
Ynotsend
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Everything posted by Ynotsend
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So I have been working on this previously created project, and really couldn't get it to work correctly, as the projects wasn't finished. I had to create a tcp server for things to somewhat work and added some code to get the project to execute. The project is coded in C sharp and is for the app called Palringo(its suppose to be a engine that logs into the app and can imitate various things that the app does). This line of code is what is used to initiate the packet handler. Apparently, "(packet.Command)" contains the command "LOGON", but the other commands are "AUTH", "MESG", "AVATAR" etc. I literally cannot paste the whole code, but I just want to know why only a certain command was stored into "(packet.Command)". If more information is needed(probably) please tell me. if (_packetHandlers.ContainsKey(packet.Command)) _packetHandlers[packet.Command].Process(tcp, packet); else Console.WriteLine("INVALID COMMAND!: " + packet.Command); //_packetHandlers[packet.Command].Process(tcp, packet);
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Help/Support How should I modify this function?
Ynotsend replied to Ynotsend's topic in Help & Support
In the app palringo, there is a game within it. The game is called duel, the goal is to draw the gun faster then the enemy. I want a script that can repeatedly draw and shoot bullets. -
/*///////////////////////// Gamepad Commands /*///////////////////////// function on(eventName){ Gamepad.on(eventName); }; function emit(eventName, data) { Gamepad.emit(eventName, JSON.stringify(data)); }; function localEmit(eventName, data){ Gamepad.localEmit(eventName, data); }; function showKeyboard(keyboardType){ Gamepad.showKeyboard(keyboardType); }; function hideKeyboard(){ Gamepad.hideKeyboard(); }; function setKeyboardEnabled(enabled) { Gamepad.setKeyboardEnabled(enabled); }; function showPane() { Gamepad.showPane(); }; function hidePane() { Gamepad.hidePane(); }; function setPaneEnabled(enabled) { Gamepad.setPaneEnabled(enabled); }; function openPopup(data){ Gamepad.openPopup(data); }; function openPopupWithActions(data, actionOneTitle, actionOneCallback, actionTwoTitle, actionTwoCallback) { Gamepad.openPopupWithActions(data, actionOneTitle, actionOneCallback, actionTwoTitle, actionTwoCallback); }; function requestInGamePurchase(productIds) { Gamepad.requestInGamePurchase(productIds); }; function loadExternalUrl(url) { Gamepad.loadExternalUrl(url); };
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Help/Support How to store a value in this function
Ynotsend replied to Ynotsend's topic in Help & Support
Yes it's the right function. It affects games fire rate -
LDR R3, [R0,#0x14] __text:000890EE CMP R3, #0 __text:000890F0 ITTTT NE __text:000890F2 VMOVNE D0, R2, R2 __text:000890F6 LDRNE R0, [R0,#0x20] __text:000890F8 RSBNE.W R1, R1, R1,LSL#3 __text:000890FC ADDNE.W R0, R0, R1,LSL#3 __text:00089100 IT NE __text:00089102 VSTRNE S0, [R0,#0x18] __text:00089106 VMOV D0, D0 __text:0008910A BX LR I need to know how to store 30.0 into S0. It crashes when you modify the VSTRNE.
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But that is Boolean, right? If not, how can I change the value. Here is the same function but different version of the game. LDR R3, [R0,#0x14] __text:0009CCD0 CMP R3, #0 __text:0009CCD4 BXEQ LR __text:0009CCD8 LDR R0, [R0,#0x20] __text:0009CCDC RSB R1, R1, R1,LSL#3 __text:0009CCE0 VMOV S0, R2 __text:0009CCE4 ADD R0, R0, R1,LSL#3 __text:0009CCE8 VSTR S0, [R0,#0x18] __text:0009CCEC BX LR VMOV S0, R2 was the correct one to change. How would I change the VMOVNE to a higher value?
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I wasn't fooling shmoo...he didn't believe I created any of the Nova 3 hacks....there is clear proof on there
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Game crashes, I even tried changing the value
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I do, but why do I need it? I really don't want to set up LLDB again. Is D0, D0 something totally different from everything else?
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This is animation speed. Ive hacked this same function before in a different version of the game. Changing the VMOV S0, R2 to VMOV.F32 S0, #30.0. How would I change VMOV D0, D0?
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Aight thanks man, it worked, just changed the R register to a number
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Like R7?
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Please close this thread
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Help/Support Serious help with hacking the games guns
Ynotsend replied to Ynotsend's topic in Help & Support
U can't be f**king serious.... -
I only would like an answer from people who have done the following, hacked weapons rate of fire and/or switched weapons bullets(E.g:Assualt rifle shoots rpgs). Although I know switching bullets is really hard, but has anyone done it in any ios games? Also, how am I suppose to speed up the rate of fire? I was thinking maybe to find the function that causes a delay between each bullet? I NEED AN ANSWER FROM SOMEONE WHO SUCCESSFULLY SPED UP THE WEAPONS RATE OF FIRE IN ANY IOS GAME.(Don't say speedmaster or iGG...)
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Its unfortunate you didn't die.
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Btw I love your videos
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Ok shmoo, for now on I will look at stuff from 2017
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Wow, what happened to using your own methods? ?
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Shmoo, you really are a load of bullshit, in this case you just assumed it was a useless function.
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Thanks Zahirsher for asking, remember I'm on v1.0.3. I WILL PROVIDE THE FULL LINES OF CODE TO HAVE EVERY SINGLE BIT OF PROOF. Ammo: _text:001BCE60 SUB R2, R2, #1 Invisible Platform: text:0015DF10 VLDR S14, =-9.8 Speed(Since gay shmoo didn't believe me): text:0015F324 VLDR D17, =-0.001 No timer on Consumables: text:00456228 SUBNE R0, R0, R1 Health hack: _text:000EAA58 VSUB.F32 D1, D1, D0 __text:000EAA5C VSTR S2, [R6,#0x14] If you want even more, ask me. Shmoo thinks he knows the game, even though he didn't hack some of the things listed, but I am not saying I'm even close to being as good as shmoo. He just THINKS I have never hacked the game. ..
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Good luck, if you want some offsets, just ask me.
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Bruhhhh, I didn't NOP THE WHOLE FUNCTION. I NOP'D THE STR THAT WAS THE STEALTH, AND WHEN I WENT TO GO CHECK WHAT HAPPENED STEALTH DIDN'T AFFECT MY RADAR. IN FACT RIGHT AFTER THAT f**kING FUNCTION WAS THE FUNCTION THAT HELD THE TIME FOR THE CONSUMABLES. YOU SHOULD HAVE KNOWN THIS. I will look for someone else to get help from.
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sub_456128 ; CODE XREF: sub_B3F4+3A0p __text:00456128 STMFD SP!, {R4,R5,R7,LR} __text:0045612C ADD R7, SP, #8 __text:00456130 MOV R5, R0 __text:00456134 MOV R0, #0x3C __text:00456138 MOV R4, R1 __text:0045613C BL sub_64B644 __text:00456140 MOV R1, #0x9D1538 __text:00456148 MOV R2, R0 __text:0045614C LDR R1, [R1] ; `vtable for'CComponentConsumablesData __text:00456150 ADD R1, R1, #8 __text:00456154 STR R1, [R0] __text:00456158 MOV R1, #0 __text:0045615C STR R1, [R2,#0x30]! __text:00456160 STR R1, [R0,#0x34] __text:00456164 STR R1, [R0,#0x38] __text:00456168 STR R0, [R5,#0x48] __text:0045616C LDR R1, [R4,#4] __text:00456170 STR R1, [R0,#4] __text:00456174 LDR R1, [R4,#8] __text:00456178 STR R1, [R0,#8] __text:0045617C LDR R1, [R4,#0xC] __text:00456180 STR R1, [R0,#0xC] __text:00456184 LDR R1, [R4,#0x10] __text:00456188 STR R1, [R0,#0x10] __text:0045618C LDR R1, [R4,#0x14] __text:00456190 STR R1, [R0,#0x14] __text:00456194 LDR R1, [R4,#0x18] __text:00456198 STR R1, [R0,#0x18] __text:0045619C LDR R1, [R4,#0x1C] __text:004561A0 STR R1, [R0,#0x1C] __text:004561A4 LDR R1, [R4,#0x20] __text:004561A8 STR R1, [R0,#0x20] __text:004561AC LDR R1, [R4,#0x24] __text:004561B0 STR R1, [R0,#0x24] __text:004561B4 LDR R1, [R4,#0x28] __text:004561B8 STR R1, [R0,#0x28] __text:004561BC LDR R1, [R4,#0x2C] __text:004561C0 STR R1, [R0,#0x2C] __text:004561C4 ADD R1, R4, #0x30 __text:004561C8 MOV R0, R2 __text:004561CC BL j___ZNSt6vectorI20CContainerConsumableSaIS0_EEaSERKS2_ ; std::vector<CContainerConsumable,std::allocator<CContainerConsumable>>::operator=(std::vector<CContainerConsumable,std::allocator<CContainerConsumable>> const&) __text:004561D0 LDMFD SP!, {R4,R5,R7,PC} __text:004561D0 ; End of function sub_456128 __text:004561D0 That is the function I hacked to prevent the enemy stealth that affected my radar.