Affichage des articles dont le libellé est engine. Afficher tous les articles
Affichage des articles dont le libellé est engine. Afficher tous les articles

mardi 25 mars 2014

[Source] Script Engine topic




Here's some relevant info for tonight!

I figured you all are busy copy and pasting the basis of others and don't know what to do when an offset changes... So I did this nice bit of reversing for you to be able to figure it out on your own!

These structures can be used to identify the name and locations of the operator functions for your dis-assembly. So, as most of them are straight forward, it will increase the rate at which you find information or data you need for your cheat.

Special Thanks:
Me again. Seriously guys, I don't use other peoples work... They tend to be all C++ happy and stuff; I'm not.


Code:



/*
FYI: I work exclusively in C, C++ constructs are wrapped in their C equivalence;
 */

typedef void (*PFunc)();

typedef struct {
/*00*/        DWORD Index; // if translated
/*04*/        DWORD Length; // inited to strlen
/*08*/        CHAR Data[0]; // null terminated
} AString, *PString;

// C++: Generic Type holder, technically GameType<Type>
typedef struct {
        PVOID vFTable;
        PVOID pType;
        PVOID pBuffer;
} GameType;

// C++: BinaryOperator
typedef struct {
/*00*/PVOID vFTable;
/*04*/PString Name; // A copy of the name from the GameInstructionOperator
/*08*/PFunc Function; // This is the function which carries out the operation.
/*0C*/GameType Unknown[3];
} BinaryOperator, *PBinaryOperator; // sizeof(BinaryOperator)=0x30; confirmed

// C++: GameInstructionOperator : Assumed similarities to other GameInstruction(Classes)
typedef struct {
/*00*/PVOID vFTable;
/*04*/PString Name;
/*08*/DWORD Four; // Seemingly it's always 4. It maketh no sense?
/*0C*/PVOID Operation; // Pointer to (Nullar/Unary/Binary)Operator (0,1,2 args)
/*10*/PString Type; // Typically void (null)
/*14*/PString Arguments;
/*18*/PString Description;
/*1C*/PString Example;
/*20*/PString Unk04;
/*24*/PString Version;
/*28*/PString Unk05;
/*2C*/PString Unk06;
/*30*/PFunc KeyFrame;
} GameInstruction; // sizeof()=0x34 ? seems so


So, as I'm sure you're going to wonder, "What about NullarOperator and UnaryOperator?" Well, as it turns out: They all share BinaryOperator's structure only GameType array is 1, and 2 respectively... The GameType's are the way the script engine limits the types being passed coerced... NullarOperator, where regex "(<NullarOperator>This, (<BinaryOperator>Arg1, (<UnaryOperator>Arg2)))"

Your welcome.





lundi 24 mars 2014

[MOD][PORT] AC!D Audio Engine V8 topic




Hi again dude, i try to port Ac!d Audio Engine V8 from This thread to our Xperia M and the result is good :D

● Bass are deeper, crispier and more powerfull, with nice effect without distortion and crackling

● treeble are less aggressive and more immersive (you'll enjoy whistle, whisper, instrument like piano, guitar,... will be much more natural
and balanced)

● Voice is really more natural with better balenced EQ for a pure cristal sound for an awesome clarity

● Audio track quality will be enhanced and the improvement will be even noticed on your most crappy headset (even if good headphone are
really suggested to enjoy all improvement of this MOD)

Here is a short list of audio technology we prted and modded on this Engine:

● Sony Clearaudio Plus system (an amazing technolgy to enhance clarity of Bass and provide several effect like Clearphase, Clearbass,
SRS surround,...)

● Beats Audio Engine (we ported latest beats engine from HTC one XL, and modded it a lot to be great handled by Clearaudio, it improve
greatly Bass power and overal surround effect)

● Cyanogen DSP features (it helped a lot to handle better in app Equaliser)

● Dolby Digital Plus (overall better audio clarity with way more natural sound and some awesome features like SRS Wow and Dynamic Bass
range)

● Sony Xloud (enhance noticably speaker quality in terms of clarity and volume, it help to ensure there is no distorion in sound even in
headset, better balanced treeble and crystal voice)

● Eizo Rewire PRO series (an awesome Audio tool wich brings lots of effect and claim to offer a better balanced and natural Sound)

● AC!D Audio Parts (Huge optimisation in overall sound quality due to some optimisation, some tweaks, some audio rendering and
resampling and even more... some Huge work have been done already)

This sound mod is very different that i included on Ice Cream Bubble V3 ROM

SCREENSHOT:

[IMG]fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-ash4/t1.0-9/10153002_758370947520909_1614751929_n.jpg[/IMG] [IMG]fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-prn2/t1.0-9/10153207_758370927520911_1706144868_n.jpg[/IMG]

INSTALLATION:

- FOR ICE CREAM BUBBLE V3 USER:

Flash the ROM again without select Ac!d sound mod, wipe cache partition, wipe dalvik cache, flash Ac!d, wipe dalvik again then reboot

- FOR STOCK ROM USER:

Wipe cache partition, wipe dalvik cache, flash Ac!d, reboot and enjoy

- Open Settings, select Clear Audio

- Make a widget and select equalizer from widget for Higher sound and Bass

DOWNLOAD

Thanks to Ac!d Team:

R-ikfoot
Rizal Lovins
Knight47
Till-Kruspe
ThilinaC
Krabappel2548
Lalitchhabaria

Specially Thanks to Rizal Lovins give me permission to port this

Press Thanks if you like my work :D


[IMG]i6.minus.com/iRrWRs84RtYnL.png[/IMG]





mardi 18 mars 2014

[Help] Cheat engine for stormz? topic




is there an undetected cheat engine for stormz that i can use no spread and no recoil ?plz help





lundi 10 mars 2014

[Information] Engine wallhack topic




Since nobody released this yet and im starting to hate the game, take this candy

CG_AddCEntity

Code:


.text:0000000140261C80                mov    [rsp+arg_0], rbx
.text:0000000140261C85                push    rdi
.text:0000000140261C86                sub    rsp, 20h
.text:0000000140261C8A                cmp    dword ptr [rdx+17Ch], 0
.text:0000000140261C91                mov    rbx, rdx
.text:0000000140261C94                mov    edi, ecx
.text:0000000140261C96                jz      short loc_140261C9D
.text:0000000140261C98                call    sub_14025E250
.text:0000000140261C9D
.text:0000000140261C9D loc_140261C9D:                          ; CODE XREF: sub_14025E5B0+36E6j
.text:0000000140261C9D                movsxd  rax, dword ptr [rbx+0FCh] //type check
.text:0000000140261CA4                cmp    eax, 13h        ; switch 20 cases
.text:0000000140261CA7                ja      loc_140261D9F  ; jumptable 0000000140261CBE default case
.text:0000000140261CAD                lea    rdx, cs:140000000h
.text:0000000140261CB4                mov    ecx, ds:(off_140261DAC - 140000000h)[rdx+rax*4]
.text:0000000140261CBB                add    rcx, rdx
.text:0000000140261CBE                jmp    rcx            ; switch jump
.text:0000000140261CC0
.text:0000000140261CC0 loc_140261CC0:                          ; DATA XREF: .text:off_140261DACo
.text:0000000140261CC0                mov    rdx, rbx        ; jumptable 0000000140261CBE case 11
.text:0000000140261CC3                mov    ecx, edi
.text:0000000140261CC5                mov    rbx, [rsp+28h+arg_0]
.text:0000000140261CCA                add    rsp, 20h
.text:0000000140261CCE                pop    rdi
.text:0000000140261CCF                jmp    loc_1402625C0
.text:0000000140261CD4 ; ---------------------------------------------------------------------------
.text:0000000140261CD4
.text:0000000140261CD4 loc_140261CD4:                          ; CODE XREF: sub_14025E5B0+370Ej
.text:0000000140261CD4                                        ; DATA XREF: .text:off_140261DACo
.text:0000000140261CD4                mov    rdx, rbx        ; jumptable 0000000140261CBE case 0
.text:0000000140261CD7                mov    ecx, edi
.text:0000000140261CD9                mov    rbx, [rsp+28h+arg_0]
.text:0000000140261CDE                add    rsp, 20h
.text:0000000140261CE2                pop    rdi
.text:0000000140261CE3                jmp    loc_14025FF90
.text:0000000140261CE8 ; ---------------------------------------------------------------------------
.text:0000000140261CE8
.text:0000000140261CE8 loc_140261CE8:                          ; CODE XREF: sub_14025E5B0+370Ej
.text:0000000140261CE8                                        ; DATA XREF: .text:off_140261DACo
.text:0000000140261CE8                mov    rdx, CEntity        ; jumptable 0000000140261CBE cases 1,18 //humans and dawgs
.text:0000000140261CEB                mov    ecx, edi
.text:0000000140261CED                mov    rbx, [rsp+28h+arg_0]
.text:0000000140261CF2                add    rsp, 20h
.text:0000000140261CF6                pop    rdi
.text:0000000140261CF7                jmp    loc_14027A150 //cg_player
.text:0000000140261CFC ; ---------------------------------------------------------------------------
.text:0000000140261CFC
.text:0000000140261CFC loc_140261CFC:                          ; CODE XREF: sub_14025E5B0+370Ej
.text:0000000140261CFC                                        ; DATA XREF: .text:off_140261DACo
.text:0000000140261CFC                mov    rdx, rbx        ; jumptable 0000000140261CBE case 2
.text:0000000140261CFF                mov    ecx, edi
.text:0000000140261D01                mov    rbx, [rsp+28h+arg_0]
.text:0000000140261D06                add    rsp, 20h
.text:0000000140261D0A                pop    rdi
.text:0000000140261D0B                jmp    loc_1402791A0
.text:0000000140261D10 ; ---------------------------------------------------------------------------
.text:0000000140261D10
.text:0000000140261D10 loc_140261D10:                          ; CODE XREF: sub_14025E5B0+370Ej
.text:0000000140261D10                                        ; DATA XREF: .text:off_140261DACo
.text:0000000140261D10                mov    rdx, rbx        ; jumptable 0000000140261CBE case 19
.text:0000000140261D13                mov    ecx, edi
.text:0000000140261D15                mov    rbx, [rsp+28h+arg_0]
.text:0000000140261D1A                add    rsp, 20h
.text:0000000140261D1E                pop    rdi
.text:0000000140261D1F                jmp    loc_140278D40
.text:0000000140261D24 ; ---------------------------------------------------------------------------
.text:0000000140261D24
.text:0000000140261D24 loc_140261D24:                          ; CODE XREF: sub_14025E5B0+370Ej
.text:0000000140261D24                                        ; DATA XREF: .text:off_140261DACo
.text:0000000140261D24                mov    rdx, rbx        ; jumptable 0000000140261CBE case 3
.text:0000000140261D27                mov    ecx, edi
.text:0000000140261D29                mov    rbx, [rsp+28h+arg_0]
.text:0000000140261D2E                add    rsp, 20h
.text:0000000140261D32                pop    rdi
.text:0000000140261D33                jmp    loc_140260A30
.text:0000000140261D38 ; ---------------------------------------------------------------------------
.text:0000000140261D38
.text:0000000140261D38 loc_140261D38:                          ; CODE XREF: sub_14025E5B0+370Ej
.text:0000000140261D38                                        ; DATA XREF: .text:off_140261DACo
.text:0000000140261D38                mov    rdx, rbx        ; jumptable 0000000140261CBE case 4
.text:0000000140261D3B                mov    ecx, edi
.text:0000000140261D3D                mov    rbx, [rsp+28h+arg_0]
.text:0000000140261D42                add    rsp, 20h
.text:0000000140261D46                pop    rdi
.text:0000000140261D47                jmp    loc_140260E10
.text:0000000140261D4C ; ---------------------------------------------------------------------------
.text:0000000140261D4C
.text:0000000140261D4C loc_140261D4C:                          ; CODE XREF: sub_14025E5B0+370Ej
.text:0000000140261D4C                                        ; DATA XREF: .text:off_140261DACo
.text:0000000140261D4C                mov    edx, [rbx+0F8h] ; jumptable 0000000140261CBE case 13
.text:0000000140261D52                mov    ecx, edi
.text:0000000140261D54                call    loc_140253390
.text:0000000140261D59
.text:0000000140261D59 loc_140261D59:                          ; CODE XREF: sub_14025E5B0+370Ej
.text:0000000140261D59                                        ; DATA XREF: .text:off_140261DACo
.text:0000000140261D59                mov    rdx, rbx        ; jumptable 0000000140261CBE case 6
.text:0000000140261D5C                mov    ecx, edi
.text:0000000140261D5E                mov    rbx, [rsp+28h+arg_0]
.text:0000000140261D63                add    rsp, 20h
.text:0000000140261D67                pop    rdi
.text:0000000140261D68                jmp    loc_140261FC0
.text:0000000140261D6D ; ---------------------------------------------------------------------------
.text:0000000140261D6D
.text:0000000140261D6D loc_140261D6D:                          ; CODE XREF: sub_14025E5B0+370Ej
.text:0000000140261D6D                                        ; DATA XREF: .text:off_140261DACo
.text:0000000140261D6D                mov    rdx, rbx        ; jumptable 0000000140261CBE case 7
.text:0000000140261D70                mov    ecx, edi
.text:0000000140261D72                mov    rbx, [rsp+28h+arg_0]
.text:0000000140261D77                add    rsp, 20h
.text:0000000140261D7B                pop    rdi
.text:0000000140261D7C                jmp    loc_140262420
.text:0000000140261D81 ; ---------------------------------------------------------------------------
.text:0000000140261D81
.text:0000000140261D81 loc_140261D81:                          ; CODE XREF: sub_14025E5B0+370Ej
.text:0000000140261D81                                        ; DATA XREF: .text:off_140261DACo
.text:0000000140261D81                mov    rdx, rbx        ; jumptable 0000000140261CBE case 10
.text:0000000140261D84                mov    ecx, edi
.text:0000000140261D86                mov    rbx, [rsp+28h+arg_0]
.text:0000000140261D8B                add    rsp, 20h
.text:0000000140261D8F                pop    rdi
.text:0000000140261D90                jmp    loc_140261A00
.text:0000000140261D95 ; ---------------------------------------------------------------------------
.text:0000000140261D95
.text:0000000140261D95 loc_140261D95:                          ; CODE XREF: sub_14025E5B0+370Ej
.text:0000000140261D95                                        ; DATA XREF: .text:off_140261DACo
.text:0000000140261D95                mov    rdx, rbx        ; jumptable 0000000140261CBE cases 12,14
.text:0000000140261D98                mov    ecx, edi
.text:0000000140261D9A                call    sub_14055F530
.text:0000000140261D9F
.text:0000000140261D9F loc_140261D9F:                          ; CODE XREF: sub_14025E5B0+36F7j
.text:0000000140261D9F                                        ; sub_14025E5B0+370Ej
.text:0000000140261D9F                                        ; DATA XREF: ...
.text:0000000140261D9F                mov    rbx, [rsp+28h+arg_0] ; jumptable 0000000140261CBE default case
.text:0000000140261DA4                add    rsp, 20h
.text:0000000140261DA8                pop    rdi
.text:0000000140261DA9                retn


Inside CG_Player you can find AddRefEntity2Scene where you can patch the renderflags for wallhack and other stuff.


Code:


enum RenderFlags
{       
        flag_enemy_outline = 0x4,
        flag_friendly_outline = 0x8,
        flag_oracle_outline = 0xC,
        flag_wh = 0xF,
};




Credits Crx & King Orgy





mercredi 19 février 2014

Project Engine Kernel topic




Project Engine Kernel

Note:This kernel is not a full product but it is still being developed therefore every new build will have new features

Echo Build 1
-Hyper governor
-Smartass2 governor
-KSM Pagemerging
-Compiled with GCC 4.4.3 Toolchain

Wipe dalvik cache and then flash the zip file

Credits:
k2wl-Without his teaching,i wouldnt be here posting this thread :)
XDA Members who supported me

XDA:DevDB Information
Project Engine Kernel, a Kernel for the Samsung Galaxy Grand Quattro

Contributors
TripRex
Kernel Special Features: Custom Kernel with better features

Version Information
Status: Beta

Created 2014-02-19
Last Updated 2014-02-19





vendredi 31 janvier 2014

mercredi 29 janvier 2014

[Help] Engine Trace Problem topic




So I have this:

Code:


struct Ray_t
{
    Vector  m_Start;    // starting point, centered within the extents
    Vector  m_Delta;    // direction + length of the ray
    Vector  m_StartOffset;    // Add this to m_Start to get the actual ray start
    Vector  m_Extents;    // Describes an axis aligned box extruded along a ray
    bool    m_IsRay;    // are the extents zero?
    bool    m_IsSwept;    // is delta != 0?

    void Init( Vector const& start, Vector const& end )
    {
        Assert( &end );
        VectorSubtract( end, start, m_Delta );

        m_IsSwept = (m_Delta.LengthSqr() != 0);

        VectorClear( m_Extents );
        m_IsRay = true;

        // Offset m_Start to be in the center of the box...
        VectorClear( m_StartOffset );
        VectorCopy( start, m_Start );
    }


private:
};

class CBaseTrace
{
    public:

    bool            allsolid;                // if true, plane is not valid
    CBaseTrace() {}

private:
    // No copy constructors allowed
    CBaseTrace(const CBaseTrace& vOther);
};

class CGameTrace : CBaseTrace
{
public:
        CGameTrace() {}
        CBaseEntity *m_pEnt;
private:
    // No copy constructors allowed
    CGameTrace(const CGameTrace& vOther);
};

typedef CGameTrace trace_t;

class ITraceFilter
{
public:
};

class IEngineTrace
{
public:
    void TraceRay( const Ray_t &ray, unsigned int fMask, ITraceFilter *pTraceFilter,trace_t *pTrace )
    {
        typedef void ( __thiscall* OriginalFn )( PVOID, const Ray_t&, unsigned int, ITraceFilter *, trace_t* );
        getvfunc<OriginalFn>( this, 5 )( this, ray, fMask, pTraceFilter, pTrace );
    }
};
extern IEngineTrace* g_pEngineTrace;


But when I call TraceRay, my logs keep spamming errors, so now I'm crying for help again.

I don't think my vmt index is wrong, because it was in position 5 in IEngineTrace.h.





[Help] How to convert cheat engine script on c++ topic




How to convert cheat engine script on c++ ?

for example this


Code:


[ENABLE]
Aobscan(_nametags, D9 80 80 00 00 00 8D 88 80 00 00 00 D9 41 08 DE D9 DF E0 F6 C4 41 ** ** D9 41 04 D9 41 0C )
Registersymbol(enable_NamePlates)
alloc(enable_NamePlates,4)
alloc(newmem,2048)
label(returnhere)
label(originalcode)
label(exit)
label(check)
label(nametags)

newmem:

originalcode:
db 8B 44 81 14 F6 40 06 01

cmp byte ptr [enable_NamePlates],(int)1
jne exit

check:
db 80 B8 8B 00 00 00 44
jne exit

nametags:
db C6 40 06 01


exit:
jmp returnhere

_nametags-A:
jmp newmem
nop
nop
nop
returnhere:

enable_NamePlates:
dd 0

[DISABLE]
Aobscan(_nametags, D9 80 80 00 00 00 8D 88 80 00 00 00 D9 41 08 DE D9 DF E0 F6 C4 41 ** ** D9 41 04 D9 41 0C )
Unregistersymbol(enable_NamePlates)
dealloc(enable_NamePlates)
dealloc(newmem)
_nametags-A:
db 8B 44 81 14 F6 40 06 01







[Q]Help restoring DRM and Bravia engine with unlocked bootloader topic




i am a newbie dealing with Android as I have been BB user for a long time, although I can get around with rooting devices but the problem is that while rooting my Xperia SP while bootloader unlock was allowed but I didn't fully read following thread from beginning (stupid I know although I am an engineer :( )

now while reading your post someone said something about losing DRM keys and Bravia engine which is now seems very worrying to me and I can see in Settings>Display that Bravia engine is selected but I am not sure now if it really works

maybe it is not working as while receiving calls contact pictures imported from Facebook are blurry all the time, whatever i do to enhance them but they are still blurry

any help to restore Bravia engine and why i should lose it as I am following sony official method of unlocking bootloader

http://forum.xda-developers.com/show....php?t=2354721





samedi 25 janvier 2014

SCOOBYDOO Audio Engine.... topic




Just wondering if we can have Scoobydoo Audio Engine instead of Wolfson?????

Perseus doesnt have the option....

Thanks. ...

Sent from my GT-I9500 using Tapatalk 4 - Hassan K. Malik





jeudi 23 janvier 2014

[Active] 4.1.2 | Somc Debrand Engine Project | RC2 | 24/01/14 | Released ! topic




.

Somc Debrand Engine Project






Credits : Sony Mobile , AOSP



Code:


#include <sde_disclaimer.h>
/*
* Somc Debrand Engine is an Operating System based on Android  and
* include Sony Xperia Firmware overlayer !
* In each version of S.D.E. you will find android (now  4.1.2)   
* and Sony's  firmware overlayer for that version of android
* made by Sony Mobile Comunication.
* Somc Debrand Engine Enginers rewrited the Sony's Firmware Overlayer
* and merged into AOSP and added somme common features from :
* Cyanogen(MOD)
* AOKP etc...
* Acording to the privacy of the Sony Mobile Comunication's Firmware overlayer
* Somc Debrand Engine's Source code is proprietary and will not be shared.
* Hardware related source code will be on Somc Debrand Engine's Github
* for everyone who want to contribute
* WARNING
* Somc Debrand Engine's Firmwares are not developed / maintained by Sony
* And be installing this Firmware you will void your Warranty.
* Somc Debrand Engine / his owner are not responsible if you void your warranty
*/



REQUIREMENTS
  • unlocked bootloader


WORKING
- HWA Decoder
- Camera
- Gsm/data
- BT
- sms/mms
- etc ......

BUGS
- data toogle
- you tell me.....

INSTALLATION
  1. Go to CWM Recovery

  2. Do a factory reset

  3. Wipe Cache Partition

  4. Wipe Dalvick cache

  5. Format System

  6. Format Data

  7. Format Cache

  8. Flash the dowloaded ROM package via CWM Recovery (the rom you downloaded in this thread)

  9. Reboot

  10. Enjoy !


Check Post #2 for detailed changelog for each version





Cheers

Achotjan

XDA:DevDB Information
Somc Debrand Engine, a ROM for the Sony Ericsson Xperia Mini, Mini Pro, Active

Contributors
Achotjan
ROM OS Version: 4.1.x Jelly Bean
ROM Kernel: Linux 2.6.x
ROM Firmware Required: Unlocked Bootloader
Based On: Somc Debrand Engine, AOSP

Version Information
Status: Beta
Current Beta Version: RC2
Beta Release Date: 2014-01-24

Created 2014-01-24
Last Updated 2014-01-23