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QuasaR

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Posts posted by QuasaR

  1. @ZoZo


    Once the it's done decompiling then you're ready to upload the script. This will also take a while depending on your laptop/pc.
    When uploading the script file you're gonna want to upload the file "ida" (not ghidra or ida_with_struct) and then "script.json" (not config.json or stringliteral.json)

    How do I 'load' the script.json in IDA ? I can run the script.py with the File -> Script file menu item but I don't know how to load the script.json. Can you explain that one ?

  2. @Ted2I have a question.

    I have the following class:

    public class SlotMachine : MonoBehaviour // TypeDefIndex: 9068
    {
    	public const int REEL_COUNT = 3; // 0x0
    	public const int VISIBLE_ROWS = 5; // 0x0
    	public const int REEL_EXTRA_END_SYMBOLS = 3; // 0x0
    	public const int REEL_OFFSET = 2; // 0x0
        etc...
    
    	// Properties
    	public bool StartPulling { get; set; }
    	public SpinOddsData resultData { get; }
    
    	// Methods
    	/* snip */
    	public void set_StartPulling(bool value); // RVA: 0x101FD081C Offset: 0x1FD081C
    	private void Awake(); // RVA: 0x101FD0824 Offset: 0x1FD0824
    	private void OnDestroy(); // RVA: 0x101FD0D1C Offset: 0x1FD0D1C
    	private void TrySpin(); // RVA: 0x101FD0E60 Offset: 0x1FD0E60
    	private void OnSpinButtonPressed(); // RVA: 0x101FD1110 Offset: 0x1FD1110
    	private void RandomizeSymbols(); // RVA: 0x101FD1114 Offset: 0x1FD1114
    	private void UpdateSlotSymbol(SlotMachine.SlotReel reel, int reelPos, int symbolIndex); // RVA: 0x101FD164C Offset: 0x1FD164C
    	private Sprite GetSprite(SpinOddsData.Result resultSymbol); // RVA: 0x101FD190C Offset: 0x1FD190C
    	private void UpdateDisplay(); // RVA: 0x101FD1454 Offset: 0x1FD1454
    	public void Spin(string result); // RVA: 0x101FD1B90 Offset: 0x1FD1B90
    	private void AdjustSymbolsForResults(); // RVA: 0x101FD1B98 Offset: 0x1FD1B98
    	public SpinOddsData get_resultData(); // RVA: 0x101FD2210 Offset: 0x1FD2210
    	private static void .cctor(); // RVA: 0x101FD22CC Offset: 0x1FD22CC
    }

    I want to be able to call the UpdateSlotSymbols method but can't figure out how because of the SlotMachine.Slotreel part.

     

    2nd, I also tried to call the set_StartPulling from the UpdateDisplay but that seems to crash the game

    void (*SlotMachine_set_StartPulling)(void *instance, bool enabled) = (void (*)(void *, bool))getRealOffset(0x101FD081C);
    
    void (*SlotMachine_UpdateDisplay)(void *instance);
    void _SlotMachine_UpdateDisplay(void *instance){
        
        SlotMachine_UpdateDisplay(instance);
    
        SlotMachine_set_StartPulling(instance, true);
    }
    
    MSHookFunction((void*)(_dyld_get_image_vmaddr_slide(0) + 0x101FD1454),(void*)_SlotMachine_UpdateDisplay,(void**)&SlotMachine_UpdateDisplay);

     

    Do you have any idea what I am doing wrong ?

  3. On 11/11/2019 at 2:16 PM, Look just said:

    ios 13 kill9

    how to install for ios 13

    help please @DADi

    Install perl from the apt.bingner.com repository.

    Also make sure theos is in /opt/ and not in /var/! when you are jailbroken with checkra1n. Checkra1n doesn't allow nic.pl to be run from /var/.

     

    I am now running into the following error when I do a make package:

    > Making stage for tweak XXXXXXXXXX…
    env: 'perl': Bad CPU type in executable
    make: *** [/opt/theos/makefiles/package/deb.mk:60: internal-package] Error 126

    Edit:
    do the following to fix the above:
    rm /usr/local/bin/perl
    ln -s /usr/bin/perl /usr/local/bin/perl

    • Like 1
  4. When I run a make package (on my macbook) I run into the following error:

    > Making all for tweak IOSTEST…
    ==> Preprocessing Tweak.xm…
    ==> Compiling Tweak.xm (armv7)…
    ==> Linking tweak IOSTEST (armv7)…
    ==> Generating debug symbols for IOSTEST…
    warning: no debug symbols in executable (-arch armv7)
    ==> Stripping IOSTEST (armv7)…
    rm /Users/quasar/projects/iostest/.theos/obj/armv7/Tweak.xm.mm
    ==> Preprocessing Tweak.xm…
    ==> Compiling Tweak.xm (arm64)…
    ==> Linking tweak IOSTEST (arm64)…
    ==> Generating debug symbols for IOSTEST…
    warning: no debug symbols in executable (-arch arm64)
    ==> Stripping IOSTEST (arm64)…
    rm /Users/quasar/projects/iostest/.theos/obj/arm64/Tweak.xm.mm
    ==> Merging tweak IOSTEST…
    ==> Signing IOSTEST…
    > Making all in IOSTESTSettings…
    > Making all for bundle IOSTEST…
    ==> Copying resource directories into the bundle wrapper…
    ==> Compiling IOSTEST.mm (armv7)…
    ==> Linking bundle IOSTEST (armv7)…
    ==> Generating debug symbols for IOSTEST…
    warning: no debug symbols in executable (-arch armv7)
    ==> Stripping IOSTEST (armv7)…
    ==> Compiling IOSTEST.mm (arm64)…
    ==> Linking bundle IOSTEST (arm64)…
    ==> Generating debug symbols for IOSTEST…
    warning: no debug symbols in executable (-arch arm64)
    ==> Stripping IOSTEST (arm64)…
    ==> Merging bundle IOSTEST…
    ==> Signing IOSTEST…
    > Making stage for tweak IOSTEST…
    > Making stage in IOSTESTSettings…
    > Making stage for bundle IOSTEST…
    sed: 1: "entry.plist": invalid command code e
    make[1]: *** [internal-stage] Error 1
    make: *** [internal-stage] Error 2
    

    Am I missing something ?

     

    Edit:
    Found the issue, sed on osx requires a filename or "" after the -i command. Updated my makefile and now I am able to compile it perfectly.

  5. @DiDA, @ZahirSher, @shmoo

    I trying this on the new version of Last Day on Earth to see if I can find something regarding the noise when doing a raid but is seems like it's obfuscated or something.

    // Namespace: Assets.Core.Game.Battle.Character
    public class RaiderCharacterController : TraderCharacterController // TypeDefIndex: 6136
    {
    	// Fields
    	private FollowPointer JKGEMOAJMHC; // 0x1B0
    
    	// Methods
    	protected override void OCFEAMFBGJP(); // 0x10064D73C
    	public override bool GLOJCBJINGE(); // 0x10064D774
    	protected override void MENMGDJOEMF(); // 0x10064D7BC
    	public override bool CheckUse(); // 0x10064D7E8
    	protected override void HFJCJHJPIMG(); // 0x10064D830
    	public void .ctor(); // 0x10064D868
    	protected override void BDKNACCPKIK(); // 0x10064D86C
    	public override void NMNJBHEHDDD(); // 0x10064D898
    	public override void Dispose(); // 0x10064DB0C
    	protected override void BNPNANEBNBA(); // 0x10064DB44
    }

    Can someone give me some pointers on how to deobfuscated this ?

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