29 December 2024
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The list of legal tech that can't be weaponized or used for illegal activities is very slim
ShadyYeah sometimes it may seem like reverse engineering something particular could lead to no good but usually there's no way to be absolutely sure of that.
Well here's a classic if it takes some things as a government recommend you to yours and shake it for privacy and saves her and it flows that actually give you no privacy afterwards you can complain and get to the right structures that are against collection of information even though it is a surprise for those contracts still it's not very legal to collect user data and afterwards use it for something else you get my idea
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https://www.youtube.com/live/lMw9wMGx1Is?si=o9Cwj5ujmNHcKMSp best channel for reverse engineering and binary exploitation
30 December 2024
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ShadyYeah sometimes it may seem like reverse engineering something particular could lead to no good but usually there's no way to be absolutely sure of that.
The problem here is different. There are people who ask for illegal stuffs outright
Some try to be vague, but when more questions are asked, they either don't reply or it straight up becomes illegal when it gets clearer
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Hey guys, any way to get around this IL2CPP issue?
using UnityEngine;
public class ClassName : MonoBehaviour
{
/*
Dummy class. This could have happened for several reasons:
1. No dll files were provided to AssetRipper.
Unity asset bundles and serialized files do not contain script information to decompile.
* For Mono games, that information is contained in .NET dll files.
* For Il2Cpp games, that information is contained in compiled C++ assemblies and the global metadata.
AssetRipper usually expects games to conform to a normal file structure for Unity games of that platform.
A unexpected file structure could cause AssetRipper to not find the required files.
2. Incorrect dll files were provided to AssetRipper.
Any of the following could cause this:
* Il2CppInterop assemblies
* Deobfuscated assemblies
* Older assemblies (compared to when the bundle was built)
* Newer assemblies (compared to when the bundle was built)
Note: Although assembly publicizing is bad, it alone cannot cause empty scripts. See: https://github.com/AssetRipper/AssetRipper/issues/653
3. Assembly Reconstruction has not been implemented.
Asset bundles contain a small amount of information about the script content.
This information can be used to recover the serializable fields of a script.
See: https://github.com/AssetRipper/AssetRipper/issues/655
4. This script is unnecessary.
If this script has no asset or script references, it can be deleted.
Be sure to resolve any compile errors before deleting because they can hide references.
5. Script Content Level 0
AssetRipper was set to not load any script information.
6. Cpp2IL failed to decompile Il2Cpp data
If this happened, there will be errors in the AssetRipper.log indicating that it happened.
This is an upstream problem, and the AssetRipper developer has very little control over it.
Please post a GitHub issue at: https://github.com/SamboyCoding/Cpp2IL/issues
7. An incorrect path was provided to AssetRipper.
This is characterized
Lucas LeblancHey guys, any way to get around this IL2CPP issue?
using UnityEngine;
public class ClassName : MonoBehaviour
{
/*
Dummy class. This could have happened for several reasons:
1. No dll files were provided to AssetRipper.
Unity asset bundles and serialized files do not contain script information to
It tells to check the log, what does it say?
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The problem in question is that there is no local code in IL2CCP, because of this only the name of the class appears but not the content that is only compiled when the game is started, there is a discussion about this here: https://github.com/AssetRipper/AssetRipper/issues/1554
Lucas LeblancHey guys, any way to get around this IL2CPP issue?
using UnityEngine;
public class ClassName : MonoBehaviour
{
/*
Dummy class. This could have happened for several reasons:
1. No dll files were provided to AssetRipper.
Unity asset bundles and serialized files do not contain script information to
Try dumping using frida-il2cpp-bridge
31 December 2024
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Lucas LeblancThe problem in question is that there is no local code in IL2CCP, because of this only the name of the class appears but not the content that is only compiled when the game is started, there is a discussion about this here: https://github.com/AssetRipper/AssetRipper/issues/1554
The paaiiinnn,I fucking read the site uploaded right 0.log.txt 🙈🙈🙈🤦♂🤦♂🤦♂🤦♂🤦♂