CmP
-
Posts
676 -
Joined
-
Last visited
-
Days Won
49
Content Type
Profiles
Forums
Downloads
Gallery
Posts posted by CmP
-
-
If I understood correctly, it's because you also need to edit next instruction to "RET" for your patch to work as expected. The example above can be modified to do that:
local libStartAddress = gg.getRangesList("libil2cpp.so")[2].start local targetAddress = libStartAddress + 0x14BB114 gg.setValues({ {address = targetAddress, flags = gg.TYPE_DWORD, value = "~A8 MOV W0, #999"}, {address = targetAddress + 4, flags = gg.TYPE_DWORD, value = "~A8 RET"} })
Edit: corrected mistake in previous version of the code
0 -
48 minutes ago, blocx said:
its possible in less complex like this ? :
Yes, just use that edit string as "value" field. For example:
local libStartAddress = gg.getRangesList("libil2cpp.so")[2].start local targetAddress = libStartAddress + 0x14BB114 gg.setValues({{address = targetAddress, flags = gg.TYPE_DWORD, value = "~A8 MOV W0, #999"}})
1 -
GameGuardian
in Apps
18 hours ago, galih_ken said:From here, gameguardian.net. that's why I get confused that everyone doesn't know something is off.
When GG reinstalls itself, version of the apk is set to a random one. That's where version "239.0" came from in your case.
2 -
17 minutes ago, MonkeySAN said:
and take credits for it
In the description of the video there is the following:
So at the very least author of the video has specified who and where originally posted the method. Of course it would be more reasonable to include link to this thread, but at least there is some mention at all.
1 -
13 minutes ago, dolphinorca said:
and because of the 1024 byte limit
The idea is to read enough bytes at once and then trim the string to first occurrence of quote character instead of reading one byte at a time until quote character is encountered. Generally, first approach should be better in terms of performance, because each read from memory takes significantly more time than several Lua operations, even if just one byte needs to be read.
25 minutes ago, dolphinorca said:So, I was told the code, but I couldn't get it normally. (You can fix it by changing "local address = results[i].address + 12" to +11. I've noticed it in advance and I don't know why I subtract 1.)
I thought to add 12 to get position of first byte of the answer that is the next one after last quote character in searched string. I don't immediately see why it doesn't work as expected, but it seems that there is a mistake somewhere and it's fixed by your correction to use "+ 11" instead of "+ 12".
0 -
You should also consider refactoring the code to make it simpler and cleaner. For example, your "MENU1" function can be refactored to something like the following:
function MENU1() gg.setRanges(gg.REGION_ANONYMOUS) gg.clearResults() gg.searchNumber(':","answer":"', gg.TYPE_BYTE) local count = gg.getResultsCount() local results = gg.getResults(count) local answers = {} for i = 1, count, 12 do local address = results[i].address + 12 local maxLength = 1024 local answer = readBytesToString(address, maxLength) answer = answer:match('[^"]*') -- match part up to first quote character table.insert(answers, answer) end for number, answer in ipairs(answers) do print(string.format("Answer #%d:", number), answer) end gg.alert("Answer See [ON]") end
Let me know, if the code above works for you.
0 -
To output a string Lua implementation in GG treats it as UTF-8 (by themselves Lua strings are just byte arrays), so reading bytes from memory to Lua string and passing the string to a function that outputs it ("print", "gg.alert", "gg.toast", etc) should be enough to achieve desired result in your case.
Here is an example of function for reading bytes from memory and constructing string from them:
function readBytesToString(address, length) local values = {} for i = 0, length - 1 do values[i] = {address = address + i, flags = gg.TYPE_BYTE} end values = gg.getValues(values) local bytes = {} for i, v in ipairs(values) do bytes[i] = v.value & 0xFF end return string.char(table.unpack(bytes)) end
Call it with address to read from as first argument and amount of bytes to read as second argument, for example:
local startAddress = 0x12340000 local bytesToRead = 20 local result = readBytesToString(startAddress, bytesToRead) print(result)
1 -
Relevant explanation from StackOverflow answer: https://stackoverflow.com/a/6389082
2 -
It's because of fundamentals of how Lua is implemented. The implementations (official one and LuaJ) are single-threaded, therefore only one operation can be performed at a time. Nothing can be done about it without changing the implementation.
0 -
How does that achieve the goal though? Original "searchNumber" function needs to be called anyway to actually perform the search. When it's called, it will only return after the search is finished (successfully or by cancellation). So how would a coroutine do anything when Lua executes native (i.e. not Lua one) function?
0 -
23 minutes ago, MAARS said:
Can you explain how would coroutines make that possible? How would you pass execution to a coroutine after calling "searchNumber", when it is doing it's job? Coroutines don't make it possible to execute code in parallel.
0 -
CLASS NAME
in Help
21 minutes ago, MAARS said:Nope
"Aarch64 = arm64" statement is correct. AArch64 is the name of 64-bit ARM architecture. Both names refer to the same thing.
1 -
8 hours ago, ctbear said:
1. Add an API for converting byte array to string, such as
gg.bytesToString({0,104,0,105}, "utf-16");
, returns the string "Hi", similar to Java:
return new String ({0,104,0,105}, "utf-16");
To add to discussion of this suggestion:
Lua strings by themselves are encoding-agnostic, so desired conversion is actually from bytes that represent string in one encoding to bytes that represent the same string in other encoding (utf-8 in this case, it seems). Input and output bytes of a hypothetical API function for such conversion can be in the form of strings or tables with values of bytes, but strings seem to be more reasonable option, because internally they are represented as array of bytes (as opposed to table with 8-byte integers).
It's also worth to mention that GG API already has bytes function that converts bytes from utf-8 encoding to specified one, so it may be not a bad idea to extend the function by adding new parameter for source encoding (how to interpret string that is passed to the function) instead of creating a new function.
As for what can be done currently, without such function:
Since there is "utf8" library with functionality to construct a string from list of character codepoints, to be able to convert bytes from, for example, UTF-16LE encoding to UTF-8, it is enough to implement parsing of bytes that represent string in UTF-16LE encoding to list of character codepoints. The list then just need to be passed to "utf8.char" function and it will return desired string in UTF-8 encoding.
1 -
2 hours ago, XxhentaixX said:
But its odd. So this means that when all the values of the elements are setted equal to the value of the first element it keeps a record of that current value saved, even if the value in the game has changed.
This understanding is based on fundamental misconception that GG automatically updates anything in tables that have been returned with "getResults", "getValues" or other GG API functions. GG not only doesn't do that, but also wouldn't be able to do that without significant performance impact (just imagine having to read values from process memory for all elements of all tables that have been returned by GG API functions every N milliseconds).
So changes in process memory "automatically" don't affect anything in script anyhow. To get updated data from process memory, corresponding GG API function ("getValues") needs to be called, but even it doesn't change anything in table that is passed to it as argument, instead it returns new table that has new values in "value" field of it's sub-tables.
1 -
There is one other detail regarding the comparison to "0" (string).
Behavior of comparison operators for this case is described in the manual as follows:
QuoteEquality (==) first compares the type of its operands. If the types are different, then the result is false. Otherwise, the values of the operands are compared. Strings are compared in the obvious way. Numbers are equal if they denote the same mathematical value.
Equality comparisons do not convert strings to numbers or vice versa. Thus, "0"==0 evaluates to false, and t[0] and t["0"] denote different entries in a table.
The operator ~= is exactly the negation of equality (==).
For our case it means that the following condition
_x[i].value ~= '0'
will always evaluate to "true", because "value" field has value of number type.
Correspondingly, correct comparison to check for value being not equal to zero is:
_x[i].value ~= 0
1 -
3 minutes ago, TisNquyen said:
gg.searchNumber('', gg.TYPE_FLOAT) gg.refineNumber('', gg.TYPE_FLOAT) local count = gg.getResultsCount() local results = gg.getResults(count) local _x, _y = {}, {} for i, v in ipairs(results) do _x[i] = {address = v.address + 0x44, flags = gg.TYPE_FLOAT} _y[i] = {address = v.address + 0x4C, flags = gg.TYPE_FLOAT} end _x, _y = gg.getValues(_x), gg.getValues(_y) local x, y = {}, {} for i, v in ipairs(results) do if _x[i].value ~= '0' then table.insert(x, x[i]) end if _y[i].value ~= '0' then table.insert(y, y[i]) end end if #x ~= #y then return print "the results from x and y may not be the same!" end local xValue, yValue = x, y for loop = 1, #x do for i, v in ipairs(x) do x[i].value = xValue[loop].value y[i].value = yValue[loop].value end gg.setValues(x) gg.setValues(y) gg.sleep(500) end
This code is equivalent to your previous version.
You don't make a copy of tables with this line:
local xValue, yValue = x, y
Instead you create new variables that refer to the same tables, so it doesn't make any difference.
Lua reference manual explains this pretty clearly:
QuoteTables, functions, threads, and (full) userdata values are objects: variables do not actually contain these values, only references to them. Assignment, parameter passing, and function returns always manipulate references to such values; these operations do not imply any kind of copy.
0 -
28 minutes ago, XxhentaixX said:
So x[i].value stays is equal to the element 1 as long it is in the "for loop" ?
No, that's because all values of the table are explicitly set to value of first element when the following code is executed:
for i = 1, #x do x[i].value = x[1].value end
If, for example, "x" has 3 elements, the loop is then equivalent to:
x[1].value = x[1].value -- value of first element is set to itself x[2].value = x[1].value -- value of second element is set to value of first element x[3].value = x[1].value -- value of third element is set to value of first element
And then, when next loop is executed:
for i = 1, #x do x[i].value = x[2].value end
"x[2].value" no longer has it's original value, because new value (of "x[1].value") has been assigned to it during execution of previous loop.
This is why only first loop works as intended and all subsequent ones don't. And this is why copy of values needs to be created before the first loop (to have access to original values after table values have been overwritten).
2 -
The issue is in the code that needs to be repeated. When the code is executed for the first time, "value" fields of all sub-tables of the table ("x", for example) are set to "x[1].value", so that when the code is repeated and should set all values to second value, "x[2].value" is already modified to the value of "x[1].value", that's why each time the code is repeated, it sets all values to first value.
To actually set all values of a table to value of different table element each time, make sure that there is a copy of values that doesn't get modified and in the code that gets repeated just use values from the copy to set "value" field of sub-tables. To make copy of values, construct a table in which indexes from original table (1, 2, 3, ...) are mapped to values of "value" field of corresponding sub-tables of the original table (x[1].value, x[2].value, x[3].value, ...), for example, like this:
local xValues = {} for i, v in ipairs(x) do xValues[i] = v.value end
Then use values of constructed table in inner loop of the code that gets repeated (slightly modified version of the loop from @TisNquyen's post above):
for loop = 1, #x do for i = 1, #x do x[i].value = xValues[loop] y[i].value = yValues[loop] end gg.setValues(x) gg.setValues(y) gg.sleep(500) end
2 -
Android 12?
in Help
On 1/28/2022 at 7:16 AM, Pegster said:Do you happen to know what websites you downloaded these from?
For GG you should only use optimized versions of virtual space applications from this forum.
Parallel Space:
Parallel Space + 32-Bit Support + 64-Bit Support (#rjx0v91)Parallel Space Pro:
Parallel Space Pro + 32-Bit Support + 64-Bit Support (#4doyid1r)
0 -
On 1/4/2022 at 5:34 PM, Johnny50 said:
for an example i search 2 Float and then an offset of 4 values underneeth it is an aim assist value of 15 Float
Current capabilities of GG are more than enough to find values that meet this condition. There are 2 main approaches for this case:
- ordered group search with "placeholder" values;
- searching for target value and checking whether found results meet the condition(s) (like whether value at offset X is equal to Y).So the task is to find all float values equal to 15.0 for which float value at offset -16 (-0x10) is equal to 2.0.
With the first approach the code may be next:
gg.clearResults() gg.searchNumber("2.0F;0D~~0D;0D~~0D;0~~0D;15.0F::17") gg.refineNumber("15.0", gg.TYPE_FLOAT)
And the second approach can be implemented, for example, like this:
gg.clearResults() gg.searchNumber("15.0", gg.TYPE_FLOAT) local results = gg.getResults(gg.getResultsCount()) local checkValues = {} for i, v in ipairs(results) do checkValues[i] = {address = v.address - 0x10, flags = gg.TYPE_FLOAT} end checkValues = gg.getValues(checkValues) for i, v in ipairs(checkValues) do if v.value ~= 2.0 then -- exact comparison of float values should be avoided in general, but for particular case of value "2.0" it will work results[i] = nil end end gg.loadResults(results)
2 -
On 12/22/2021 at 7:32 PM, talkIRC said:
open GG (either mode, sw or hw same results either way in the end)
'start it' in the GG main window
open game you want to hack
tap GG floating above the app to select what process i want to 'inspect'
result is hard lock on screen for about 10 seconds or so and then a total system restart (total reboot of the tablet)
On 12/22/2021 at 8:20 PM, talkIRC said:I haven't found any records that would help with understanding the problem (what and why happens) in the log, so there may be 2 main possibilities: either they are present in the log but haven't been noticed or recognized as being related to the problem or log doesn't contain them.
However, it seems worth to note that around 2 minutes and 17 seconds have passed between the moment when process has been selected in GG:
12-22 13:05:18.975 14480 14480 E AndroidService: used: ProcessInfo [cmdline=com.fungames.sniper3d, name=Sniper 3D, packageName=com.fungames.sniper3d, icon=android.graphics.drawable.BitmapDrawable@8ef34cd, pid=10179, uid=10275, isSystem=false, isGame=true, weight=0, main=true, order=0, x64=false, rss=359392, getTracer()=0, getTrace()=-1]
and the last record in the log:
12-22 13:07:35.649 20370 20370 I SoundAlivePolicyManager: isGlobalEffectSupportCurrentAudioPath, currentDeviceType : 2
This doesn't quite correspond to your description of steps that you do to reproduce the problem. Was process selection really the last action that you performed in GG that caused device to become unresponsive and to reboot after ~10 seconds?
One thing that would greatly help with analyzing recorded logcat is to specify when certain actions have been performed. For example:
11:04:32 - "Start" button in GG's start screen was pressed 11:04:38 - Process selection dialog was opened 11:04:41 - Target process was selected 11:04:55 - Device automatically initiated it's restart
Time moments don't have to be exact, since it's not easy to precisely check when something is done, but even if it's +- 5 seconds, that's still significantly better than having no such information at all.
For example, to illustrate, the log you provided is ~27 MB, but only ~2 MB from it is most likely to contain any information of interest, since other records are from before the moment of time when you initiated recording logcat in GG. And with information about when actions relevant to the problem have been performed, only, for example, ~200 kB of log records are most likely to contain any information of interest.
1 -
6 hours ago, talkIRC said:
Whatever compression method was used, it is not supported by 7-Zip, so the file can't be decompressed. Which software did you use to create the archive?
1 -
I meant to attempt to check folder contents with file chooser, but there is no need anymore, since the situation supposedly became clear enough.
GG doesn't use root to access file, path to which is provided by user in input field of "Execute script" dialog (nor does it for file chooser functionality in general). In most cases it works fine: just place script file(s) that needs to be executed in a folder that can be accessed without root and it will work. However, if target file is located in folders that require root to be accessed, GG may not be able to access it.
In Android 11, as part of it's privacy-oriented changes, applications have been restricted from accessing other applications' data on external storage, i.e. contents of "/Android/data" and "/Android/obb" folders (source). So when GG runs on device with Android 11, it doesn't have access to those folders (with exception of it's own folder in "/Android/data"). For GG to be able to access files without restrictions, it most likely needs to delegate this functionality to it's daemon that runs with root, but there are security concerns related with such solution, so there need to be solid reasons to implement it.
Actual question that needs to be asked in current case is why you need to be able to access contents of "/Android/data" with GG. For most use cases there should be alternatives that don't require accessing restricted folders, so it's not unlikely that there is an alternative for your case as well.
1 -
@CheatTester record logcat from attempt to access "/storage/emulated/0/Android/data" folder with GG's file chooser.
0

arm edit
in Help
Posted
There was a mistake in my last example. Edited the post with fixed version, so probably it should work as expected now.