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Posts
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Posts posted by Sbenny
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Thanks for sharing
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9 hours ago, OfficiallyLiquified said:
This isn't your code lolol. That is why you are quiet now that people have the error xd.
If this is true it'd be shocking. Do you have the source for it?
Thank you.
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I'm glad to see many people interested in this thread, hopefully the author will "enlighten" us soon as it looks like I'm not the only one having issues
Thanks for the help, @Ted2 and good luck!
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On 7/7/2018 at 10:43 PM, Ted2 said:
Try adding this to manifest.xml:
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"/>
Probably useless, but hey.
Thanks for the help, but I spent over 48 hours try to find a solution and this has been one of the first ideas I had, unfortunately it didn't work. (the concept is right, as WRITE_EXTERNAL_STORAGE gives the app permissions to write also in the Internal Storage, as soon as the files you're dealing with are app's internal files, but unfortunately this doesn't seem to fix the issue for some reasons)
I guess the smali code is lacking some kind of permissions check before executing the commands which probably caused the issue I experienced.
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We're close.
On my side, the game launches, but I can easily notice from the logs that something went wrong as it didn't inject anything.
java.io.FileNotFoundException: /data/app-lib/com.example/libexample.so: open failed: EACCES (Permission denied)
It looks like the game doesn't have the required permissions to write to that path, (I replaced the folder and the file name in the example above, but the path is correct) so the game simply runs without injecting into the lib.
Once again, thanks to @AlphaSpark for his help which helped us a lot. Hopefully we'll soon make this script work properly!
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On 7/4/2018 at 11:40 AM, TheArmKing said:
Alright so now that main activity goes under /androidinject right. And Also i noticed that its written /lib/libil2cpp.so but under /lib there is no il2cpp.so, there are folders like armv7 and x86 so should it be /lib/armv7/il2cpp.so
No, the path is relative to the phone's internal data, not to the apk and it's correct.
On 7/4/2018 at 1:47 AM, AlphaSpark said:@Sbenny@TheArmKing I built the missing file (MainActivity) from the source. Gonna have to put it on pastebin >>> https://pastebin.com/NDt798RY
So kind of you, thank you so much!
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No, you're not alone, @TheArmKing, it happens to everybody as the script is incomplete.
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@Jbro129 any news about the missing MainActivity.smali?
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Looks interesting, thank you, btw I think there's a missing MainActivity.smali.
Also, I suggest editing the following line:
const/16 v1, 0x1234 // the offset
with:
const v1, 0x1234 // the offset
in order to avoid "cannot fit into a short" errors, altough I'm sure most of the guys here should already know how to do it by themselves
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You answered your own question with "so everything is controlled on their end". This "everything" includes the locking/unlocking of characters. You might try damage and health which are commonly possible since it would cause too much stress on their servers to constantly check the damage output of your heroes.
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The real question here is: Does incompatible on Google Play store means it will not run on my device?
The answer is Yes and No. Developers can restrict which devices can install the app just by limiting the Android version (requiring Android 5.0 or more, for example) or by excluding Device Models (Galaxy S1 and Galaxy S2) or excluding Device Brands, as well (Alcatel, Huaweii and so on). This is usually done to prevent very poor performances on those devices, but this is all based on statistics. If they see a particular device has got just 500MB of Ram they'll say: Oh! My game is very detailed and requires at least 1GB of Ram to run, so I'd rather restrict the installation from this particular device as it has got 500MB of Ram only and it'll not run. But they'll never be sure of it, as they don't own that device and they didn't effectively test that game to see if it really worked or not. This is where they fail. Of course, the vast majority of disallowed devices will really NOT be able to run that particular game, but there's always a percentage of them who can easily run that game, probably because they're quite optimized, because of a good GPU, because of a custom ROM and much more.
So my advice is to never give up when you're seeing that message on google play, but to look on google for alternative places to download apk files. I will not link to them as I would infringe some rules, but some of them are apkpure, apkplz, apk-dl and even my site, even though mine is more about mod apk files, but almost every game/app you find has got both mod and clean version.
I was used to stick with apkpure, but I noticed it became really slow on downloads recently, so I changed my habits and moved to other sources, so never stick with a website but try changing and looking for better alternatives. Trust me, the net is full of nice sites we don't even know they exist, just because we stick with some and believe they're the best at everything so we don't even look for others.
Afterall, if I didn't think like that, I would have probably never found this awesome site called: iOS gods
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If the game is online you have 0,00000001% chances that it'll work. If I was you, I'd focus on other features if this game if online, or anyway I'll try looking into the /lib/ folder or into the /Assets/bin/data/Managed/ folder, if it's a Unity Game.
And remember this: You don't need to hack in app-purchases to make your characters stronger if you can already make them stronger by hacking your damage, health and so on
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I can only tell you it's not too hard to bypass it. I did it in 35 minutes. Use catlog if you're having troubles and be smart enough to know where to look for. Good luck
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To be honest google is the best friend when it's about downloading youtube videos from both mobile and desktop, but I still appreciate your input, thanks.
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Interesting stuff, grazie
Static Members and Multithreading
in Tutorials
Posted
Let's see