chance from being similar from another unity game. Each game engine has it's own unique library name and data-structure; in Unreal Engine 4, the lib naming is LibUE4.so. You shouldn't be worry about this, it's just a naming; the same as a product brand. So.. Offsets.. It's a displacement or an instructional form to get into your destination. In Memory; There's address. It's the same to regular address in real-life. Taking an example from earlier; Rack 8 and Rack 9 is address for Cooking books; Row 1, 2, and 3 is address for Utensils. The different is: Memory Address is written like this: 01234567 in Hex form. For clarity; Hex can also be written like this - 01 23 45 67 - 0x01234567 - 0x01 0x23 0x45 0x67 Alright, let's dive into Offsets. Offset is how to get into your address, in instructional form. Again, we going to use the same example: Let's say you're on a library and you want to read a cooking book. So the offset to cooking book is: - From the entrance, walk straight to the end - Turn right into rack 8 Now, in Memory; again let's say that you want to get into 12345678 address, the offsets would be: - From base/first address 00 00 00 00 - Add 12 34 56 78 (00000000 + 12345678 = 12345678) Let's do another example: if you're on Address 00 A0 and want to reach 01 50; you can do (00 A0 + 00 B0 = 01 50). If you're confused with hexing, you can experiment with: Hex Calculator
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