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Everything posted by XEKEX
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Try to search the HWID or the UUID/GUID in the memory of that game ( in json format "GUID": or "HWID":) as a string some games use this as a unique identifer for the user data or for the file encryption key you can use it for your script aswell it will remain the same even the game get updated
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vip + for thoes who donate to the forum
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does GG forum support paid scripts or services ?
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@DARK_DEMON_SCRIPTER The syntax of NOP can be used on in both MASM and ARMv7a ARM7.pdf Ref Page 511
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you can use vpn I guess
- 12 replies
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- Apkcombo
- Apkcombo cant reach
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can you provide screenshots on how you do the fuzzy ? tag me if you do so
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X32 True : ~A MOV R0, #0x1 ~A BX LR False : ~A MOV R0, #0x0 ~A BX LR Int : -------------------------------- -- 9999 ~A MOVW R0, #0x270F ~A BX LR -------------------------------- -- 99999999 ~A MOVW R0, #0xE0FF ~A MOVT R0, #0x05F5 ~A BX LR Float : --100 ~A MOVT R0, #0x42C8 ~A VMOV S15, R0 ~A VMOV.F32 S0, S15 ~A BX LR ------------------- --50 ~A MOVT R0, #0x4248 ~A VMOV S15, R0 ~A VMOV.F32 S0, S15 ~A BX LR ------------------- --10 ~A MOVT R0, #0x4120 ~A VMOV S15, R0 ~A VMOV.F32 S0, S15 ~A BX LR ------------------- --0.1 ~A MOVW R0, #0xCCCD ~A MOVT R0, #0x3DCC ~A VMOV S15, R0 ~A VMOV.F32 S0, S15 ~A BX LR ------------------- --0.01 ~A MOVW R0, #0xD70A ~A MOVT R0, #0x3C23 ~A VMOV S15, R0 ~A VMOV.F32 S0, S15 ~A BX LR ------------------- --999999999.999999999 ~A MOVW R0, #0x6B28 ~A MOVT R0, #0x4E6E ~A VMOV S15, R0 ~A VMOV.F32 S0, S15 ~A BX LR Double : --100 ~A MOV R0, #0x0 ~A MOVT R1, #0x4059 ~A VMOV D16, R1, R0 ~A VMOV.F64 D0, D16 ~A BX LR ------------------- --50 ~A MOV R0, #0x0 ~A MOVT R1, #0x4049 ~A VMOV D16, R1, R0 ~A VMOV.F64 D0, D16 ~A BX LR ------------------- --10 ~A MOV R0, #0x0 ~A MOVT R1, #0x4024 ~A VMOV D16, R1, R0 ~A VMOV.F64 D0, D16 ~A BX LR ------------------- --0.1 ~A MOVW R0, #0x999A ~A MOVT R0, #0x9999 ~A MOVW R1, #0x9999 ~A MOVT R1, #0x3FB9 ~A VMOV D16, R1, R0 ~A VMOV.F64 D0, D16 ~A BX LR ------------------- --0.01 ~A MOVW R0, #0x999A ~A MOVT R0, #0x9999 ~A MOVW R1, #0x9999 ~A MOVT R1, #0x3FB9 ~A VMOV D16, R1, R0 ~A VMOV.F64 D0, D16 ~A BX LR ------------------- --999999999.999999999 ~A MOV R0, #0x0 ~A MOVW R1, #0xCD65 ~A MOVT R1, #0x41CD ~A VMOV D16, R1, R0 ~A VMOV.F64 D0, D16 ~A BX LR X64 True : ~A8 MOV R0, #0x1 ~A8 RET False : ~A8 MOV R0, #0x0 ~A8 RET Int : -- 9999 ~A8 MOVK R0, #0x270F ~A8 RET --99999999 ~A8 MOVK W0, #0xE0FF, LSL #16 ~A8 MOVK W0, #0x05F5, LSL #32 ~A8 RET Float : --100 ~A8 MOVK W0, #0x0000, LSL #16 ~A8 MOVK W0, #0x42C8, LSL #32 ~A8 FMOV S15, W0 ~A8 VMOV.F32 S0, S15 ~A8 RET ----------------------------- --50 ~A8 MOVK W0, #0x0000, LSL #16 ~A8 MOVK W0, #0x4248, LSL #32 ~A8 FMOV S15, W0 ~A8 VMOV.F32 S0, S15 ~A8 RET ----------------------------- --10 ~A8 MOVK W0, #0x0000, LSL #16 ~A8 MOVK W0, #0x4120, LSL #32 ~A8 FMOV S15, W0 ~A8 VMOV.F32 S0, S15 ~A8 RET ----------------------------- --0.1 ~A8 MOVK W0, #0xCCCD, LSL #16 ~A8 MOVK W0, #0x3DCC, LSL #32 ~A8 FMOV S15, W0 ~A8 VMOV.F32 S0, S15 ~A8 RET ----------------------------- --0.01 ~A8 MOVK W0, #0xD70A, LSL #16 ~A8 MOVK W0, #0x3C23, LSL #32 ~A8 FMOV S15, W0 ~A8 VMOV.F32 S0, S15 ~A8 RET ----------------------------- --99999999.99999999 ~A8 MOVK W0, #0xBC20, LSL #16 ~A8 MOVK W0, #0x4CBE, LSL #32 ~A8 FMOV S15, W0 ~A8 VMOV.F32 S0, S15 ~A8 RET Double : --100 ~A8 MOVZ X0, #0x0 ~A8 MOVK X0, #0x0, LSL #16 ~A8 MOVK X0, #0x0, LSL #32 ~A8 MOVK X0, #0x4059, LSL #48 ~A8 FMOV D16, X0 ~A8 VMOV.F64 D0, D16 ~A8 RET ----------------------------- --50 ~A8 MOVZ X0, #0x0 ~A8 MOVK X0, #0x0, LSL #16 ~A8 MOVK X0, #0x0, LSL #32 ~A8 MOVK X0, #0x4049, LSL #48 ~A8 FMOV D16, X0 ~A8 VMOV.F64 D0, D16 ~A8 RET ----------------------------- --10 ~A8 MOVZ X0, #0x0 ~A8 MOVK X0, #0x0, LSL #16 ~A8 MOVK X0, #0x0, LSL #32 ~A8 MOVK X0, #0x4024, LSL #48 ~A8 FMOV D16, X0 ~A8 VMOV.F64 D0, D16 ~A8 RET ----------------------------- --0.1 ~A8 MOVZ X0, #0x999A ~A8 MOVK X0, #0x9999, LSL #16 ~A8 MOVK X0, #0x9999, LSL #32 ~A8 MOVK X0, #0x3FB9, LSL #48 ~A8 FMOV D16, X0 ~A8 VMOV.F64 D0, D16 ~A8 RET ----------------------------- --0.01 ~A8 MOVZ X0, #0x147B ~A8 MOVK X0, #0x47AE, LSL #16 ~A8 MOVK X0, #0x7AE1, LSL #32 ~A8 MOVK X0, #0x3F84, LSL #48 ~A8 FMOV D16, X0 ~A8 VMOV.F64 D0, D16 ~A8 RET ----------------------------- --99999999.99999999 ~A8 MOVZ X0, #0xFFFF ~A8 MOVK X0, #0xFFFF, LSL #16 ~A8 MOVK X0, #0xD783, LSL #32 ~A8 MOVK X0, #0x4197, LSL #48 ~A8 FMOV D16, X0 ~A8 VMOV.F64 D0, D16 ~A8 RET • You can find lua code to convert any value to ARM -> HERE ----> If you get an error comment it out
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if patching still make the weapon stop shooting try negative value ( example -100% this might work) and make sure that method is related to the player class only cause you dont want rapid fire fo all entity I guess
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I guess badcase tool patch it as an int thats why you get error consider checking the edits or do it manually also respect every data type , edits with wrong code may cause game crush or system crush in some cases
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edit it as float or double depending on the data type of the percentage if it has a method or if it's a const u simply edit the value without arm patching or if it's a void method pointer search that class and find the percentage value in that class ( calculate offset manually if it doesn't show on the dump file ) -> don't need arm patching either
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no need because we end the function with bx lr : editing push instruction with movw r0, #999 followed by bx lr in the next instruction is like we create a new function code : int new() { return 999; } the remain instrunction are useless the proccessor won't read them
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edit the address 9936C000 ( push instruction ) to MOVW R0, #999 edit the address below it (ADD R11 SP #16 ) to BX LR
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PM me the modified apk or follow this tuto on youtube.
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The Android system requires that all installed applications be digitally signed with a certificate whose private key is held by the application's developer. The Android system uses the certificate as a means of identifying the author of an application and establishing trust relationships between applications.
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I guess you need to re-sign the apk
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specify your case so i can make a tuto
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Requests anti-tamper (ssl) : you can use frida to bypass ssl pinning and patch the apk this will make you see the requests contents and tamper them ( server side hacking ) . inner code anti-tamper ( anti-cheat ) : for il2cpp games you can search the dump file for the class which responsible for data compairing etc and disable it ( or arm patching it ) this will bypass the game anticheat, for non unity games : you can use ida to dissamble the lib from there you can do the same steps with il2cpp ( when it comes to arm patching using frida or similar debugger is recomanded ). another aproach is to use jadx & frida to hook the java (JM)
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the ? region is a memory out of boundry means for each app to be executed the proccessor allocate a memory for the app , these addresses and values are for another application editing them won't affect the game but it does for the other application what cause this : it might be a GLIBC Heap bug or a heap overflow
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you mean requests tamper or inner code tamper ?
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what @CmP said is the answer
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the il2cpp might be misconfigured by the dev and puted a linker for il2cpp in system region
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this is why it's not a good practice because ipairs , pairs and every built-in functions in lua that deals with tables start the iteration by default at index 1 --> here is an example
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void functions doenst have return , also it act like : for key , value in pairs() in lua
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youre right forget that metatable doesn't work with numbers index