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Found 638 results

  1. Hello everyone, in this tutorial i will share you a SnapChat tweak and my method to NOT get banned ! I have been using this SnapChat tweak for about 2 weeks (May 6 2020) and have never received a SnapChat warning or ban ! I will also update this topic every time something happens on my snapchat account and if not, every two weeks I think Snapchat will soon have the Dark Mode so if you install this tweak for the dark mode, wait a few weeks and you will have it without tweak. FEATURES : See DELETED messages from others + custom the color for deleted messages Save Pictures / Videos from everywhere (Chat, Snap, Group, Story (+private), Discover) Save to gallery or specific folder (vault) Save options for tagged users Upload video from the gallery Upload picture from the gallery EDIT picture + video when upload video/picture View snaps for an unlimited times View snaps for an infinite time View stories anonymously Disable Screenshots / Records detection (in Chat, Snap and profile) Hide your presence in chat (no 'is typing' or bitmoji) Fake your location (and get regional geofilter) Fake some stickers data (speed, wheather, date) Fake views and screenshots of snaps of your story Account manager (Switch from account in one-click) Darkmode for Snapchat Automatically save all messages Fake pseudo (change ANY username to what you want + yours (visual only) Spoof the number of requests from friends Show all requests friends (not +99 but +154[example]) Create SnapBreak group (put all your 🔥 in one group) it DOES NOT send in a group, sends to each person at time Can write infinitely lines Infinite upload from galery to chat I don't have ANY other SnapChat tweak (keyborad, font, or any tweak that "modify" SnapChat) I am iOS 12.4, iPhone 6 Week 1 AND 2 : No SnapChat warning or ban ! Week 3 AND 4 : No SnapChat warning or ban ! Since may 2020 : No SnapChat warning or ban ! Happy New Year 2021 🎊: No SnapChat warning or ban ! Here are some picture : Presentations : Dark Mode : Settings : Here are the tweaks needed (repo + .deb file) : [Hidden Content] Here is the method (VERY detailed) : [Hidden Content] I know that there many step "not really useful" but I still advise you to do it (better to waste one minute than 48 hours ban 😁) I also recommend to test this tweak + method on a tester account and then put it in your main account ! if unfortunately you receive this SnapChat message (image): check this topic :
  2. Hello I get asked a lot of questions about saving items permanently into your KKH game and I have made a free tutorial below on how to achieve this for ALL iOS devices (jailbroken and non-jailbroken) DISCLAIMER ~ There is no other way to get these items easily and this is a complex process. It can get very confusing just follow the steps correctly and hopefully it will make sense to everyone. REQUIRED: ~ An iPhone/iPad/iPod that is Jailbroken or NON-Jailbroken ~ A computer running Mac/Windows (I'm using Windows for this tutorial) ~ NOX Android Emulator https://www.bignox.com/ (you will need at least 4gb of computer ram) ~ Kim Kardashian: Hollywood (original or mod IPA) version 11.12.0 or any version ~ iTunes (for Windows use this version https://www.apple.com/itunes/) Download these APK files on your computer: Root explorer apk ~ https://drive.google.com/file/d/1hpTbkGO4yvNIZh378076Zg2Csu4wta5i/view?usp=sharing Modded apk for Kim Kardashian: Hollywood ~ https://drive.google.com/file/d/14kXSv0yXkuKgOgK2aOuQl7ijy-HchhNT/view?usp=sharing YOU ALSO NEED YOUR PERSONAL DEFAULT.SAVE FILE FROM THE GAME ITSELF The reason why we need the default.sav file is so that our progress can be saved and transferred to Nox Without the default.sav file this tutorial is basically pointless HOW TO TRANSFER THE DEFAULT.SAV FILE FROM OUR GAME TO OUR DESKTOP FOR NON-JAILBROKEN USERS If you are using my mod or another mod make sure when you installed the IPA that you enable UIFileSharing so that we can access the default.sav file in iTunes Screenshot for Enable UIFileSharing in Sideloadly: https://drive.google.com/file/d/1BOF-TcTtv2lQzooqDE1Xw6FBlPd-hemW/view?usp=sharing Locate iTunes on your computer with your iDevice plugged in In iTunes, click on your iDevice, go to the File Sharing section and you will see Kardashian app and there should be a default.sav file (drag that to your Desktop screen) What it should look like: https://drive.google.com/file/d/1yshjFXuSX-CkjiirBnzzK5mIKF_5XZYd/view?usp=sharing FOR JAILBROKEN USERS Go to Filza and go to /var/mobile/Containers/Data/Application/Kardashian/Documents and you will see your default.sav file there Move the default.sav file to /var/mobile/Media/Downloads folder I use 3uTools to extract the file (you can use any file sharing application on your computer) and drag the default.sav file to your Desktop screen ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ TUTORIAL STEP 1: Open up Nox and make sure to go to settings in Nox make sure you toggle on "Root" What it should look like: https://drive.google.com/file/d/1uUONQXn1_2pP10eNffkXMB0EpHvp5rib/view?usp=sharing STEP 2: Save settings and restart Nox Now that we have root access let's download both apk files (Root Explorer apk and Kim Kardashian: Hollywood apk) What It should look like: https://drive.google.com/file/d/16jBDboVXsHC8Ixtpatpp25vZzvSUmHHg/view?usp=sharing STEP 3: Now drag your default.sav file from your screen to Nox and it will open up a file sharing app (close the app that it opened up in) It should save the file to /storage/emulated/0/Pictures STEP 4: We downloaded Kim Kardashian: Hollywood apk already but now we need to install it To install it click on the app Icon in Nox It will now say it is downloading resources... Wait until the resources are fully downloaded it might take some time STEP 5: Once it is installed fully we can navigate to our Root Explorer apk Make sure to enable Superuser permissions always STEP 6: Now go to one of your tabs in Root Explorer and go to /data/data/com.glu.stardomkim/files STEP 7: Open up another tab in Root Explorer and go to /storage/emulated/0/Pictures You will see your default.sav file ~ long click on the default.sav file and copy it to /data/data/com.glu.stardomkim/files Replace the original default.sav file with the one from your iPhone Screenshot: https://drive.google.com/file/d/1I2b07QChSQGirzojhpc_J7JS6Ff4tOew/view?usp=sharing It will say do you want to overwrite it? click on yes STEP 8: Game should load from the .sav file https://drive.google.com/file/d/19HGiwwOZnxI3m1iaG6ZqtEjDuD-jeKLx/view?usp=sharing Since I already did this process I'm going to restart my game (don't worry I have it saved on my iPad) Make sure you have the LookBook option available at level 8 STEP 9: You will see a save outfit button available in the Kloset https://drive.google.com/file/d/1XsTZk9jylrlCBsoldRFzhR9vOld6a7YN/view?usp=sharing STEP 10: Click on the makeup/face section in the Kloset ~ go to the blush section first You will see these items are available to purchase! (if you haven't owned them already) https://drive.google.com/file/d/1oKm6vHBLi0R0sKTfXS7g42jB7s814V_9/view?usp=sharing STEP 11: Click on the blush that you want to have permanently (do not click on the ones that cost 9999 and purchase them or your game will crash) Then after the blush is equipped press on the save outfit button that I mentioned above The blushes without the price tags can be purchased for 0 kstars 0 diamonds and 0 kash since I don't have enough kstars to purchase the other ones I will use the ones without the price tag The "WHOOPS!" dialog should show up after you click on the save outfit button https://drive.google.com/file/d/1bvsc-7lAqaR4dT5x0SZUh1lrTXxab_Tw/view?usp=sharing Then you will click on "buy now" Then it will prompt you to save it to your lookbook~ press cancel STEP 12: Let's see if we own the blush now and go to your "My Items" section We now own the item! https://drive.google.com/file/d/15UZVjR8vOWo8hQCXkyqBjbyNX9bmIKES/view?usp=sharing STEP 13: Repeat steps 10 & 11 for the whole Kloset (every item should be able to be purchased except for ones with a price tag) STEP 14: Once you are satisfied go to PC files ~> local disk ~> Users folder ~> go to your primary pc user folder ~> Nox_share folder ~> ImageShare folder ~> your default.sav file should show up drag default.sav to your Desktop screen STEP 15: Put the default.sav file back into your game using iTunes File Sharing or 3uTools or any file manager Done. If you have any questions let me know -xoashley
  3. So this is my first tutorial, enjoy! [Hidden Content]
  4. To apply the hacks you have to open the developer console of your browser. To do that: Click F12 on the everwing game page (or, right click the page and select "inspect element") This will open the developer's tools on most major browsers. From here web developers tests and debug the web aplications they create. If your browser don't have dev tools, you can use firebug Click the "Console" tab if you are not already there The console tab is a javascript console. Here, we can write javascript code and run it on the active page. Click the down arrow next to the "top" On the drop down, sellect "index.html" (it should be on the bottom) This will set the active javascript window to the game window, so that the code we run will run on the game window and not on the messenger window. [Hidden Content] Proof: Changes Are Saved And You Are Able To Play Game In Messenger Too Credits: @Gaags
  5. You will need a Jail-broken phone and a DLG cheat engine ( you can search iOS Gods for a .deb or a cydia link for one) Disclaimer this will not work on some games like sever sided games (clash royal/of clans) or games with a lot of different offsets (PvZ heroes) [Hidden Content]
  6. Requirements: Being jailbroken and having Filza installed. Alright guys so today I'm gonna be walking you through a step-by-step guide on how to get your Guest Account unbanned from COD Mobile. I'm aware there's already another post on how to get your device unbanned, but really what that does is it completly erases your keychains and in so doing it also deletes all your passwords which means you'd have to login again on every single account from every application installed on your phone. The method explained in that post lets you start a fresh account, that is to say, you're gonna have to create another Facebook account every time you get banned which is a little bit of a daunting prospect, and it doesn't unban your guest account. With this method you'll be able to start new account as a guest which consists only in typing a new username. What's more it doesn't delete any of your actual passwords, and you can later link your guest account to a Facebook account if you wish to, into the bargain. This is really convenient for testing cheats and whatnot because you can throw away your account if you get banned and create a new one easily. However, there is one string attached, and that's the fact that your progress will be inevitably erased every time you get banned. There's no two ways about it, once you get caught cheating your stats will never come back. That being said, lets get started: [Hidden Content]
  7. THIS IS THE ONLY ACTUAL WORKING METHOD TUTORIAL/GUIDE TO UNBAN YOUR DEVICE FROM CALL OF DUTY MOBILE WITHOUT LOSING ANY DATA/SAVED PASSWORDS NOTE: This method does not unban your account. It only unbans your device, allowing you to create a new guest account and link that new account to your desired facebook account (one that isn’t banned already). Requirements: - Jailbroken device; - iFile/Filza File Manager (or another similar tweak); Tutorial/Guide: [Hidden Content] Side Note: You can use this method every time your device gets banned for using cheats in Call of Duty: Mobile. In case you need help or messed up a step, leave a comment and I’ll try to reply as quick as I can.
  8. Hello guys, If you are as unlucky as me -- being stuck with an A12/13 iDevice (iPhone X and newer) AND iOS version of 13.6, 13.6.1, or 13.7 for whatever reason. edit: Also works for 14.x using any Sileo JB. Your only reliable option to jailbreak and hack your games would be by Odyssey 12.2.2. And unfortunately, getting help from the Odyssey JB community feels like playing the lottery sometimes. Here is what I did in the past 24 hours of researching and trying different things before getting everything working (if you already successfully jailbroke with Odyssey - skip to 12) [Hidden Content]
  9. this only takes around a minute to do! Up vote show me some love! they have apps for pc, android, iOS! [Hidden Content]
  10. How to make a IPA Hack With Windows You have to have some knowledge But i will Answer Questions When i can Unity games only [Hidden Content]
  11. So with the Critical ops aimbot when it locks on to somebody and u shoot, you don't hit them due to the Recoil. For the people that haven't already found this out when you launch the game it should let you adjust the values for aimbot or just use WallHack. To make the Aimbot actually hit someone instead of shooting over them use these values [Hidden Content]
  12. This can be used for all sorts of things. I mainly use this for the ownage pranks app, as you can create a new account using this number Super simple! I'll just post a link, its so easy, anyone can do it. You guys dont need instuctions!!! [Hidden Content]
  13. As of September 30th 2019, this thread has been updated to (maybe) support some other games. (Pokemon GO doesn't work so far) Method 1 Method 2 Method 3 Note: You may use Methods 2 and 3 in conjunction if they do not work standalone. Method 4 Note: This reverts to before you jailbroke! Method 5
  14. This is a start pack/list with everything about iOS Hacking. We will try and keep this up to date as much as we can but you should also always use the search function on iOSGods to find new topics. If you have any questions or problems, make a Help & Support topic. We also have a Coding Center where people share their offsets and code for you to study and learn. Here is a list of some general tools for hacking iOS applications: How to Install Theos: Have you never hacked on iOS? Flex is a great way to start: How to hack iOS Apps & Games using Cheat Engines: How to Hack Games with IDA: How to Decrypt/Crack an Application:
  15. Jailbroken users only, need iFilza, Apps Manager and iCleaner, all from Cydia At least once it worked, now not anymore. Just try.. [Hidden Content]
  16. *BEST VIEWED ON DESKTOP* Prerequisite reading: https://iosgods.com/topic/65529-instance-variables-and-function-pointers/ Seriously, read my tutorial on instance variables and function pointers before reading this one. You'll be lost. This tutorial builds off of concepts from the last one. The game is Free Fire v1.17.1. I will include everything used in this tutorial in a zip archive at the end, including an IDA database. [hide] 1. What Are Static Members? Have you ever seen something like this while scourging through a Unity dump? Looks like that would be fun as hell to mess around with. Or this? How can we access sUniqueEntityID? Or RunSpeed, DashSpeedScale, and CrouchSpeed? You've probably noticed static members during your Unity hacking. These are different than instance variables. While instance variables will have a copy for each object of a given class, there will only be one copy of each static member for every object. Because of this, a static member is not apart of any object. To illustrate this concept, check out this class I wrote called Apple: An apple is fresh when it hasn't been eaten. When we instantiate a new Apple object, we increment the number of fresh apples because a new Apple hasn't been eaten yet. When eat() is called on an Apple object, it is no longer fresh, so we decrement the number of fresh apples. I also included a regular instance variable that represents the name of an Apple. When an Apple is eaten, its name changes to eaten. Let's make three fresh apples and check out our static member freshApples and our instance variable name for each Apple object: The number of fresh apples is the same for every Apple instance and the name of each Apple instance is unique. Let's eat apple2 and print everything out again: Since apple2 was eaten, the number of fresh apples decremented for every object, but only apple2's name changed to eaten. Remember when I said a static member is not apart of any object? Sounds a bit confusing right? I'm a person that won't really understand something fully until I can see it proven, so using Visual Studio's debugger, we can prove that freshApples is not a part of any Apple object. I set a breakpoint on the first std::cout << "apple1: " << apple1.name << " freshApples: " << Apple::freshApples << std::endl; (line 28) and let it hit. The Locals tab displays variables that are defined in the local scope. That includes our three Apple objects. name is present, but freshApples is not. This makes sense. Why would each Apple have its own copy of something that is supposed to be shared throughout all Apples? Let's take a look at the Autos tab: The Autos tab displays variables used around the current line. Ignore the entry for apple1.name. There's our freshApples static member! It is being used to print its value to the screen. Notice that it is independent of all the other Apple objects listed. However, let's go a bit further and dive into memory. I added these four lines of code: The %p format specifier prints out a pointer, and the & operator takes the address of what it is used on. I set a breakpoint before apple2.eat() because the names of the apples would line up nicer. Because this is before apple2.eat(), freshApples is still 3, and apple2.name is still "second apple". This output confirms it. freshApples is nowhere near apple1, apple2, or apple3. This supports what I said earlier about freshApples not being apart of any Apple object. Let's check out the memory around apple1, apple2, and apple3: You can see the names of the apples. If freshApples was anywhere near these Apple objects, you'd see 03 somewhere in this screenshot. Here is where freshApples is kept in memory: It is stored a long way away from any of the apple objects. In like a void of nothing, kinda sp00ky. This example proves static members are not apart of the objects from the class they reside in. In memory, they reside somewhere else, far away from the class objects. However, nothing is inaccessible. If the machine can pull the value of a static member without a problem, we can too. We just have to replicate what the machine does in our own code. 2. Accessing Static Members In A Game I want to remind you the game being used is Free Fire v1.17.1. Our first example will be the GameVarDef class from the very first screenshot in this tutorial. Here it is again so you don't have to constantly scroll up and down: There are so many more static members in this class. It just wouldn't be convenient to show all of them. We can disregard the readonly keyword just like we disregard private and public. We are past compile-time checks, so a compiler isn't preventing us from making changes to or accessing things when we're hacking. If we can find RunSpeed, we'll have access to every single static member in this class. Why? Check out how the memory is laid out. If RunSpeed is at X, DashSpeedScale will be at X + 0x4, CrouchSpeed will be at X + 0x8, and so on. But how can we do that? If this class holds static members that control many attributes of the game, why not search for functions like GetRunSpeed or GetDashSpeedScale? Searching for GetRunSpeed brings us to a function called GetRunSpeed() at 0x1007231E8. Let's check it out in IDA. I forgot to mention the developers added some fake code and mangled some names in the game, but not the ones we're using so we can disregard it. This function hits when you set a breakpoint on it. I wouldn't make a tutorial using a game where I couldn't figure out how to modify static members in it before. We are not looking to modify the instructions here to boost our run speed. That would defeat the entire purpose of this tutorial. At the end of this tutorial, we'll have made a hack that could modify anything in GameVarDefs via threading, pointer arithmetic, and absolutely no hooking. Anyway, back to it. There is something very interesting about this function: The main thing to take away from this is that the game ends up loading some pointer from a constant base address into X0. In this case, it is whatever 0x102b77358 points at. How do I know its constant? Because it is hardcoded in the binary. Why is this awesome for us? Well, since what we need is always going to be located at whatever 0x102b77358 is pointing to, we don't need a pointer from the game! AKA no hooking! To access normal instance variables, we'd have to hook some kind of function to get the pointer to the object so we can do a little bit of math on it. After all, the locations of those objects change every launch. Here we don't because it's constant. Let's take a look at the end of this function: Okay, so we're getting somewhere. Whatever 0x102b77358+0xa0 is pointing to gets moved into X8, and whatever X8 is pointing at seems to be our run speed and the beginning of the static members from the GameVarDef class. Before we move on, I'd like to include what I call a LDR map. This is how I visualize things in my head. Instead of seeing an entire function, I don't focus on the parts I don't need for what I'm trying to do: Then I usually visualize some sort of map in my head. I tried my best to recreate what I see: If it doesn't help you, please don't try and do it. Different things work for different people. Now let's try and access RunSpeed with a debugger, keeping in mind what we talked about. After attaching to Free Fire via LLDB and getting the ASLR slide, we can see what is at 0x102b77358. To see this, we can use the memory read command. Our ASLR slide is 0xa4000. 0x102b77358 looks like it is pointing to 0x50779f2e01, but since hex here is in little endian, we read the address starting from the end: 0x012e9f7750. That makes more sense. We just imitated these three instructions: Now we have to do is find out what is at 0x012e9f7750+0xa0: 0x012e9f7750+0xa0 is pointing to 0x0111d59c80. We just imitated this instruction: If we were correct in our interpretation of how the game is accessing these static members, 0x0111d59c80 should point to RunSpeed. Let's see: Look at that! Not only do we see RunSpeed, we see every static member from GameVarDef after it. Floats are also not represented as "just floats" in memory, they're represented as an integer equal to their value. If we make a tiny program to convert floats to their integer representation and so on, we can see what 0x40500000 is. To get a float's integer representation and vice versa, we can use a union. A union is like a struct, but also completely different. Like a struct, it can have multiple members, but unlike a struct, all those members share the same location in memory. Very useful. I wrote something to do that a long time ago, so I'll use that here: 3.25 sounds right for something called RunSpeed. But we don't know for sure. We can know for sure if we use LLDB to see what S9 holds in PlayerAttributes::GetRunSpeed. Our ASLR slide here is 0x7c000. S9 is 3.25! This confirms that the way we accessed the static members from GameVarDef is correct. And because of the way memory is laid out for the static members in GameVarDef, we can safely assume they'll all be next to each other. Before we move onto the next step, I want to quickly demonstrate that it doesn't matter if you want to access a static member from a class with other instance variables. Here's the second screenshot from this tutorial again: For this kind of thing, you'd want to find a function that fetches this static member. Thankfully, we have this in the same class: When we take a look at it in IDA, we can see the same theme of a constant base address being used to grab static members: It's the same procedure here as getting RunSpeed from GameVarDef. 1. Move 0x102b77f18 into X19. 2. Move whatever X19 points to into X0. 3. Move whatever X0+0xa0 points to into X8. 4. Load whatever X8 points to into W0, which is our unique ID. If the game you're working on has a class filled with static members that control very hackable aspects of it, you can take advantage of a constant base address and write the hack without any hooking! 3. Multithreading Threads are awesome. Just know that. They allow you to do work simultaneously with the main thread and are so vital to how any computer works. The threads we'll be using in our hacks are POSIX threads. If you want to use POSIX threads, you need to add #include <pthread/pthread.h> to your hack. The POSIX thread datatype is pthread_t and the function we'll be using to spawn POSIX threads is pthread_create. Let's look at pthread_create. int pthread_create(pthread_t *thread, const pthread_attr_t *attr, void *(*start_routine) (void *), void *arg); pthread_create takes four arguments: pthread_t *thread: in short, the thread you want to spawn. const pthread_attr_t *attr: an object to specify thread attributes. We don't need to do this, so this is always NULL. void *(*start_routine) (void *): a pointer to the function you want your thread to work with. Must match that signature. void *arg: the arguments to start_routine. Can be NULL, a single argument, or a struct to pass multiple arguments. I hope you know why that works, that was one of the main takeaways from the previous tutorial. When a successful call to pthread_create returns, your thread will spawn and immediately begin work in the function you passed in for start_routine. Let's look at an example. Since Windows doesn't support POSIX threads, I'll be writing this program on my phone. All this program does is spawn a thread to add one to a counter every second. Here's the code, heavily commented: #include <stdio.h> #include <stdlib.h> #include <pthread.h> #include <unistd.h> // our counter variable. We need this to be global. int counter = 0; // the method your POSIX thread does work in MUST match this signature. // the return type must be void *, and there must be only one argument, which is a void *. void *addOneEverySecond(void *arg){ // we don't want the thread to only increment the counter once and then be done! while(1){ counter++; printf("%d\n", counter); // sleep puts the calling thread to sleep for however many seconds you specify. // once however many seconds is up, the thread is woken back up and executes // until sleep is called again, where it will be put to sleep again. // this is great for easing stress on the device. sleep(1); } // always return NULL for our sakes return NULL; } int main(int argc, char **argv){ // declare our thread pthread_t countThread; // spawn our thread pthread_create(&countThread, NULL, addOneEverySecond, NULL); getchar(); return 0; } Here's what it looks like when I run this program: Pretty simple. That's all there really is to it with threads. We don't need to go into more detail for the stuff we're doing. It is best to create another thread anytime you have something that you want to do that's unrelated to what all your other threads are doing. 4. Putting It All Together With threads and a bit of pointer arithmetic, we can make a hack that will successfully modify anything we want in the GameVarDef class. First of all, let's get the "outline" of our code going: #import <mach-o/dyld.h> #import <pthread/pthread.h> #import <substrate.h> uint64_t getASLRSlide(){ return _dyld_get_image_vmaddr_slide(0); } bool launched = false; %hook UnityAppController - (void)applicationDidBecomeActive:(id)arg0 { if(!launched){ timer(1){ launched = true; }); } %orig; } This is the skeleton of the hack. A function to get the ASLR slide and some code to set up the initial hooks to UnityAppController. Now we can get to adding our function that our thread will do work in, as well as the thread itself: #import <mach-o/dyld.h> #import <pthread/pthread.h> #import <substrate.h> uint64_t getASLRSlide(){ return _dyld_get_image_vmaddr_slide(0); } void *modifyGameVarDefs(void *arg){ while(true){ sleep(1); } return NULL; } bool launched = false; %hook UnityAppController - (void)applicationDidBecomeActive:(id)arg0 { if(!launched){ timer(1){ pthread_t modifyGameVarDefsThread; pthread_create(&modifyGameVarDefsThread, NULL, modifyGameVarDefs, NULL); launched = true; }); } %orig; } Since we don't have any arguments to modifyGameVarDefs, we give NULL as the last parameter to pthread_create. Our thread will sleep for 1 second before carrying out its work again. I am going to shift focus to modifyGameVarDefs and getASLRSlide. I will no longer be including the hooks for UnityAppController or the #include's to save space. Just imagine they're there. Now we can get to accessing the static members in GameVarDef through pointer arithmetic! Remember our base address? It's 0x102b77358. To imitate what the machine does, first we make a pointer to 0x102b77358. As always, we have to account for ASLR and check if it is NULL for safety. uint64_t getASLRSlide(){ return _dyld_get_image_vmaddr_slide(0); } void *modifyGameVarDefs(void *arg){ while(true){ void *baseAddress = *(void **)(getASLRSlide() + 0x102b77358); if(baseAddress){ // ... } sleep(1); } return NULL; } Finally, to access the static members from GameVarDef, we have to add 0xa0 to baseAddress, and check if that is NULL as well. uint64_t getASLRSlide(){ return _dyld_get_image_vmaddr_slide(0); } void *modifyGameVarDefs(void *arg){ while(true){ void *baseAddress = *(void **)(getASLRSlide() + 0x102b77358); if(baseAddress){ void *Defs = *(void **)((uint64_t)baseAddress + 0xa0); if(Defs){ // now we can modify any static member from GameVarDef! } } sleep(1); } return NULL; } Like the comment says, we'd put our code to modify the static members from GameVarDef there. We are going to add the last piece of code to modify RunSpeed: uint64_t getASLRSlide(){ return _dyld_get_image_vmaddr_slide(0); } void *modifyGameVarDefs(void *arg){ while(true){ void *baseAddress = *(void **)(getASLRSlide() + 0x102b77358); if(baseAddress){ void *Defs = *(void **)((uint64_t)baseAddress + 0xa0); if(Defs){ // now we can modify any static member from GameVarDef! *(float *)((uint64_t)Defs + 0x0) = 10.0f; } } sleep(1); } return NULL; } Of course I didn't need the + 0x0 there, but it is better visually for a tutorial. And we're done! We've successfully modified the static member RunSpeed from the class GameVarDef via threading, pointer arithmetic, and without any hooking! This does work in game. However, we can still improve. 5. Structs Make Everything Better If we wanted to change a ton of other static members in GameVarDef, we would have to constantly retype the same pointer arithmetic, constantly look back at the dump to make sure types are right and to find out what to add to Defs to access that static member. Imagine if you didn't have to do that. Remember what a struct is? A struct is something that can hold many members, so naturally, memory is laid out exactly the same way as you'd expect it to be. The first member is at struct + 0x0, the second at struct + 0x4, the third at struct + 0x8, and so on. Take a look at this screenshot again: Don't you notice something? This is laid out like a struct! If we had a struct with the first member being RunSpeed, the second being DashSpeedScale, the third being CrouchSpeed, and so on, making our struct point to baseAddress+ 0xa0 would work. Let's make a struct like described above: struct GameVarDef { float RunSpeed; // 0x0 float DashSpeedScale; // 0x4 float CrouchSpeed; // 0x8 }; If we had it point to baseAddress + 0xa0, doing GameVarDef->RunSpeed = 10.0f; would be the exact same thing as *(float *)((uint64_t)Defs + 0x0) = 10.0f;, doing GameVarDef->DashSpeedScale = 5.0f; would be the exact same thing as *(float *)((uint64_t)Defs + 0x4) = 5.0f; and doing GameVarDef->CrouchSpeed = 20.0f; would be the exact same thing as *(float *)((uint64_t)Defs + 0x8) = 20.0f;. The only thing we have to be aware of is the size of each variable in the struct. Why? Because in the dump, there are some booleans that are 4 bytes, and some that are only 1 byte. If we made every boolean 4 bytes, the machine would start to overwrite other members in the struct after a supposed-to-be 1 byte boolean because of a size mismatch. Anyway, look at these two screenshots: See how the boolean in the first screenshot is 4 bytes and the booleans in the second screenshot are only 1 byte? That's something we need to pay attention to. In the dump, booleans are treated as a 4 byte long datatype. This is not the case for us because sizeof(bool) == 1. Before I wrote the code for this tutorial, I didn't realize sizeof(bool) didn't equal 4, so in the struct, I replaced every 1 byte bool with char. Why did I do that? sizeof(char) == 1. You don't have to do that. It was a harmless mess up on my part. What you do have to do, however, is change every 4 byte boolean to int. sizeof(int) == 4, so that will work. Here is our resulting struct: You'll find a copy of that struct in the zip archive at the end of this tutorial. Anyway, now that we have that, it is as simple as replacing Defs datatype from a void * to GameVarDef * and then modifing anything in our new GameVarDef struct! I put that struct in its own file called GameVarDef.h because of its size. This does work in game, I tested it before writing this tutorial. Here is our finished hack: #import <mach-o/dyld.h> #import <pthread/pthread.h> #import <substrate.h> #import "GameVarDef.h" uint64_t getASLRSlide(){ return _dyld_get_image_vmaddr_slide(0); } void *modifyGameVarDefs(void *arg){ while(true){ void *baseAddress = *(void **)(getASLRSlide() + 0x102b77358); if(baseAddress){ GameVarDef *Defs = *(GameVarDef **)((uint64_t)baseAddress + 0xa0); if(Defs){ Defs->RunSpeed = 20.0f; Defs->MaxJumpHeight = 20.0f; } } sleep(1); } return NULL; } bool launched = false; %hook UnityAppController - (void)applicationDidBecomeActive:(id)arg0 { if(!launched){ timer(1){ pthread_t modifyGameVarDefsThread; pthread_create(&modifyGameVarDefsThread, NULL, modifyGameVarDefs, NULL); launched = true; }); } %orig; } Doesn't that look so much cleaner? Much more readable, also. We just made a hack to change our speed and jump height with no code injection, no hooking, threading, and pointer arithmetic. Pretty awesome. Here's our hack in game: 6. Conclusion To reiterate, this is awesome because there's no hooking involved. Hooking always adds instability to our hacks. I've linked an archive with everything that I used with this tutorial. It includes the binary for 1.17.1, global-metadata.dat for 1.17.1, the IDA database for the binary, the dump, the script to rename functions in IDA, the code for the hack, and the code from StaticMembersDemo. Do not try and frankenstein the code into your own hack without thinking and complain that it doesn't work. It is a big download because of the database. Archive: https://iosddl.net/24cc97063ab999c0/archive.zip Also, I have a Github repository. I've been messing with Guitar Hero 3, and the hacks I made for that game build upon concepts from this tutorial: https://github.com/shmoo419/GH3Hacks Practice: If you want to try this yourself but on a different game, try accessing the static members from the Main class in Dominations. Harder Practice: Create a struct with all the static members from the GlobalVars class from Dominations. You'll find my GlobalVars struct below: If you want to see a sample hack that covers all the concepts from this tutorial, go here: https://github.com/shmoo419/DomiCrowns I hope you enjoyed this. Please don't be afraid to ask questions [/hide]
  17. *BEST VIEWED ON DESKTOP* The Unity tool. I hate it. All it does is make people worse at hacking because no one is developing actual analysis skills anymore. Now all you have to do to make an awesome hack is to CTRL-F everything until you have 100 features. If you want to get good at something, take the hard route. I can't stress that enough. Anyway, when I first heard about it, I thought it just revealed method names and locations. I was surprised upon finding that not only does it reveal method names and their locations, it reveals class names, parameters, instance variables, and the location in memory where said instance variables can be found. I couldn't believe what was right in front of me because everyone was just taking advantage of visible methods and their locations. This applies to non-Unity games as well. You just need to have knowledge of object oriented programming to really know how to take advantage of instance variables. I guess I could cover that in a later tutorial. Anyway, let's get started. This tutorial pertains to iOS only. Not the concepts, just the tutorial. [hide] *****Get the Unity tool from here: https://github.com/Perfare/Il2CppDumper/releases Part A. Instance Variables 1. Memory Layout I went to make this absolutely clear. For example, this... STR X3, [X0, #0x248] ...is telling the machine to store whatever X3 is holding (let's say ammo) in X0+0x248 (let's say X0 points to a Gun object). X0 contains the address of wherever the Gun object is held in memory. Let's say the address of the Gun object is 0x16fd27640. That means the machine is assigning whatever is at 0x16fd27640+0x248 to X3. That's why when you NOP a STR instruction, the value freezes. The machine can no longer update the value at the location of whatever you NOP'ed. Let's look at an actual example involving arrays: #include <stdio.h> #include <malloc.h> #include <conio.h> int main(){ int *a = (int *)malloc(sizeof(int)*4); free(a); _getch(); } This program allocates some memory for an array of four integers, then frees that memory. _getch() forces the machine to wait for a letter to be pressed before it terminates the program. Now I'll give the elements in this array some values: #include <stdio.h> #include <malloc.h> #include <conio.h> int main(){ int *a = (int *)malloc(sizeof(int)*4); a[0] = 3; a[1] = 2; a[2] = 4; a[3] = 1; free(a); _getch(); return 0; } The memory map of this array would be as follows: a[0] a[1] a[2] a[3] 3 2 4 1 But that's not all. Here's another equivalent way of writing the memory map: *(a+0) *(a+1) *(a+2) *(a+3) 3 2 4 1 This is the way we'll be able to get and set instance variables on various objects, but that is later down the line. Why does this work? Because when the compiler sees the [] operator, it translates it into pointer addition (as well as a dereference), which is exactly what we are doing by writing *(a+X). If you're still confused, hopefully this next part will clear this up. When we created the array of four ints, the machine allocated sixteen bytes space on the heap for it (as well as a pointer for it on the stack, but that isn't important for this tutorial). Why sixteen bytes? Because the size of an int on most machines is four, and we allocated memory for four ints. 4*4=16 We can take a look at what the memory looks like where the array is located in Visual Studio's debugger: The highlighted area is where the array is located. You can see the elements in the exact order as they were declared (3, 2, 4, 1) on the heap. Now we can use our newfound knowledge of memory layout to access and modify instance variables in iOS games. 2. The 'this' pointer In C++, the 'this' pointer is best thought of as a hidden argument in every non-static function call. (Static methods do not need to be called with a class object) It references the current instance of its class. To better illustrate this concept, I have created a tiny class called Test. Also, take note that both of Test's instance variables are private, which means I cannot access them directly. Here is Test.h: class Test { private: int a; int b; public: Test(); int getA() const; int getB() const; void setA(int newA); void setB(int newB); ~Test(); }; Here is Test.cpp: #include "Test.h" //create a new Test object and set its instance variables to 5 and 8 respectively Test::Test(){ this->a = 5; this->b = 8; } int Test::getA() const { return this->a; } int Test::getB() const { return this->b; } void Test::setA(int newA){ this->a = newA; } void Test::setB(int newB){ this->b = newB; } Test::~Test(){} See how I use the this pointer to get and set Test's instance variables? If I wanted to call setA, I would do this: Test *t = new Test(); t.setA(100); Obviously, in assembly, we don't have the luxury of syntax. In assembly, the call to setA would look like this: setA(t, 100); t is the this pointer. In assembly, the this pointer is always the first argument to any (non-static) function. For additional clarity, if I included this method in the Test class: void Test::setAB(int newA, int newB){ this->a = newA; this->b = newB; } and called setAB like this: Test *t = new Test(); t.setAB(1000, 2000); The function call in assembly would be setAB(t, 1000, 2000). No matter what type the function is, however many arguments it has, or whatever class it belongs to, the this pointer is always the first argument. If the method is static, there is simply no this pointer. 3. A "Hacky" Way of Getting and Setting Instance Variables Recall our class called Test and the array example. In the array example, our array was located at 0xba5d38, with sixteen bytes of extra space for the four elements. This is no different with our Test class. Consider this code: #include <stdio.h> #include <malloc.h> #include <conio.h> #include "Test.h" int main(){ Test *t = new Test(); _getch(); return 0; } The machine created a pointer to our Test object on the stack and allocated the appropriate amount of memory on the heap for its instance variables. In the Test constructor, I set a and b to 5 and 8 for visibility. Let's take a look at our memory in Visual Studio's debugger: You can see t's instance variables on the heap! Again, since an int is four bytes on most machines, there are eight byes of memory reserved for the two instance variables. And remember, they are private. When I try and directly access the instance variable "a", I get this error: (side note: I changed my project directory and I forgot to change it back) Fortunately for us, since C++ gives us complete control over our memory, we can access and modify a without a function through pointer arithmetic! Since a is our first instance variable, it is located where our Test object is located. b is located at our test object + 0x4, and so on if we had more instance variables. And remember, t is our this pointer. Consider this code: int instanceVariableA = *(int *)(t + 0x0); /*---1---*/ /*--2--*/ Don't be worried if this looks confusing. I'll explain this step by step. Just like with the array example, we can access data through pointer arithmetic. In the comments I've numbered each thing I am going to explain. 1. Since t is literally just the address to its location on the heap, this is also the address to its first instance variable. Also, throughout this entire tutorial I have been including "+ 0x0" for clarity. In your code you don't have to do this. 2. Cast whatever is at t + 0x0 to an int pointer and dereference it to access its value. After all that, we have successfully grabbed t's instance variable a without a function. Remember that when a Test object is created, a is set to 5 and b is set to 8. if I wanted to grab b, I would replace t + 0x0 with t + 0x4. We can modify a in a similar manner in which we used to grab it. All we have to do is treat all of our pointer arithmetic and casting like a variable, and set it to whatever we want, like so: *(int *)(t + 0x0) = 1000; Let's see if this is successful: Success! I call getA() to make sure that I actually did change a. Let's take a look at our memory on the heap: Sure enough, the data at where a is located changed to 0xe803. But since the hex here is in little endian, 0xe803 is actually 0x03e8, which is 1000. We successfully modified a without calling a function. This will be extremely useful when making game hacks because we won't need to call a function that may or may not be present in the game itself every time we want to modify an instance variable. Everytime we call a function from the game, a little instability is added because we don't actually know how it works, and we want as much stability as possible. 4. Applying These Concepts to Game Hacks Why did I use a program I wrote on my computer to illustrate these concepts? Because C++ on Windows is no different than C++ on iOS. A program that counts from one to one hundred on Windows would do the exact same thing on iOS. Obviously, there are API differences, but we aren't dealing with that. Also, Visual Studio's debugger is great for showing memory. Anyway, let's say that I made a dump of some Unity game and the Player class looked like this: public class Player : MonoBehaviour // TypeDefIndex: 5545 { // Fields private float health; // 0x18 private int ammo; // 0x1c private float moveSpeed; // 0x20 private bool isDead; // 0x24 private Player playerLastDamaged; // 0x28 private bool mine; // 0x30 // Methods public void .ctor(); // 0x100093720 private void Awake(); // 0x1000937A0 private void Update(); // 0x1000938FC private void InitPlayer(); // 0x100094000 private void OnDestroy(); // 0x100094AF0 } (I made every instance variable private as a proof of concept - it doesn't matter if something is public or private as shown in the last example) While taking a look at this, you should notice the instance variable "playerLastDamaged" is eight bytes. This is fine. Size does not matter when grabbing instance variables. You should also notice there are no accessors or setters for any of the instance variables. Notice the function called "Update". Any function called LateUpdate or Update is of massive use to you. Why? Because this is a non-static function that is called by Unity once per frame. If you have 60 FPS in a game, Update is being called 60 times a second. Why is this good? Think about it. We wouldn't want to get and set instance variables on a Player object that hasn't been updated for a while right? We need our most current Player object to modify, and what better way of getting it than hooking a function that is called 60 times every second? You all know how to hook a function with MSHookFunction. At least I hope so. In this example, I'm not going to show the call to MSHookFunction. Just imagine it is there. In this example, the game we are hacking is an online FPS. Everyone in the room is a Player object, and Update is called for each Player object. And for some reason, the game is so insecure that we can modify other people's instance variables non-visually. Here's how the barebones function hook would look: void (*Player_update)(void *player); void _Player_update(void *player){ Player_update(player); } Remember the previous examples. The first argument to any non-static function in assembly is the this pointer. It is best to name the this pointer the class name, because it is representing that class. We also have to use a void pointer (void *) because we don't actually have access to the Player class, only its objects. Because of this, the way we get and set instance variables will be a bit different. We also have to check if the player object isn't NULL to prevent crashes! Recall what you read about the this pointer. If the Player object is NULL, this is what the call to update would look like in C++: NULL.Update(); And that doesn't make any sense, right? For this first example, we'll be giving ourselves infinite ammo, infinite health, and increased move speed, as well as making everyone else's health 1.0 and taking everyone else's ammo away. Obviously we don't want to apply anything bad to ourselves, so we can make use of the mine instance variable. This boolean just tells us if this Player object belongs to me. To get this instance variable, we need to do this: if(player != NULL){ bool isMine = *(int *)((uint64_t)player + 0x30); } The one difference is casting the void pointer to uint64_t. We need to do this in order to perform pointer arithmetic on the player object. Also, a boolean in C and C++ just holds a 0 or a 1... which means we can substitute int for it. So far, the Update hook looks like this: void (*Player_update)(void *player); void _Player_update(void *player){ if(player != NULL){ bool isMine = *(int *)((uint64_t)player + 0x30); } Player_update(player); } Now that we have the mine instance variable, we can test to see if our Player object is indeed ours, and if it is, apply the hacks: void (*Player_update)(void *player); void _Player_update(void *player){ if(player != NULL){ bool isMine = *(int *)((uint64_t)player + 0x30); if(isMine){ //ammo *(int *)((uint64_t)player + 0x1c) = 999; //health *(float *)((uint64_t)player + 0x18) = 100.0f; //increased move speed, normal is 1.0f *(float *)((uint64_t)player + 0x20) = 5.0f; } } Player_update(player); } That's not all we want to do, though. We want to wreak havoc on other people so we need to take everyone's ammo away and make everyone have 1.0 health. void (*Player_update)(void *player); void _Player_update(void *player){ if(player != NULL){ bool isMine = *(int *)((uint64_t)player + 0x30); if(isMine){ //ammo *(int *)((uint64_t)player + 0x1c) = 999; //health *(float *)((uint64_t)player + 0x18) = 100.0f; //increased move speed, normal is 1.0f *(float *)((uint64_t)player + 0x20) = 5.0f; } else{ //enemy ammo *(int *)((uint64_t)player + 0x1c) = 0; //enemy health *(float *)((uint64_t)player + 0x18) = 1.0; } } Player_update(player); } If you want to get more creative, you can make use of the "playerLastDamaged" instance variable to make a "freeze tag" hack. This hack will freeze the person you just shot, just like if you tag a person in freeze tag. Like before, we have to check if the player object is ours, and then we can access the playerLastDamaged instance variable. void (*Player_update)(void *player); void _Player_update(void *player){ if(player != NULL){ bool isMine = *(int *)((uint64_t)player + 0x30); } Player_update(player); } Now we have to get the playerLastDamaged instance variable. Like I said before, size does not matter. You would access it just like any other instance variable. We also have to check if it isn't NULL. void (*Player_update)(void *player); void _Player_update(void *player){ if(player != NULL){ bool isMine = *(int *)((uint64_t)player + 0x30); if(isMine){ void *playerLastDamaged = *(void **)((uint64_t)player + 0x28); if(playerLastDamaged != NULL){ } } } Player_update(player); } Now we have to set playerLastDamaged's moveSpeed instance variable to 0.0. Remember that playerLastDamaged is a Player object, so we have access to the Player instance variables. Again, we don't have access to the actual Player class, so we have to use a void pointer. void (*Player_update)(void *player); void _Player_update(void *player){ if(player != NULL){ bool isMine = *(int *)((uint64_t)player + 0x30); if(isMine){ void *playerLastDamaged = *(void **)((uint64_t)player + 0x28); if(playerLastDamaged != NULL){ //set person we just shot moveSpeed to 0.0 *(float *)((uint64_t)playerLastDamaged + 0x20) = 0.0f; } } } Player_update(player); } And just like that, our freeze tag hack is complete! There you have it, two full fledged hacks that work by modifying instance variables! ALWAYS REMEMBER TO CHECK ALL POINTERS TO SEE IF THEY'RE NULL!!!! Part B. Function Pointers Function pointers are great when you want to call a function but don't want to sacrifice stability by hooking it. This part is much simpler than instance variables. Here's an example of a function pointer in C++: #include <stdio.h> #include <conio.h> void func(){ printf("Hello, someone called me!\n"); } int main(){ //&func takes the address of where func is kept in memory void (*func_ptr)() = &func; func_ptr(); _getch(); return 0; } We can this in action here: The & operator takes the address of whatever it is being used on. You can think as a function pointer as a pointer to the address of where the function is in memory. The syntax here should look a bit familiar because you are creating a function pointer to the original function whenever you use MSHookFunction to hook something. But again, that adds instability to the hack. The concept here is the same on iOS, but the syntax is not as simple. First of all, let's add some new methods to our Player class from Part A: public class Player : MonoBehaviour // TypeDefIndex: 5545 { // Fields private float health; // 0x18 private int ammo; // 0x1c private float moveSpeed; // 0x20 private bool isDead; // 0x24 private Player playerLastDamaged; // 0x28 private bool mine; // 0x30 // Methods public void .ctor(); // 0x100093720 private void Awake(); // 0x1000937A0 private void Update(); // 0x1000938FC private void InitPlayer(); // 0x100094000 private void OnDestroy(); // 0x100094AF0 private void KillPlayer(); // 0x100095CF4 private void SetPlayerTeam(int team); // 0x100095FF8 private void RespawnPlayerAtLocation(Vector3 location, int health); // 0x10009A230 private int GetPlayerID(); // 0x10009B34C private static void Suicide(int playerID); // 0x10009C99C } Again, it doesn't matter if a function is private or public. To get the correct offset with the ASLR slide, I use a function called getRealOffset. This is what it looks like: uint64_t getRealOffset(uint64_t offset){ return _dyld_get_image_vmaddr_slide(0) + offset; } Now that that's out of the way, this is how to declare a function pointer: <type> (*<function name>)(<this pointer>, <any additional parameters>) = (<type>)(*)(void *, <types of additional parameters))getRealOffset(<offset>); To remember the syntax, learn to look at this as pairs. I'll add comments to pairs you should remember: <type> (*<function name>)(<this pointer>, <any additional parameters>) = (<type>)(*)(void *, <types of additional parameters>))getRealOffset(<offset>); /*A*/ /*------B------*/ /*-----------------C-----------------------*/ /*-A-*//*B*/ /*----------------C------------------*/ /*-------D--------*/ If it is hard to tell, here's what corresponds to what: //A <type> = (<type>) //B (*<function name>) = (*) //C (<this pointer>, <any additional parameters>) = (void *, <types of additional parameters>) //D getRealOffset(<offset>) has no corresponding part It looks really weird, but once you get used to it, it just feels right. Here's what the function pointers would look like for the five new methods I added: void (*Player_KillPlayer)(void *player) = (void (*)(void *))getRealOffset(0x100095CF4); void (*Player_SetTeam)(void *player, int team) = (void (*)(void *, int))getRealOffset(0x100095FF8); void (*Player_RespawnPlayerAtLocation)(void *player, Vector3 *location, int health) = (void (*)(void *, Vector3 *, int))getRealOffset(0x10009A230); int (*Player_GetPlayerID)(void *player) = (int (*)(void *))getRealOffset(0x10009B34C); void (*Player_Suicide)(int playerID) = (void (*)(int))getRealOffset(0x10009C99C); Side note - Vector3 is a class that you can recreate yourself. Notice how the last method I added was static. That's why there's no this object included in the parameters. You can call these function pointers as normal functions: //kill someone Player_KillPlayer(player); //get someone's ID int playerID = Player_GetPlayerID(player); //force someone with ID 1 to suicide Player_Suicide(1); Now that you know how to create and call function pointers, let's make a hack that constantly kills someone with a specific ID. For this example, it will be 10. First, we hook Update. //declare function pointers void (*Player_KillPlayer)(void *player) = (void (*)(void *))getRealOffset(0x100095CF4); void (*Player_SetTeam)(void *player, int team) = (void (*)(void *, int))getRealOffset(0x100095FF8); void (*Player_RespawnPlayerAtLocation)(void *player, Vector3 *location, int health) = (void (*)(void *, Vector3 *, int))getRealOffset(0x10009A230); int (*Player_GetPlayerID)(void *player) = (int (*)(void *))getRealOffset(0x10009B34C); void (*Player_Suicide)(int playerID) = (void (*)(int))getRealOffset(0x10009C99C); void (*Player_update)(void *player); void _Player_update(void *player){ Player_update(player); } Now we have to figure out which Player object is ours, because we don't want to kill ourselves in case our ID is 10. //declare function pointers void (*Player_KillPlayer)(void *player) = (void(*)(void *))getRealOffset(0x100095CF4); void (*Player_SetTeam)(void *player, int team) = (void(*)(void *, int))getRealOffset(0x100095FF8); void (*Player_RespawnPlayerAtLocation)(void *player, Vector3 *location, int health) = (void(*)(void *, Vector3 *, int))getRealOffset(0x10009A230); int (*Player_GetPlayerID)(void *player) = (int(*)(void *))getRealOffset(0x10009B34C); void (*Player_Suicide)(int playerID) = (void(*)(int))getRealOffset(0x10009C99C); void (*Player_update)(void *player); void _Player_update(void *player){ if(player != NULL){ bool isMine = *(int *)((uint64_t)player + 0x30); } Player_update(player); } Now we can check if the Player object isn't ours and then get the Player ID of the Player object if it is not ours. //declare function pointers void (*Player_KillPlayer)(void *player) = (void(*)(void *))getRealOffset(0x100095CF4); void (*Player_SetTeam)(void *player, int team) = (void(*)(void *, int))getRealOffset(0x100095FF8); void (*Player_RespawnPlayerAtLocation)(void *player, Vector3 *location, int health) = (void(*)(void *, Vector3 *, int))getRealOffset(0x10009A230); int (*Player_GetPlayerID)(void *player) = (int(*)(void *))getRealOffset(0x10009B34C); void (*Player_Suicide)(int playerID) = (void(*)(int))getRealOffset(0x10009C99C); void(*Player_update)(void *player); void _Player_update(void *player){ if(player != NULL){ bool isMine = *(int *)((uint64_t)player + 0x30); if(!isMine){ int playerID = Player_GetPlayerID(player); } } Player_update(player); } Now we can check if playerID is 10, and if so, force that player to kill themselves: //declare function pointers void (*Player_KillPlayer)(void *player) = (void(*)(void *))getRealOffset(0x100095CF4); void (*Player_SetTeam)(void *player, int team) = (void(*)(void *, int))getRealOffset(0x100095FF8); void (*Player_RespawnPlayerAtLocation)(void *player, Vector3 *location, int health) = (void(*)(void *, Vector3 *, int))getRealOffset(0x10009A230); int (*Player_GetPlayerID)(void *player) = (int(*)(void *))getRealOffset(0x10009B34C); void (*Player_Suicide)(int playerID) = (void(*)(int))getRealOffset(0x10009C99C); void(*Player_update)(void *player); void _Player_update(void *player){ if(player != NULL){ bool isMine = *(int *)((uint64_t)player + 0x30); if(!isMine){ int playerID = Player_GetPlayerID(player); if(playerID == 10){ Player_Suicide(playerID); } } } Player_update(player); } (I know this is inefficient, but it is a great way of showing use of function pointers) And there you have it, a hack to kill a certain player if their ID is 10 using function pointers. You can get really creative with this method of hacking! It's really addicting Here is an example Tweak.xm (dead trigger 2 hack): https://iosddl.net/cc637e33bdf2a037/Tweak_for_tutorial.xm Check out my aimbots I put on my Github: http://www.github.com/shmoo419/ [/hide] Please let me know if you have any questions (It took about 6 hours to write this tutorial)
  18. Printing return values and arguments to syslog is a great way to use MSHookFunction to your advantage. I have done this many times now and have re-wrote some functions based on what the output was in syslog. Requirements: Flexible (from BigBoss) syslogd to /var/log/syslog (saurik's repo, but I think that's optional) Hopper [hide] Instructions: 1. Go into Settings, and enable Flexible to show in your app. 2. Find the function you want to hook and hook it normally. Example: float (*speedOld)(void *self, int arg0); float speed(void *self, int arg0){ //function body } %ctor{ MSHookFunction(bla bla bla); } 3. Make the call to NSLog to tell the device to start printing what you want to syslog. Here's how it would look: float (*speedOld)(void *self, int arg0); float speed(void *self, int arg0){ NSLog(@"return value: %f, arg0: %d", speedOld(self, arg0), arg0); return speedOld(self, arg0); //always return the function pointer, or the old function so the game functions normally } %ctor{ MSHookFunction(bla bla bla); } 4. Go into your game, and Flexible should appear. On Flexible, tap Menu -> System Log. 5. Preform the action that the function handles, go into syslog from Flexible, and see the return values! This is very useful when you know how to hack something but you can't find the exact offsets because you're able to re-write functions. One more thing: In NSLog, you can add more than two things to print. In fact, you can add as many as you want. In the NSLog call, %f = float and %d = int. Replace them accordingly to the function. %d: int %f: float %s: const char* (c string) or char* (you will 99% use this instead of NSString) %@: NSString (you will rarely use this) [/hide]
  19. Have you ever had the issue of needing to move something bigger than 65535 into R0, and you needed to use a literal number (MOV R0, #255) instead of a register (MOV R0, R7)? Well I did to make a custom floating point return value to separate the field of view function for Bullet Force so I would still be able to get the zoomed in field of view when I aim down sights. This is a very good when you want to move a floating point value into R0, like 1120403456. Additionally, I'll use 1120403456 for this tutorial. [hide] Step 1: Convert your number to hexadecimal. Go to http://www.binaryhexconverter.com/decimal-to-hex-converter. 1120403456 is 42C80000 in hexadecimal. Cool. Step 2: Break your hexadecimal value in half, and that will leave you with two "sections". For 42C80000: The first section would be 0000. The second section would be 42C8. Step 3 Use ARM Converter (http://armconverter.com) to generate the instructions we need. They will always be in this format: MOVW R0, #/*section 1*/ MOVT R0, #/*section 2*/ In my case, my instructions would be: MOVW R0, #0x0000 MOVT R0, #0x42C8 Convert those two instructions, and write the hex down somewhere. Step 4: Time to make the hex string! I used ARM Converter to convert these and it gave me these hexes: MOVW R0, #0x0000 = 40F20000 MOVT R0, #0x42C8 = C4F2C820 Combine the two, and the final hex of MOV R0, #0x42C80000 is: 40F20000C4F2C820 Keep in mind this is 8 bytes, so you'll need to find 4 bytes of extra space before the instruction you are overwriting is. [/hide]
  20. Hello people today I want to show you how you can make your own save game cheats without a pc (:. [Hidden Content] https://m.youtube.com/watch?v=j-Ornuxl914&t=24s
  21. This tutorial covers floats in ARM64, so I expect you to have a basic understanding of IDA and how it works. I won't be going into depth on this subject, but I will show you how I hacked a game with floats in ARM64, so you can get a grip of it. Also, this tutorial will cover ground on ARM64, so I suggest you do a bit of reading up on this before continuing with the tutorial. This tutorial made by is a really good starting point for you to learn how to hack in ARM64. [Hidden Content] That was my brief tutorial on floats in ARM64. If you have any questions, please feel free to ask below!
  22. So since i had many problems with Theos and literally nothing worked I thouht why not making this for newcomers so they won't be this much frustrated and welp here you got it Requirements: -Cydia + BigBoss repo -Mterminal -A brain [Hidden Content] NOTE: you can install Theos via other auto installers so if this is not working try another installer. If you need Help reply to this topic!
  23. Hey. I'm back! In this tutorial, I will be teaching you guys how to duplicate Clash Royale and other popular games! By the way, when Clash Royale is duplicated, the data will be fresh. It won't be the account you were using before. You will start fresh! It will probably be the same for other games. Here's the requirements and the instructions! Requirements: - Cydia - iDevice - Your brain Instructions: [Hidden Content] Hit that thanks/heart button if you've enjoyed this tutorial!
  24. Here is The Updated Blueprint List That is Uncraftable https://last-day-on-earth-survival.fandom.com/wiki/Uncraftable_Blueprints
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