Additional Info
|
So I'm not too experienced in mucking about with making hacks etc, but I've dropped in and out of it for a decent period of time (a few years?), so my terminology will probably be wrong in places (or everywhere). This is mainly regarding BTD5 |
Additional Info
|
Constants are probably compiled first thing after the game finishes loading, thus preventing you from easily changing their values. I tried your AoB and it didn't seem to change anything (multi-layered bloons did the normal amount damage when they got through, and they took several hits before popping). |
Additional Info
|
Alright, thanks for that :) On the topic of playing locally, are there tools which allow you to skip those? I know of bmanatee's sitelock tool, but I never got it working due to port errors (and assuming they are probably too hard to edit out for someone such as myself). |
Additional Info
|
Removing a sitelock is fairly easy. There's a very thorough example for complete beginners here, which explains every step by step how to remove sitelock from a specific game. |
Additional Info
|
I've spent some extensive time in the past trying to get the sitelocks off of BTD5 (http://ninjakiwifiles.com/Games/gameswfs/btd5.swf?v=160512-2, requires you to load the loader in this page to run http://ninjakiwi.com/Games/Tower-Defense/Play/Bloons-Tower-Defense-5.html), and had initially come to the conclusion that in the ninjakiwi -> utils -> StandardStuff, there is another swf that has been converted to base 64 (?) or otherwise encoded, that is then decoded on running the game that manages the site-locking. I assumed this because I afterwards dumped additional swf files from the flash instance, and one contained the visual assets for the splash screen and lock/redirect. It's likely I got the wrong interpretation of it though and that isn't very related. |
Additional Info
|
If you can use Charles or other debugging proxy , you can map your local modfied swf with the original swf, so whenever the browser want to read the original swf, it read from your local file instead. No +karma or thanks post please, |
Additional Info
|
I'm aware that that does work, but it isn't as practical as removing the sitelock would be in the long-run. Thanks though :) |
Additional Info
|
asdf1337 Posted on: 05/09/2014 6:41am I'm aware that that does work, but it isn't as practical as removing the sitelock would be in the long-run. Thanks though :)
|
Additional Info
|
I just feel that it'd be more practical to load up the swf locally in order to test out things more efficiently, rather than loading up the game in the browser. I haven't used charles and am not sure completely how it works compared to other similar software, but I've got another debugger (fiddler) and using that auto-responder I would rather not have to use it all the time for this purpose (mainly because I need to clear cache and reload to get the page to fetch again). If the sitelock can be cracked then it shouldn't be too hard to do it again in the future assuming it won't change much. |
Additional Info
|
It sure is a pain in the ass if the game loads certain assets. For most games, however, the assets should be fairly well organized so you just have to download a few folders. If the paths are absolute you will, of course, have to change them. asdf1337 Posted on: 05/09/2014 2:56am One thing I was wondering was what should you use for your local 'url'? For example, the game allows armorgames.com; if you were to replace that to run locally, what should it be? I'm led to believe it should be localhost, but want some 'confirmation' on that. |
Additional Info
|
Changing it to 'localhost' or '*' should get it to work, but like KH said, just changing the if statement should work. I've seen a lot of games that will have something similar to KH's example... |