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PostPosted: Sun Mar 31, 2019 3:14 am 

Joined: Wed Mar 20, 2019 12:04 am
Posts: 3
LolHacksRule wrote:
ABClassic or other game? You have to make the game's APK debuggable, clone the APK decompiled on your computer, fake Android.mk, connect your device to your computer, call NDK-GDB (from Android SDK), use breakpoints on application functions that call for loading LUA files, load a level, you should hit the breakpoint, do x/4x and x/s on the given addresses and one should give you the encryption key. The current key works fine for me, I'll try that file (and script entirely) and see if there's a problem... UPDATE: That file works fine for decryption (just delete the 9 header bytes) and open as an archive, try updating OpenSSL or use the BMS script. You can decompile with "java -jar unluac.jar level766.lua > level766_decomp.lua".

BMS script is not work, I use OpenSSL.
And, how to recompile levels to apk?


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PostPosted: Wed Apr 03, 2019 8:53 pm 
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Joined: Fri Apr 20, 2018 12:41 am
Posts: 365
Not sure about LZMA repacking... Sorry. These files use LZMA compression I have no clue about, I tried to mess with them but got stuck at the loading screen... You can try reimport.bat if the filesize is smaller or if you want to risk it, use reimport2.bat on a bigger file.


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PostPosted: Wed Apr 17, 2019 12:20 pm 

Joined: Wed Mar 20, 2019 12:04 am
Posts: 3
LolHacksRule wrote:
Not sure about LZMA repacking... Sorry. These files use LZMA compression I have no clue about, I tried to mess with them but got stuck at the loading screen... You can try reimport.bat if the filesize is smaller or if you want to risk it, use reimport2.bat on a bigger file.


I write a tool to un/repack, it must use lzma and encrypt.


Attachments:
abtool.7z [4.49 MiB]
Downloaded 47 times
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PostPosted: Wed Apr 17, 2019 6:38 pm 
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Joined: Fri Apr 20, 2018 12:41 am
Posts: 365
Neat.


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PostPosted: Sat May 11, 2019 7:11 pm 
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Joined: Fri Apr 20, 2018 12:41 am
Posts: 365
Will the script be updated to support decryption of ABFriends and ABStella's assets using the keys I provided? Thanks.


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PostPosted: Sun May 19, 2019 2:01 pm 
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Joined: Wed Jul 30, 2014 9:32 pm
Posts: 10820
If you have new keys you can add them very easily.

Current:
Code:
...
putarray 0 -1 "4FzZOae60yAmxTClzdgfcr4BAbPIgj7X"
putarray 0 -1 ""
...

New
Code:
...
putarray 0 -1 "4FzZOae60yAmxTClzdgfcr4BAbPIgj7X"
putarray 0 -1 "newnewnewnewnew"
putarray 0 -1 ""
...


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PostPosted: Tue May 21, 2019 2:27 am 
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Joined: Fri Apr 20, 2018 12:41 am
Posts: 365
I did that, I get errors when using the script when it finds a duplicate file...


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PostPosted: Tue May 21, 2019 9:50 am 
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Joined: Wed Jul 30, 2014 9:32 pm
Posts: 10820
duplicate files aren't a problem, just select 'a' for automatic renaming


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PostPosted: Fri Jun 07, 2019 4:14 pm 
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Joined: Fri Apr 20, 2018 12:41 am
Posts: 365
Ok.


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PostPosted: Thu Oct 03, 2019 1:25 am 
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Joined: Fri Apr 20, 2018 12:41 am
Posts: 365
There's an issue with using the script on ABClassic v2.0.0's (PC?) scripts. They aren't packed in archives at all, just encrypted and compiled.


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ABClassic_v2.0.0_LUAs.zip [4.36 MiB]
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PostPosted: Thu Oct 03, 2019 7:22 am 
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Joined: Wed Jul 30, 2014 9:32 pm
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Fixed, thanks:
http://aluigi.org/bms/angry_birds_lua.bms


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PostPosted: Thu Oct 03, 2019 4:04 pm 
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Joined: Fri Apr 20, 2018 12:41 am
Posts: 365
Some builds of games use plaintext, unencrypted ZIPs (JSONs). Not saying any problems but it's a fact.


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