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How to Hack & Crack Unity Game Coding with LuaJIT/Lua5.3


9 posts in this topic

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Updated (edited)

To save time Many game-developer are trying to make unity game with some third-part lua plugin such as Slua or Xlua In this developing mode the source code are not in Ida but in lua script compressed in unity bundle asset.I found that many hackers dont know much about how to crack such game.so i decided to make a tut for that in detail and share my own lua tool to help you read rua bytecode.you cant find such tool anywhere except here. 

Slua github:https://github.com/leinlin/slua

Xlua:https://github.com/Tencent/xLua

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Luajit wiki:http://wiki.luajit.org/Bytecode-2.0  ;explaining how the luajit Vm bytecode work is complicated so please study it on your own

Luajit dis-asm tool: https://iosddl.net/2d385e1427003585/jit.rar
Usage:luajit -blg XXX

Luajit example:https://imgur.com/vKWVyrZ

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The lua dis-asm tool are only work on lua version 5.3.5 The lastest version is 5.4 i will keep updating and sharing it to public

Lua5.3.5 wiki:https://the-ravi-programming-language.readthedocs.io/en/latest/lua_bytecode_reference.html

Lua5.3.5 dis-asm tool:https://iosddl.net/82d5111f913c37bc/luac.exe

Lua5.3.5 example:https://imgur.com/JsjfWdm

Usage:
  -l       list bytecode
  -d       decompile bytecode
  -i       dump instruction
  -o name  output to file 'name' (default is "luac.out")
  -p       parse only
  -s       strip debug information
  -v       show version information
  --       stop handling options
  -        stop handling options and process stdin
  -iABC    make a iABC instruction
  -iABx    make a ABx  instruction
  -iAsBx   make a AsBx instruction
  -iAx     make a iAx instruction

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//inject code example

#include <Foundation/Foundation.h>
#include "Config.h"
#include <sys/socket.h> 
#import <AudioToolbox/AudioToolbox.h>
#include <sys/sysctl.h>
#import <AdSupport/ASIdentifierManager.h> 
#import "MediaPlayer/MPVolumeView.h"
#import "AudioToolbox/AudioToolbox.h"
#include <sys/stat.h>
#include <mach-o/dyld.h>
#include <mach-o/dyld.h>
#include <mach-o/ldsyms.h>
#include <OpenGLES/ES2/gl.h>
#include <OpenGLES/ES2/glext.h>
#include <vector>
# include <stdio.h>
# include <stdlib.h>

//modified lua script with winhex
unsigned char data[3410] = {
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};

typedef int (*_luaL_loadbuffer)(void* L,
                     const char *buff,
                     size_t sz,
                     const char *name);
_luaL_loadbuffer luaL_loadbuffer;

typedef void* (*_luaL_newstate)();
_luaL_newstate luaL_newstate;


typedef int (*_lua_Writer) (void* L, const void* p, size_t sz, void* ud);
_lua_Writer lua_Writer;

typedef int (*_lua_dump) (void *L, _lua_Writer writer, void *data);
_lua_dump lua_dump;

int MemoryWriter(void* ls, const void* p, size_t sz, void* ud)
{
    writeToFile(p,sz);
    return 0;
}

typedef const char* (*_lua_tostring)(void *L, int index);
_lua_tostring lua_tostring;

int (*_loadbuffer)(void* L,
                     const char *buff,
                     size_t sz,
                     const char *name);

int i = 0; // used as dumped file name
//L = lua state
//buff = script bytecode
//sz = script size
//name = script name
int $loadbuffer(void* L,const char *buff,size_t sz,const char *name) //hook loading function to dump all script of game
{   
    /*dump lua script to documents folder
    std::string path(N2C(NSHomeDirectory()));  //get app home Directory N2C mean convert NString to C_string
    path = path + "/Documents/" + std::to_string(i); //name dumped script with number in order
    FILE* file = fopen(path.c_str(),"wb+"); //create file handle
    i++                                        
    fwrite(buff,sz,1,file);   //write buff to file
    fclose(file);
    */
    
    //inject 
    if(sz > 100 && memcmp((void*)buff,(void*)data,100) == 0)  //if buff is target lua then replace the original buff with ours
    {
       return _loadbuffer(L,(const char*)data,sizeof(data),name); //return modified script 
    }
  
    return _loadbuffer(L,buff,sz,name);  //if not target return original lua script

}


CNConstructor(SexyAss) 
{
  MSHookFunction( ((void*)CNAddr(0x0015D5A0 + 1))  , (void *)$loadbuffer, (void **)&_loadbuffer); // hook lua_loadbuffer

}  


      
 

 

 

 

Updated by Rook
  • Like 9
  • Winner 3
  • Thanks 1
  • Agree 1
  • Informative 2
Posted

Amazing. If you’re familiar with methods of decrypting encrypted iOS lua app files or intercepting them unencrypted upon app runtime please consider adding that to this tutorial :) 

Posted

i successfully mod my first lua game from this tutorial.  Thank you very much. My god.

  • Like 1
  • Thanks 1
Posted
On 2/7/2022 at 11:26 AM, AlyssaX64 said:

Amazing. If you’re familiar with methods of decrypting encrypted iOS lua app files or intercepting them unencrypted upon app runtime please consider adding that to this tutorial :) 

i 2nd this

 

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