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Dealing with ASLR in Palera1n Jailbreak


tat5

5 posts in this topic

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I have been getting the virtual memory address slide amount of the application by

#include <mach-o/dyld.h>
_dyld_get_image_vmaddr_slide(0);

_dyld_get_image_vmaddr_slide: https://developer.apple.com/library/archive/documentation/System/Conceptual/ManPages_iPhoneOS/man3/dyld.3.html

However, on Palera1n (v1.4.1), "/usr/lib/substitute-loader.dylib" seems to be the 0th image index.
Therefore, the argument to _dyld_get_image_vmaddr_slide must be 1.

uint64_t getRealOffset(uint64_t offset) {
    return _dyld_get_image_vmaddr_slide(1) + offset;
    // return _dyld_get_image_vmaddr_slide(0) + offset;
}

 

With Framework

If the image index is not fixed as in Unity, it can be done as follows

#include <string.h>
#include <stdlib.h>

uint64_t getRealOffset$Palera1n(const char *image_name, uint64_t offset) {
    if (image_name == NULL) {
        const char *progname = getprogname();
        if (progname) {
            return getRealOffset$Palera1n(progname, offset);
        }
        return _dyld_get_image_vmaddr_slide(1) + offset;
    }

    const uint32_t image_count = _dyld_image_count();
    for (int i = 0; i < image_count; ++i) {
        if (strstr(_dyld_get_image_name(i), image_name)) {
            return _dyld_get_image_vmaddr_slide(i) + offset;
        }
    }
    // error...
    return offset;
}

getprogname: https://developer.apple.com/library/archive/documentation/System/Conceptual/ManPages_iPhoneOS/man3/getprogname.3.html

Example argument for image_name:

// PUBG
getRealOffset$Palera1n("ShadowTrackerExtra", 0x100345678);
// or
getRealOffset$Palera1n(NULL, 0x100345678);

// YouTube
getRealOffset$Palera1n("YouTube", 0x100345678);
// or
getRealOffset$Palera1n(NULL, 0x100345678);

// Unity - (e.g. Survivor!.io)
getRealOffset$Palera1n("UnityFramework", 0x345678);

 

Conclusion

The following may only work with Palera1n or only with the current version of Palera1n.

const uint64_t slide = _dyld_get_image_vmaddr_slide(1);
MSHookFunction((void *)(0x100345678 + slide), ...);
MSHookFunction((void *)(0x100789ABC + slide), ...);

It might be better to specify by image name so that it works without worrying about the argument to _dyld_get_image_vmaddr_slide.

const uint64_t slide = getRealOffset$Palera1n("ImageName", 0x0);
if (slide) {
    MSHookFunction((void *)(0x100345678 + slide), ...);
    MSHookFunction((void *)(0x100789ABC + slide), ...);
}

 

Updated by tat5
Conclusion was not good.
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Could you try this?
 

uint64_t getRealOffset(uint64_t offset) {

    if (strstr(_dyld_get_image_name(0), "substitute")) { 
        return _dyld_get_image_vmaddr_slide(1) + offset;
    }

    const uint32_t image_count = _dyld_image_count();
    for (int i = 0; i < image_count; ++i) {
        if (strstr(_dyld_get_image_name(i), "UnityFramework")) { 
            return _dyld_get_image_vmaddr_slide(i) + offset;
        }
    }

    return _dyld_get_image_vmaddr_slide(0) + offset; // if not our base executable is the traditional?
}



 

Updated by quatorze
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46 minutes ago, quatorze said:

Could you try this?
 

uint64_t getRealOffset(uint64_t offset) {
 
    const uint32_t image_count = _dyld_image_count();
     for (int i = 0; i < image_count; ++i) {
        if (strstr(_dyld_get_image_name(0), "substitute")) { // check if substitute loaded as 1st image
            return _dyld_get_image_vmaddr_slide(1) + offset;
        } else if (strstr(_dyld_get_image_name(i), "UnityFramework")) { // check for unityframework
                return _dyld_get_image_vmaddr_slide(i) + offset;
            } else {
                   return _dyld_get_image_vmaddr_slide(0) + offset; // if not our base executable is the traditional?  
            }

       NSLog(@"An error occured");
       return offset;
}

Wouldn't it terminate the for loop once?
I don't think it works well when UnityFramework is the target.

Is this what you mean?

uint64_t getRealOffset(uint64_t offset) {
    if (strstr(_dyld_get_image_name(0), "substitute")) { // check if substitute loaded as 1st image
        return _dyld_get_image_vmaddr_slide(1) + offset;
    }

    const uint32_t image_count = _dyld_image_count();
    for (int i = 0; i < image_count; ++i) {
        if (strstr(_dyld_get_image_name(i), "UnityFramework")) { // check for unityframework
            return _dyld_get_image_vmaddr_slide(i) + offset;
        }
    }

    return _dyld_get_image_vmaddr_slide(0) + offset; // if not our base executable is the traditional?
}

It may not be able to deal with the case where the next of substitute is not the correct answer. I don't know if such a case can happen...

if (strstr(_dyld_get_image_name(0), "substitute")) { // check if substitute loaded as 1st image
    return _dyld_get_image_vmaddr_slide(1) + offset;// Absolutely?
}

I just think your code is cleaner and better.🙆‍♂️

 

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      STEP 5: If the hack is a Mod Menu — which is usually the case nowadays — the cheat features can be toggled in-game. Some cheats have options that can be enabled from your iDevice settings.
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      STEP 2: Once the file has downloaded, tap on it and then you will be prompted on whether you want to open the deb with iGameGod or copy it to Filza.
      STEP 3: If necessary, tap on the downloaded file, and then, you will need to press 'Install' from the options on your screen.
      STEP 4: Let iGameGod/Filza finish the cheat installation. Make sure it successfully installs, otherwise see the note below.
      STEP 5: If the hack is a Mod Menu — which is usually the case nowadays — the cheat features can be toggled in-game. Some cheats have options that can be enabled from your iDevice settings.
      STEP 6: Turn on the features you want and play the game. You may need to follow further instructions inside the hack's popup in-game.

       

      NOTE: If you have any questions or problems, read our Troubleshooting topic & Frequently Asked Questions & Answers topic. If you still haven't found a solution, post your issue down below and we'll do our best to help! If the hack does work for you, please post your feedback below and help out other fellow members that are encountering issues.


      Credits:
      - AlyssaX64


      Cheat Video/Screenshots:

      N/A
      • 304 replies
    • Age of Magic Cheats v2.22.1 +2 Cheats
      Modded/Hacked App: Age of Magic: Turn-Based RPG by Playkot Ltd
      Bundle ID: com.playkot.ageofmagic
      iTunes Store Link: https://apps.apple.com/us/app/age-of-magic-turn-based-rpg/id1175370741?uo=4&at=1010lce4


      Hack Features:
      - God Mode
      - Auto-Win


      Hack Download Link: https://iosgods.com/topic/98670-arm64-age-of-magic-cheats-v1236-2/
      • 1,649 replies
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