
CmP
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CmP last won the day on November 27
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Checked implementation of "GetTripleDESCryptoServiceProvider" method that shows how key is derived from "KEY" constant: Because one can't just convert binary data to text and back and expect it to work, that leads to information loss. Use representation that is suitable for binary data. Or use a tool that allows to perform multiple transformations without a need for intermediate representations of data between steps, like the above-mentioned CyberChef.
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Option for loading third result directly with one operation: gg.getResults(1, 2)
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As for encoding of data that the game uses in preferences (and not only), dump with meaningful names also significantly simplifies research, revealing most of information that needs to be known. First step for decoding, that is specific to data in shared preferences, is mentioned in first post of the topic - URL decoding. Then, after base64 decoding, the data needs to be decrypted with Triple DES in ECB mode with 128-bit key "8a76f557475b615a6dcaedeaadd4d27b" (bytes of the key in hex). The result is also base64 encoded, so it needs to be decoded and the last step is to decompress the data as gzip. Below is a CyberChef recipe that implements the decoding: https://gchq.github.io/CyberChef/#recipe=From_Base64('A-Za-z0-9%2B/%3D',false,true)Triple_DES_Decrypt({'option':'Hex','string':'8a76f557475b615a6dcaedeaadd4d27b'},{'option':'Hex','string':''},'ECB','Raw','Raw')From_Base64('A-Za-z0-9%2B/%3D',false,true)Gunzip() And to illustrate it with examples, value for level 5 from topic's first post after decoding is: {"CheckSum":"1EBXq7XeVC5e6TxnIVs/T9kE2J8rLG9IeYdOBc3Nxs9INiuzkhi6urMRRl858UeQdgjO1dLqpfw=","Offset":620,"Value":625} and value for level 6 after decoding is: {"CheckSum":"1EBXq7XeVC5e6TxnIVs/T9kE2J8rLG9IOjAKjtrE26cgX17n25az4rF8y2+JN4AVv8YyOpD9PI8AmbJGj0p2sw==","Offset":-836,"Value":-830} both of which are JSON serializations of structures of "SafeInt" type that the game uses for values that it needs to protect.
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Because shared preferences is merely a way of preserving data between different runs of application. There is no way to read/write value from/to shared preferences without having it in process memory. Search for fields named "currentAdventureLevel": When names of things are not obfuscated, data from the dump provides everything one needs to know to find basically any value in scope of (used by) libil2cpp.so.
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I recommend you to grab jadx (or other similar tool) and check how those functions are implemented in GG. There you will also find confirmation that "gg.internal3" and "gg.searchPointer" do exactly the same. If there will be difficulties, ask here or in new topic.
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This function has been later made available as part of GG public API - searchPointer. "gg.internal3" and "gg.searchPointer" are exactly the same function, it's just that it was first an experiment, so started as internal function. By the time of last update of chainer script, "searchPointer" function hasn't existed yet, that's why it isn't used there.
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Didn't mean modifying the code, meant the regular GG-way of modifying the value. The only challenge here may be that the value is encrypted, so need to figure out how it works first. Though, I am not sure that it's encrypted value that needs to be modified, since according to the dump value of level exists in both encrypted and unencrypted forms. Because finding the value in process memory doesn't require figuring out how it is stored in preferences. I am somewhat surprised that you haven't checked it as one of the first things, since I see it as the "usual way" of finding desired values in Unity games.
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That doesn't require doing anything with preferences file though and in this case it seems easier to do it in process memory. But if I understood correctly, you are researching how storing data in preferences works in case of this game. If that's so, start by doing the usual analysis of Unity games. Get the dump, open dummy dlls in dnSpy, look for things with relevant names within Assembly-CSharp.dll. Then check how those things are implemented in libil2cpp.so. First step should give a surface-level understanding of what's going on there. Second step will provide you with particular answers on how exactly it works.
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That's way too unrealistic thing to ask, it requires decent qualification and serious investments of time. The way it can work for you is if someone shares which tools to use and how to not get detected, so it makes more sense to ask for that.
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Another typical mistake that causes such error is wrong usage of returned value of "gg.choice" (or "gg.alert") function. Example of wrong and correct usage: local choice = gg.choice({"Option 1", "Option 2"}) -- Wrong usage, returned value is a number, not table if choice[1] == 1 then print("Option 1 has been chosen") end -- Correct usage if choice == 1 then print("Option 1 has been chosen") end
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There are no issues with initial version of your code, it correctly sets value of S0 register to 0.06. It may be that you just need different value to make the character run slower. Does setting the value to 2 increase movement speed or decrease?
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From the documentation: So make sure to make first operand float, for example like: local fileSizeInMB = 1.0 * downloadedFileSizeInBytes / (1000 * 1000)
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For anyone to possibly be able to help you with your case it is required to specify name of the game and which value you need to track there. Once this is known, one may be able to investigate how to find that value in that particular game in one search or without searches at all by following pointers. "Tracking" can then be implemented as finding the value each time when it's needed.
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That's just code produced by script recording feature. Supposedly, when recording script, call to "processResume" function is inserted each time user returns from GG to game.
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Again, the same reason, function "BP1" needs to be defined before it is called. If you don't want to reorder all of the functions, then moving block of code from lines 135-143 to the end of the file may work.