Injecting "new" functions
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Injecting "new" functions Posted on: 11/26/2010 3:16pm
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Heyho!
I'm learning bytecoding right now and what i really would like to be able to do is inserting new functions.
Situation:
I'm overwriting a function in a game, und would like to use the trace function of as3. But since trace isnt used in the complete game, its not in the multinames table. Therefore i cannot use the call*** methods, since they need an index out of the multinames-table.

Somebody got an idea?
Re: Injecting "new" functions Posted on: 11/26/2010 3:24pm
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System Bot
1. Get SoThink and Adobe Flash.
2. Open the game with SoThink and extract the .fla file.
3. Open the .fla in Adobe Flash and edit the functions you want to.
4. Save it as .swf and use the edited functions to bytecode hack it.
5. Done.

Now seriously, you can't create something new by switching some bytecode that deosn't exist in the original file. You can't, for example, create new graphics by switching some bytecode (ofc I am talking about imported graphics, not those which were created by programming). If you want to hack a game in that way "live" (with CE or similar programs) - I bet it's pretty much impossible, but I can imagine that some freak out there got a super-complicated way which is probably not even worth the affort. However, if you plan to hack a game "offline", (on your PC/prehack), you can try the above 5 steps.

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