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Ted2

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Everything posted by Ted2

  1. Yes, can be done without hooking. No, can not be done by simple offset patching.
  2. you just can’t seem to understand Archangel, while he makes fair points. Just stop already.
  3. @WarL0ck Can you make a update where it shows EVERY app. Right now, I installed a project from xCode on my device but I can not crack it, because it won't show in the list. Neither do system apps.
  4. I do have a project somewhere. But making it public wouldn't really make it safe as people then easily can reverse engineer it.
  5. That is why I put FWA in the title. C/C++ strings are different than C# strings, so that would require way more code than necessary you can make your own post on it tho, converting C string to c# & the other way around
  6. The utility function is a int, which just returns the variable teamnumber (which is also a int), so no check for that needed. The other one can people do themselves
  7. Doom kid, PM me for the “advanced” stuff, dida banned me & now cant see ur messages 

  8. thinning binaries is really not a good idea in 2019. Also, you guys must be doing something wrong. It’s just the “G” for going to a offset.
  9. I'm telling you, you're not. A address only contains numbers, which yours have not: You have to enter the numbers only.
  10. congrats with your newest member of the family
  11. Hi, I thought I'd share it here too, though android section seems pretty dead here. Anyways, I know most of you just patch offsets directly with creating hacks, which is fine. However, sometimes hooking a function can be very useful, for example when you're trying to unlink a feature. Some time ago I made a simple template, so I thought I'd share it here. The Github link is: https://github.com/joeyjurjens/Android-Hooking-Template The instructions will be there too. I'll include KittyMemory with it soon, so offsets can be patched from the library. You might want to use this, so people can't just compare your modded binary with a clean binary. Have fun!
  12. This is a very simple example & forward assault is the easiest game I did it on. It can be modified to work on other games. I suggest to read this code inside a text editor with the syntax of C/C++ as iG's C syntax doesn't really look well. // Don't worry to much about this, you just need this for location handling. class Vector3 { public: float x; float y; float z; Vector3() : x(0), y(0), z(0) {} Vector3(float x1, float y1, float z1) : x(x1), y(y1), z(z1) {} Vector3(const Vector3 &v); ~Vector3(); }; Vector3::Vector3(const Vector3 &v) : x(v.x), y(v.y), z(v.z) {} Vector3::~Vector3() {} /************************************************ Function pointers that will be used in this hack. *************************************************/ //public Transform get_transform() ---> Class Component void *(*Component_GetTransform)(void *component) = (void *(*)(void *))getRealOffset(0x101F84228); //private void INTERNAL_set_position(Vector3 value) ---> Class Transform void (*Transform_INTERNAL_set_position)(void *transform, Vector3 newPosition) = (void (*)(void *, Vector3))getRealOffset(0x101FAB724); //private void INTERNAL_get_position(out Vector3 value) --> get the object of a transform void (*Transform_INTERNAL_get_position)(void *transform, Vector3 *out) = (void (*)(void *, Vector3 *))getRealOffset(0x101FAB7D0); /***************************************************** Utility functions which will help us with some checks. ******************************************************/ // Utility function to get a players location. Vector3 GetPlayerLocation(void *player) { Vector3 location; Transform_INTERNAL_get_position(Component_GetTransform(player), &location); return location; } // Utility function to get a players health float GetPlayerHealth(void *player) { //private float FEHAJLBCGIN; // 0x1EC return *(float*)((uint64_t)player + 0x1EC); } // Utility function to check if a enemy is dead bool isPlayerDead(void *player) { if(GetPlayerHealth(player) < 1) { return true; } return false; } // Utility function to get a players team number int GetPlayerTeam(void *player) { //private int BMFGOOEECIC; // 0x210 --> Player return *(int*)((uint64_t)player + 0x210); } //Creating a null objects for enemy & my player. It will be asigned later inside the actual hook. void *enemyPlayer = NULL; void *myPlayer = NULL; // Hook code void(*old_Player_Update)(void *player); void Player_Update(void *player) { //public bool isMine; // 0xCC bool isMine = *(bool*)((uint64_t)player + 0xCC); //getting my player if(isMine) { myPlayer = player; } // getting enemy player by checking whether the other players team is the same as mine if(myPlayer) { if(GetPlayerTeam(myPlayer) != GetPlayerTeam(player)) { enemyPlayer = player; } } /********************* TELE KILL FEATURE **********************/ // Checking if enemyPlayer object is not null if(enemyPlayer) { // checking if it's not dead, if it is enemyPlayer is NULL & it should look for a new one. if(!isPlayerDead(enemyPlayer)) { if([switches isSwitchOn:@"Teleport to Enemy"]) { Vector3 enemyLocation = GetPlayerLocation(enemyPlayer); // You can mod these values to your liking Transform_INTERNAL_set_position(Component_GetTransform(myPlayer), Vector3(enemyLocation.x, enemyLocation.y, enemyLocation.z - 1)); } } else { enemyPlayer = NULL; return; } } old_Player_Update(player); } //private void Update(); --> Class: Player (bigger one) HOOK(0x101743A8C, Player_Update, old_Player_Update); If you use this source in hacks, I'd appreciate actual credits.
  13. I don't see this as making updating hacks easier or faster. You're better of writing a tool that searches the dump from the current chosen game , search the offset of the function & then find instruction within that function. That's a one time setup.
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