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XxGam3Ma2t3rxX

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Everything posted by XxGam3Ma2t3rxX

  1. @Taylor Meyer Is this being built in Theos? Oh yes I see it is. I just read error compiling. Please read this . If so it is simply because dpkg won't build a package that has a identifier that isn't alphanumeric (e.g. only A-Z, a-z, 0-9) so it is rejecting the "++" in your package id. Make a new tweak in the NIC and copy your "Tweak.xm" to the new tweak folder and give it an id like com.??.pandoracheatsplusplus instead of com.??.pandoracheats++. Assuming you have something like this > com.??.pandoracheats++_0.0.1_iphoneos-arm.deb Do not forget when you make a new tweak in the NIC to re-add any frameworks you had imported. Note: You're package name can have ++ in it If you do not have ++ in you're package ID then disregard this reply.
  2. It worked for buying my stuff . Crashes everytime i try to do missions. No biggy though ;D.
  3. @@Koofguy I mean you can implement a custom class which is derived from UIAlertController this way and use it instead. Defer the settings of actions to the UIAlertController and instead you would capture the action items in you're derived class and in viewDidLoad set the actions that you have saved to the action UIAlertController's actions It is not possible to remove actions from a UIAlertController once added. The actions property can return an array of the added actions, but is a get only and can not be set. Actions are added with the addAction(_ : ) method, but there is not a corresponding removeAction(_ : ) method. public class MutableUIAlertController : UIAlertController { var mutableActions:[UIAlertAction] = [] override public func addAction(action: UIAlertAction) { mutableActions.append(action) } public func removeAction(action:UIAlertAction) { if let index = mutableActions.indexOf(action) { mutableActions.removeAtIndex(index) } } override public func viewDidLoad() { for action in mutableActions { super.addAction(action) } super.viewDidLoad() } } The rest I leave to you my friend
  4. Try to Uninstall it and Reinstall Cydia from the official deb file.
  5. Wrong, that is restoring not giving cydia back. If you want Cydia back you simply have to wait for a jailbreak for your IOS which will take a lot of time.
  6. Checking Edit: There seems to not be a way, game must have gone server side considering save games do not work anymore. Which means no. Sorry
  7. Alright. You're welcome. Enjoy the seng app.
  8. Pretty much this. Simple values like time and health points are split in the chance that they are local.
  9. An example of linked list class lua script is this Linked List Class List = {} List.__index = List function List:new() local l = { head = {}, tail = {}, size = 0 } l.head.__next, l.tail.__prev = l.tail, l.head return setmetatable(l, self) end function List:first() if self.size > 0 then return self.head.next else return nil end end function List:addFirst(elem) local node = { prev = self.head, value = elem, next = self.head.next } node.next.prev = node self.head.next = node self.size = self.size + 1 end mylist = List:new() mylist:addFirst(12) print(mylist:first()) This is just so you know what your getting yourself into
  10. @@steelabood1 This is 6 hours and 23 minutes long so prepare your watching eyes, to comprehend it all...It can take weeks. You need this first before you even think about scripting period. However you can look up how to do lua scripts for ios games, just look up tutorials for lua scripts on ios games, something along those lines! In the video[Watch all of it though]: Functions Arrays Associative Array Looping Statements Objects (Object Literal) DOM (Document Object Model) JQuery
  11. Sure. I am gonna take a shower my friend. Will add a note when I am back. Edit: Back @@steelabood1 Back to this case, I feel like a script should be better as that is what a lot of these timer hacks use is scripts, now do not get me wrong some timer hacks use engines such as cheat engine but it is more-over a script which involves hex editing, javascript knowledge, etc.
  12. Your stumping me...The timer could be a different byte value haha. However considering iGG or iGameGuardian is the same thing as cheat engine maybe this example can help you out some. The assasins creed series was built like this for example since many failed to adjust the timers for the series Countdown and stopwatch timers for this game are built this way: Two 8byte integers. One second is 30000. While initializing: - stopwatch: value1 = systemtime, value2 = systemtime - countdown: value1 = systemtime, value2 = systemtime + 30000*startingTimerValueInSeconds For "stopwatch" you see 00:00.00 on screen. For "countdown" you see 00:45.00 on screen (example). Every cycle: - stopwatch: value2 = systemtime, onscreenstring = converttohumanreadabletime( (value2 - value1)/30000 ) - countdown: value1 = systemtime, onscreenstring = converttohumanreadabletime( (value2 - value1)/30000 ) The problem is..the timer can be - ANY TYPE - one value increasing (or decreasing) from 0(or some non zero value) up to (down to) some non zero value (or zero). <<< Pretty sure this seems to be your issue - two values (two integers, or two floating point). Both are initialized. Only one is changing every cycle. Every cycle there is calculated difference, and it is converted to other type. At the end, it is converted to string or progress bar width, or arrow angle, or sand, or .... whatever. - three, four or even more Then there are temporary values, that said I looked into your game a bit and it seems scripting might be best for this scenario rather than an engine of any sort.
  13. @@steelabood1 Oh this is also important as well! Time is stored in two ways and two types. The first type is a float or double representing seconds. When searching this method, always search a range between plus/minus one of the display time. So for example > 5:43, you want to search between 342 and 344. The second type is a 4-byte or 8-byte representing milliseconds. Similarly, you want to search a range of values. So for example > 5:43, you want to search between 342000 and 344000. In addition to these types, games don't always store the value as total time left. Sometimes, they use total elapsed time and count up from zero. So if the game starts at 10:00, when it reaches 5:43, you want to search ranges around 4:17. Increase that range to 3 seconds just in case buddy . Illegal instructions? As in it does not let you continue? Edit: What game are you trying to do this on? If it is server-sided this will not work most of the time. However sometimes you can slip it in and freeze the timer for games such as pokemon shuffle. However I believe the timer is not server sided until you finish that puzzle match and then the data you just got from completing that round is transferred to the server. Everything else on that game such as their gem system aka diamonds would not be hackable. Coins can be with scripts that multiply them.
  14. First, start the game with the timer counting down then pause. Go into whatever game editor and search for all value types. Many different games store many different timers as floats, 2 bytes, 4 bytes, or 8 bytes. Then, search for an unknown initial value. After you find your (many) results, unpause the game, allow the timer to decrease, and go into your game editor of choice and scan for a decreased value. If it is possible to add time in the game, you could then search for an increased value to greatly narrow the results. This should, lead you to the address that controls the timer. From there, you could either freeze the value or nop the code that decreases it. Edit: Be back in an hour or two Edit2: Back!
  15. @@GOTOHELL143 TaiG claims to do jailbreaks however I am pretty sure you have to pay for theirs now.
  16. As Khaled mentioned have you tried to get another repo with virtual home?
  17. Interesting, I never thought of using the console to add more than 100$ nice .
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