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how do i know the HxD?


Cyber X

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Game Tiny Tower

 

So i wanna make the coins unlimited and i have no clue how to find out what ADD/ADDS = the right one

i think it is {ADD R2, R3}<<BUT IDK HOW TO FIND THE RIGHT ONE

 

and i know MOV is a high number but here idk what the mov is and when i do find it how do i convert

the mov to HxD? my ARMHexConverter gives me a odd number unless idk how to use it right. but could anyone help me out ?

__text:000321D8 ; =============== S U B R O U T I N E =======================================
__text:000321D8
__text:000321D8 ; TTGameData - (void)addCoins:(int)
__text:000321D8 ; Attributes: bp-based frame
__text:000321D8
__text:000321D8 ; void __cdecl -[TTGameData addCoins:](struct TTGameData *self, SEL, int)
__text:000321D8 __TTGameData_addCoins__                 ; DATA XREF: __objc_const:002E6194o
__text:000321D8                 PUSH            {R4-R7,LR}
__text:000321DA                 MOV             R4, R0
__text:000321DC                 MOV             R0, #(_OBJC_IVAR_$_TTGameData.coins - 0x321EC) ; int coins;
__text:000321E4                 MOVW            R1, #(:lower16:(selRef_sharedHud - 0x321F2))
__text:000321E8                 ADD             R0, PC  ; int coins;
__text:000321EA                 MOVT.W          R1, #(:upper16:(selRef_sharedHud - 0x321F2))
__text:000321EE                 ADD             R1, PC ; selRef_sharedHud
__text:000321F0                 ADD             R7, SP, #0xC
__text:000321F2                 LDR             R0, [R0] ; int coins;
__text:000321F4                 LDR             R1, [R1] ; "sharedHud"
__text:000321F6                 LDR             R3, [R4,R0]
__text:000321F8                 MOV             R6, #(classRef_TTHud - 0x32204)
__text:00032200                 ADD             R6, PC ; classRef_TTHud
__text:00032202                 ADD             R2, R3
__text:00032204                 STR             R2, [R4,R0]
__text:00032206                 LDR             R0, [R6] ; _OBJC_CLASS_$_TTHud
__text:00032208                 BLX             _objc_msgSend
__text:0003220C                 MOV             R1, #(selRef_refresh - 0x32218)
__text:00032214                 ADD             R1, PC ; selRef_refresh
__text:00032216                 LDR             R1, [R1] ; "refresh"
__text:00032218                 BLX             _objc_msgSend
__text:0003221C                 BLX             _CFAbsoluteTimeGetCurrent
__text:00032220                 MOVW            R2, #(:lower16:(_OBJC_IVAR_$_TTGameData.lastCoinSound - 0x32230)) ; double lastCoinSound;
__text:00032224                 VMOV            D16, R0, R1
__text:00032228                 MOVT.W          R2, #(:upper16:(_OBJC_IVAR_$_TTGameData.lastCoinSound - 0x32230)) ; double lastCoinSound;
__text:0003222C                 ADD             R2, PC  ; double lastCoinSound;
__text:0003222E                 LDR             R5, [R2] ; double lastCoinSound;
__text:00032230                 ADDS            R6, R4, R5
__text:00032232                 VLDR            D18, [R6]
__text:00032236                 VSUB.F64        D16, D16, D18
__text:0003223A                 VMOV.F64        D18, #0.25
__text:0003223E                 VCMPE.F64       D16, D18
__text:00032242                 VMRS            APSR_nzcv, FPSCR
__text:00032246                 IT LE
__text:00032248                 POPLE           {R4-R7,PC}
__text:0003224A                 MOV             R0, #(selRef_player - 0x3225E)
__text:00032252                 MOV             R2, #(classRef_SoundBoard - 0x32260)
__text:0003225A                 ADD             R0, PC ; selRef_player
__text:0003225C                 ADD             R2, PC ; classRef_SoundBoard
__text:0003225E                 LDR             R1, [R0] ; "player"
__text:00032260                 LDR             R0, [R2] ; _OBJC_CLASS_$_SoundBoard
__text:00032262                 BLX             _objc_msgSend
__text:00032266                 MOVW            R1, #(:lower16:(selRef_playSfx_withGain_ - 0x32278))
__text:0003226A                 MOVS            R2, #1
__text:0003226C                 MOVT.W          R1, #(:upper16:(selRef_playSfx_withGain_ - 0x32278))
__text:00032270                 MOV.W           R3, #0x3E800000
__text:00032274                 ADD             R1, PC ; selRef_playSfx_withGain_
__text:00032276                 LDR             R1, [R1] ; "playSfx:withGain:"
__text:00032278                 BLX             _objc_msgSend
__text:0003227C                 BLX             _CFAbsoluteTimeGetCurrent
__text:00032280                 STR             R0, [R4,R5]
__text:00032282                 STR             R1, [R6,#4]
__text:00032284                 POP             {R4-R7,PC}
__text:00032284 ; End of function -[TTGameData addCoins:]
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