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OREW

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Posts posted by OREW

  1. On 2/29/2024 at 10:07 AM, Endup said:

    Server protection cannot be bypassed unless maybe can be deleted. But considering that there are definitely undetected hacks, you can look into it. You will find. In some games, it is impossible to bypass server protection, and in some it can be deleted. There are also games that have strong protection and can be hacked through repetition or something similar. Find a way and find a new way. As for the old ways, they are closed and you cannot reach them. And it is not impossible. There are some things you can get and tweak. Until you get to the point where you can buy everything. This is what happens in games that have protection anti cheating. For the people here. Most of them have enough experience to hack most games, but there is time and no one sells his time for free.

    Will obviously but even if like I'm buying your or his time what is the guarantee to apply what i need 🦦

    Thx for responding

  2. On 2/16/2024 at 8:45 AM, SYLVIA said:

    is there a raw apk? which has not been modified

    Oh sorry i was very busy this couple days

    On 2/20/2024 at 10:48 AM, SYLVIA said:

     

     

    Interesting and thx but the link on the YouTube channel doesn't work 🐧

  3. 15 hours ago, MC874 said:

    Hi @OREW,

    Have you tried: GGIL2CPP. Field is different from methods. You need to find the class objects (pointer) then add it with the field offset. Or you can just find the class name string -> pointer (Usually Cd) -> add field offset to each pointer and find if the value is correct with the current in-game values. There's might be multiple pointer because some old field instance/class object have not yet flushed/removed from memory.

    "Walkspeed" field is public, so it should be modifiable.

    Interesting comment

    Thx i will check it out

  4. On 2/11/2024 at 11:24 AM, nok1a said:

    RVA is the offset from start of a file and RA is the offset from start of where the file was located in the process virtual memory. https://stackoverflow.com/questions/2170843/va-virtual-address-rva-relative-virtual-address

    You can make sense of VA clearly when you dump the libraries with GG.

    When searching for fields like Walkspeed at offset 0x64 you can use field offset searcher:

    Field Offset Finder (#yyzay1k)

    put name of the class the field belongs to and it's offset and data type and it will usually give you the value.

     

     

    Thx for replying and the explanation

     Well about RVA, VA i will look up to it more thx for the article

     

    And for the field finder i have already did my test on the but nothing works 😕

    The given value is not what is required, there is an error, or it is not modifiable 🐧💔

  5. Hi Guardians! Dark lord here aka OREW


    Im not good with offset and pointers at this moment so i need someone to make a script or pull up the addresses and thx in advance 🐧✨
    _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-

    spacer.png

    Game: Kingdom two crowns

    State: pre paid (none free)

    Sources: Google play, Free source

    Lib: il2cpp (I have already dumb it download it from here Dumb.cs "il2cpp"

    What i need?

    1. Free coins (add, freeze)

    2. Free gems (add, freeze)

    3. Unlimited stamina

    4. Speed hack

    5. Instant build

    6. crown does not fall off

    7. Spawn beggars (Spawn or Reduce the time it takes in order to Spawn)

    8. Increase the damege of the Archer

    9. Speed hack for NPC

    spacer.png

    spacer.png

    spacer.png

    _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-

    Thx in advance 🐧✨

  6. Hi Guardians! Dark lord here aka "OREW"

     

    I was trying to hack a specific game and I succeeded with dumping il2cpp.so

    And after searching for offset and so on i fiend these value's or whatever this $hit is

    	// Fields
    	private IUnitController _unitController; // 0xC
    	[CompilerGeneratedAttribute] // RVA: 0x3BBE24 Offset: 0x3BBE24 VA: 0x3BBE24
    	private int <PlayerId>k__BackingField; // 0x10
    	[CompilerGeneratedAttribute] // RVA: 0x3BBE34 Offset: 0x3BBE34 VA: 0x3BBE34
    	private bool <DespawnOnLoad>k__BackingField; // 0x14
    	private static RaycastHit2D[] rayhit; // 0x0
    	private Collider2D[] _sharedHitColliders; // 0x18
    	private static int _sharedEnemiesLayer; // 0x4
    	private static int _sharedWildlifeLayer; // 0x8
    	private static int _sharedObstaclesLayer; // 0xC
    	private static readonly int APPrepare; // 0x10
    	private static readonly int APShoot; // 0x14
    	private static readonly int APShootPerfect; // 0x18
    	private static readonly int APStand; // 0x1C
    	private static readonly int APAttack; // 0x20
    	private static readonly int APUseSpear; // 0x24
    	private static readonly int APUseShield; // 0x28
    	private static readonly int APIdleness; // 0x2C
    	private static readonly int APSpeed; // 0x30
    	[HeaderAttribute] // RVA: 0x3BBE44 Offset: 0x3BBE44 VA: 0x3BBE44
    	public float maxForce; // 0x1C
    	public float maxError; // 0x20
    	public int minAttempts; // 0x24
    	public int maxAttempts; // 0x28
    	public float shootPrepTime; // 0x2C
    	public float shootIntervalTime; // 0x30
    	public float shootCooldownTime; // 0x34
    	public float playerShootCooldownTime; // 0x38
    	public float playerAttackCooldownTime; // 0x3C
    	public float shootCooldownWithKnightTime; // 0x40
    	public float shootRange; // 0x44
    	public float fleeRange; // 0x48
    	public float towerShootRange; // 0x4C
    	[RangeAttribute] // RVA: 0x3BBE78 Offset: 0x3BBE78 VA: 0x3BBE78
    	public float perfectArrowProbability; // 0x50
    	[RangeAttribute] // RVA: 0x3BBE90 Offset: 0x3BBE90 VA: 0x3BBE90
    	public float dropInWaterProbability; // 0x54
    	[SerializeField] // RVA: 0x3BBEA8 Offset: 0x3BBEA8 VA: 0x3BBEA8
    	private GameObject pseudoTarget; // 0x58
    	private float _nextPlayerShootTime; // 0x5C
    	private float _nextPlayerAttackTime; // 0x60
    	[HeaderAttribute] // RVA: 0x3BBEB8 Offset: 0x3BBEB8 VA: 0x3BBEB8
    	public float walkSpeed; // 0x64
    	public float runSpeed; // 0x68
    	public float coinPickupRange; // 0x6C
    	public float maxPursueDistance; // 0x70
    	public float maxLead; // 0x74
    	public FloatRange borderHuntRange; // 0x78
    	[SerializeField] // RVA: 0x3BBEEC Offset: 0x3BBEEC VA: 0x3BBEEC
    	[TimeOfDayAttribute] // RVA: 0x3BBEEC Offset: 0x3BBEEC VA: 0x3BBEEC
    	private float returnToWallTime; // 0x80
    	public bool harmless; // 0x84
    	public Arrow arrowPrefab; // 0x88
    	public RuntimeAnimatorController hunterAnimator; // 0x8C
    	public RuntimeAnimatorController soldierAnimator; // 0x90
    	[HeaderAttribute] // RVA: 0x3BBF1C Offset: 0x3BBF1C VA: 0x3BBF1C
    	public AudioEmitter climbTowerSound; // 0x94
    	public AudioEmitter shootSound; // 0x98
    	public AudioEmitter buffedShootSound; // 0x9C
    	public AudioEmitter meleeSound; // 0xA0
    	[HeaderAttribute] // RVA: 0x3BBF50 Offset: 0x3BBF50 VA: 0x3BBF50
    	public FloatRange distanceFromWall; // 0xA4
    	private FloatRange _distanceFromWallModified; // 0xAC
    	private float _guardPos; // 0xB4
    	public FloatRange distanceFromKnight; // 0xB8
    	[HideInInspector] // RVA: 0x3BBF84 Offset: 0x3BBF84 VA: 0x3BBF84
    	public float knightFollowDistance; // 0xC0
    	protected CRPCHeader parentHeaderRef; // 0xC4
    	protected int _setGuardRPCIndex; // 0xC8
    	protected int _handleGuardSlotIndex; // 0xCC
    	protected int _requestGuardSlotIndex; // 0xD0
    	protected int _embarkIndex; // 0xD4
    	protected int _absoluteFaceIndex; // 0xD8
    	protected int _archerBuffedIndex; // 0xDC
    	protected int _hideStatusIndex; // 0xE0
    	protected int _sendCameraFocusRequest; // 0xE4
    	protected int _sendControllerIndex; // 0xE8
    	private Animator _animator; // 0xEC
    	private Mover _mover; // 0xF0
    	private Rigidbody2D _rigidbody; // 0xF4
    	private SpriteRenderer _spriteRenderer; // 0xF8
    	private Wallet _wallet; // 0xFC
    	private Wallet _originalWallet; // 0x100
    	private FixedTransform _fixedTransform; // 0x104
    	private Character _character; // 0x108
    	private Damageable _damageable; // 0x10C
    	private PushablePusher _pusher; // 0x110
    	private Scanner _enemyScanner; // 0x114
    	private Scanner _wildlifeScanner; // 0x118
    	private Scanner _coinScanner; // 0x11C
    	private float _cooldown; // 0x120
    	private float _lastGlobalScan; // 0x124
    	private AnimationSync _animSyncRef; // 0x128
    	private float _cooldownReduction; // 0x12C
    	private float _avoidPortalRange; // 0x130
    	private Coin _targetCoin; // 0x134
    	private Formation _currentFormation; // 0x138
    	private GameObject _shootingTarget; // 0x13C
    	private GameObject _huntingTarget; // 0x140
    	private GuardSlot _guardSlot; // 0x144
    	[CompilerGeneratedAttribute] // RVA: 0x3BBF94 Offset: 0x3BBF94 VA: 0x3BBF94
    	private bool <inGuardSlot>k__BackingField; // 0x148
    	[SerializeField] // RVA: 0x3BBFA4 Offset: 0x3BBFA4 VA: 0x3BBFA4
    	private Side _guardSide; // 0x14C
    	private int _guardDepth; // 0x150
    	private Knight _knight; // 0x154
    	private bool _isWearingBannerColor; // 0x158
    	private bool _controllableSprinting; // 0x159
    	private IHaglet behaviour; // 0x15C
    	private IHaglet shoot; // 0x160
    	private IHaglet attack; // 0x164
    	private PositionSync cachedPosSync; // 0x168
    	private Persistent persistent; // 0x16C
    	[CompilerGeneratedAttribute] // RVA: 0x3BBFB4 Offset: 0x3BBFB4 VA: 0x3BBFB4
    	private bool <IsBuffed>k__BackingField; // 0x170
    	[CompilerGeneratedAttribute] // RVA: 0x3BBFC4 Offset: 0x3BBFC4 VA: 0x3BBFC4
    	private UnlockNewRulerStatue <newRulerStatue>k__BackingField; // 0x174
    	[CompilerGeneratedAttribute] // RVA: 0x3BBFD4 Offset: 0x3BBFD4 VA: 0x3BBFD4
    	private HelPuzzlePillar <helPuzzlePillar>k__BackingField; // 0x178
    	private Boat _boat; // 0x17C
    	[HeaderAttribute] // RVA: 0x3BBFE4 Offset: 0x3BBFE4 VA: 0x3BBFE4
    	[SerializeField] // RVA: 0x3BBFE4 Offset: 0x3BBFE4 VA: 0x3BBFE4
    	private float shieldSpotRange; // 0x180
    	[SerializeField] // RVA: 0x3BC02C Offset: 0x3BC02C VA: 0x3BC02C
    	private float shieldScanInterval; // 0x184
    	private NpcShieldUser _npcShieldUser; // 0x188
    	private Droppable targetShield; // 0x18C
    	private Archer.AttackMode _desiredAttackMode; // 0x190
    	private Archer.AttackMode _attackMode; // 0x194
    	[SerializeField] // RVA: 0x3BC03C Offset: 0x3BC03C VA: 0x3BC03C
    	private float _meleeAttackRange; // 0x198
    	[SerializeField] // RVA: 0x3BC04C Offset: 0x3BC04C VA: 0x3BC04C
    	private float _meleeAttackPredictAheadTime; // 0x19C
    	[SerializeField] // RVA: 0x3BC05C Offset: 0x3BC05C VA: 0x3BC05C
    	private float _meleeCooldown; // 0x1A0
    	[SerializeField] // RVA: 0x3BC06C Offset: 0x3BC06C VA: 0x3BC06C
    	private int _meleeDamage; // 0x1A4
    	[SerializeField] // RVA: 0x3BC07C Offset: 0x3BC07C VA: 0x3BC07C
    	private int _meleeMaxHitsPerAttack; // 0x1A8
    	private Damageable _meleeTarget; // 0x1AC
    	private bool _meleeAttackPlaying; // 0x1B0
    	[SerializeField] // RVA: 0x3BC08C Offset: 0x3BC08C VA: 0x3BC08C
    	private Rect _hitBox; // 0x1B4
    	[HeaderAttribute] // RVA: 0x3BC09C Offset: 0x3BC09C VA: 0x3BC09C
    	[SerializeField] // RVA: 0x3BC09C Offset: 0x3BC09C VA: 0x3BC09C
    	private float _switchWeaponsButtonDuration; // 0x1C4
    	private bool _downKeyPressed; // 0x1C8
    	private bool _playerAttackModeChanged; // 0x1C9
    	private float _switchWeaponsTimer; // 0x1CC
    	private float _arrowLength; // 0x1D0
    	private const int Stand = 1;
    	private const int FollowKnight = 2;
    	private const int GoToTower = 4;
    	private const int GoToWall = 8;
    	private const int Hunt = 16;
    	private const int GrabCoin = 32;
    	private const int Flee = 64;
    	private const int Held = 128;
    	private const int Grabbed = 256;
    	private const int Inert = 512;
    	private const int InFormation = 1024;
    	private const int FreeRuler = 2048;
    	private const int GrabShield = 4096;
    	private const int SwitchWeapons = 8192;
    	private const int GoToOfferingPillar = 16384;
    	private const int PlayerControl = 32768;
    	private static readonly Formation.UnitTypes[] FormationUnitType; // 0x34

    And THIS one

    // Fields
    	public int hitDamage; // 0xC
    	public int perfectDamageMultiplier; // 0x10
    	public bool shouldOrientate; // 0x14
    	public bool canBounce; // 0x15
    	[HeaderAttribute] // RVA: 0x3BC0E4 Offset: 0x3BC0E4 VA: 0x3BC0E4
    	public bool isFireArrow; // 0x16
    	public int damagePerTick; // 0x18
    	public int damageTicks; // 0x1C
    	public float damageDelayOffset; // 0x20
    	public float damageDelayTime; // 0x24
    	[HeaderAttribute] // RVA: 0x3BC118 Offset: 0x3BC118 VA: 0x3BC118
    	public AudioEmitter wallHitSound; // 0x28
    	public AudioEmitter groundHitSound; // 0x2C
    	public AudioEmitter waterHitSound; // 0x30
    	[HeaderAttribute] // RVA: 0x3BC14C Offset: 0x3BC14C VA: 0x3BC14C
    	public GameObject archer; // 0x34
    	private bool _orientToVelocity; // 0x38
    	private bool _has***; // 0x39
    	private Rigidbody2D _rigidbody; // 0x3C
    	private Collider2D _collider; // 0x40
    	private TrailRenderer _trail; // 0x44
    	private bool _perfect; // 0x48
    	private NetworkSoftSimulator _softSim; // 0x4C
    	private bool authorityActive; // 0x50
    
    	// Methods
    
    	// RVA: 0xCB69A0 Offset: 0xCB69A0 VA: 0xCB69A0
    	private void Awake() { }
    
    	// RVA: 0xCB6B0C Offset: 0xCB6B0C VA: 0xCB6B0C
    	private void OnEnable() { }
    
    	// RVA: 0xCB6BF0 Offset: 0xCB6BF0 VA: 0xCB6BF0
    	public void DropInWater() { }
    
    	// RVA: 0xCB6CA0 Offset: 0xCB6CA0 VA: 0xCB6CA0
    	public void PerfectShot() { }
    
    	// RVA: 0xCB6BA4 Offset: 0xCB6BA4 VA: 0xCB6BA4
    	private void EnableTrail() { }
    
    	[IteratorStateMachineAttribute] // RVA: 0x3D1404 Offset: 0x3D1404 VA: 0x3D1404
    	// RVA: 0xCB6C28 Offset: 0xCB6C28 VA: 0xCB6C28
    	private IEnumerator DropInWaterInternal() { }
    
    	// RVA: 0xCB6CAC Offset: 0xCB6CAC VA: 0xCB6CAC
    	private void OnDestroy() { }
    
    	// RVA: 0xCB6D28 Offset: 0xCB6D28 VA: 0xCB6D28
    	private void LateUpdate() { }
    
    	// RVA: 0xCB6DF8 Offset: 0xCB6DF8 VA: 0xCB6DF8
    	private void OnCollisionEnter2D(Collision2D collision) { }
    
    	// RVA: 0xCB7630 Offset: 0xCB7630 VA: 0xCB7630
    	private void OnTriggerEnter2D(Collider2D collider) { }
    
    	// RVA: 0xCB6E34 Offset: 0xCB6E34 VA: 0xCB6E34
    	private void HitObject(GameObject target, bool physicalHit) { }
    
    	// RVA: 0xCB766C Offset: 0xCB766C VA: 0xCB766C Slot: 4
    	public void HandleAuthorityChange(bool newAuthorityState) { }
    
    	// RVA: 0xCB6A94 Offset: 0xCB6A94 VA: 0xCB6A94 Slot: 5
    	public void RegisterWithNetworkBoss() { }
    
    	// RVA: 0xCB6CB0 Offset: 0xCB6CB0 VA: 0xCB6CB0 Slot: 6
    	public void DeregisterWithNetworkBoss() { }
    
    	// RVA: 0xCB7674 Offset: 0xCB7674 VA: 0xCB7674 Slot: 7
    	public void ReceiveInitialise() { }
    
    	// RVA: 0xCB7868 Offset: 0xCB7868 VA: 0xCB7868 Slot: 8
    	public void PostRecvStop() { }
    
    	// RVA: 0xCB7874 Offset: 0xCB7874 VA: 0xCB7874
    	public void .ctor() { }
    }


    As you see the Walkspeed showing 0x64 ..

    Attack speed something like it to

    Wtf should i do with this?!

    And should someone explain to me what is the difference between RVA, VA, offset..?

    Aren't all them offset?!

    And i know how to search for the offset

    Xa>il2cpp> offset calculator, 0CB6CAC

     

    Thx in advance

     

     

  7. On 6/18/2019 at 10:04 AM, Lenn1 said:

    on my test machine (x86), the cheating media is allocated in C (C_ALLOC).

    How to know that for different game ?!

    I am willing to test the idea on some games but every time i tried it 💔

  8. On 12/5/2022 at 7:16 AM, MC874 said:

    - If the game has an Item that will Increase Currency, You can use that. First, get Items ID (by Scanning the Item Name, Inventory Orders, or etc) and change the Items Value to Your desired. (This is most used on Slots Game)

    Hi, This is an option but the game detects gg when he search for values! Any idea to solve that?! The game use libUE4 not il2cpp btw.

  9. Hi Guardians! dark lord here aka"OREW"

    I was trying to change some Value in game

    IMG_20240117_123531.thumb.jpg.cf4e26fc72d02234e667bff4218b0369.jpgand every time i change it the value rest to same as it was 🐧💔

     

    I have opened il2cpp

    And found this TimeCheatingDetector.OnlineTimeResult

    IMG_20240117_123550.thumb.jpg.add488c23b4b3c6c7d9004d6adf97749.jpg

     

    And help? How to Stop or reverse the wave?!

     

    Thx in advance 🐧✨

  10. Hi Guardians! Dark lord here aka "OREW"

     

    Usually libil2cpp File are encrypted (protected) and if the user want to dumb the file he needs PC, laptop etc..

    Well that not anymore, idk if all thw people know about this but thx to Poko he provides modded version from the original il2CppDumperGUI, now let's talk about good stuff



    20240117_012325.thumb.jpg.950306f5873d55b94439b57508ac9a30.jpg

    Package name 📦:  Il2CppDumperGUI.apk

    Version 🏷️ : v2.0.1

    Info 📝:

    Unity il2cpp reverse engineer

    The main idea of it is to decode il2cpp file to extract the address from it and disable the Anti-chaet.. 

    Like:

    🔫weapon address

    💪 Damage address

    🛵 Speed address

    💰 Resources address

    🦍 Anti-chaet event address

    etc...

     

    Change 🎨🖌️: v2.0.1

    🧾Android 10 crash fixed [#issue-1]

    🧾Now resetting config

    🧾automatically saved

    🧾Multiple permission window fixed in android 11 or up

    💽App icon changed

    📱Support for android 12L & 13

    📀Overall stability and bug fixes
     

    Note  🐧: And You need Package to extract the il2cpp and metadata if the Files are encrypted  ApktoolM

    Download ⬇️:

    OREW-2CD_GUI.apk

     

    And thx in advance 🐧✨

  11. Hi Guardians! Dark lord here aka "OREW"

    Sometimes after opening the APK path not all the files ia showing or the folder's are empty!

    Usually that happens when the app files are encrypted "Protected"

    To solve this problem we simply need to Decrypte The files using ApktoolM app

    After installing the app follow the instructions

    - Open The app

    - Select Applications from the menu

    - Select installed Applications

    - chose your app

    - one click on him to show the options

    - select Decompile or Decompile resources

    - Wait tell the process complete

    - exit

    - open files manger "usually MT"

    IMG_20240116_215654.thumb.jpg.4d7d623bf18c51235ba0769c9bd71bcf.jpg

    All The files are here including ilb metadata libil2cpp if the game using unreal engine..

     

    And if the game using unreal engine.. then the rest us history

     

    Thx for reading in advance 🐧✨

     

  12. On 1/5/2024 at 7:20 PM, Khadimulislam said:

    how I I am find the game source file.? using mt manager 

    I found it .. after some research

    1. You need to dumb il2cpp.co if the game using unreal engine

    2. If the game doesn't show the lib files then just Decompile the app using Apktool

     

    I will make a new post about it check it

  13. Hi, The libs library usually is protected ( encrypted)

    So just download ApktoolM and follow the instructions

    - install

    - Give permissions to access date etc..

    - select application menu

    - select your game, app

    - one press on it and the menu will appear

    - select Decompile-Decompile resources
    If the app have a red  writing below it says "Split" the menu will say Decompile resources

    Or if it not, It will say Decompile

    - wait tell the process complete

    - Open MT or whatever files manager go ahead to Apktool_M Folder

    - You will find the lib files

    instructions

     

    And the decode is another story :⁠-⁠)

     

    Edit: maybe the game don't use unreal engine..

  14. 2 hours ago, nok1a said:

    Oh oke. Did not knew. Should have installed the app and run some tests before making the comment.

    I had the situation before, and it will not do anything useful in this regard luck patcher on the basis that it simulates purchases and disables ads, so your suggestion is invalid and will not work.

    2 hours ago, Smaxcolor said:

    That's not it, the game is online, and the method I want to know is one of those games that has the Mod Menu, Free Rewards (Receive the reward without watching the ad).  Lucky Patcher will just disable everything. 

    You know that tell now you didn't mention the game name?!

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