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  1. #1
    JustAnoobROTMG's Avatar
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    RABCDASM for MAC

    Thanks to one good friend of mine (who owns a Mac) , there are the Mac binaries of RABCDASM...

    Thus, he had to compile them without LZMA support, so i don't know if they works on our beloved AssembleeGameclient

    Anyone can test it?


    https://virusscan.jotti.org/fr/scanre...cf04a446d91aad
    https://www.virustotal.com/file/81c1...is/1358436339/
    <b>Downloadable Files</b> Downloadable Files
    Last edited by JustAnoobROTMG; 01-17-2013 at 08:26 AM.
    Due to a recent DMCA takedown attempt we had to remove Faintmako brain. Please do not paid attention to what he say or do.


  2. The Following 26 Users Say Thank You to JustAnoobROTMG For This Useful Post:

    ADTwo (12-24-2013),asdf6969 (02-19-2013),BlitzXFire (01-18-2013),ceej9988 (02-15-2013),Cyeclops (01-17-2013),DoubleEvil (01-17-2013),Explorers (02-25-2013),fdx10 (02-28-2013),FraserJohn (11-18-2014),Hux (01-24-2013),In The Illuminati (04-19-2017),JoeKerr19293 (01-23-2013),kensington (02-20-2013),liaojh1998 (03-27-2013),lmxeminem (02-11-2013),localparty (01-25-2013),Mr_Diddley (06-01-2019),navillus (03-31-2013),nawaf owis (02-20-2013),olligoody (06-02-2013),Royce (03-28-2013),sirbino (03-29-2013),sjw49 (08-24-2015),Smokey Mc Pot (01-17-2013),SunLunKingLee (12-29-2013),Zwii (03-29-2013)

  3. #2
    navillus's Avatar
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    Well this is promising. I'll give it a look in a bit.

  4. #3
    Hux's Avatar
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    2 virus scans. @Arabian @Nachos

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    JustAnoobROTMG's Avatar
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    Quote Originally Posted by Hux View Post
    2 virus scans. @Arabian @Nachos
    Yup, thanks for that. Added scans. Dont know if its useful for mac stuff ..
    Due to a recent DMCA takedown attempt we had to remove Faintmako brain. Please do not paid attention to what he say or do.


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    Hux's Avatar
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    Quote Originally Posted by JustAnoobROTMG View Post
    Yup, thanks for that. Added scans. Dont know if its useful for mac stuff ..
    i have a mac, i could test it out for you.

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    Nachos's Avatar
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    Approved .


    The lines in my Steam are i's

  8. #7
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    I will also have a look, really hoping this works

    EDIT:

    So far using the Windows command:

    swfdecompress client.swf

    Doesn't work and not sure what command to type instead, I am not an advanced user of Terminal.
    I will read into the commands side some more and hopefully figure it out.

    Ive only ever used Terminal for finding simple things in an .swf back when I first started using Odom, to try and find Clothing, Accessories, and Pets ID's, and then Item ID's when the whole item hack frenzy happened. But have never really known many advanced features, or commands.

    It disturbs me to know I hack better on a Windows PC, especially when I don't have one

    Oh! and if anyone is wondering about viewing strings in an .swf using Terminal on Mac.
    Very simple: Lets say you renamed your AssembleeGameClient********.swf to my.swf

    Open Terminal and type:

    Code:
    strings my.swf
    Thats it ][_, (()) ][_, Obviously you will have to scroll and search for what you are looking for.
    Last edited by Cyeclops; 01-18-2013 at 01:06 AM.

  9. #8
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    how do I use these?

  10. #9
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    Quote Originally Posted by BlitzXFire View Post
    how do I use these?
    Im still in the progress of trying figure it out, havent had time over the last few days.

    EDIT:

    Ok, had a quick look just now... I've placed the .swf into the same folder with Rabdcasm and renamed it to 'client.swf'. And then in Terminal you need to point to your Rabdcasm location e.g.

    Code:
    cd /Users/********/Desktop/rabdcasm
    To execute in Terminal you use the ./ command.
    So in saying that, and going off the Windows commands found in the tuts here, you would write something like:

    Code:
    ./swfdecompress client.swf
    When doing this, my result is saying the swf is already uncompressed e.g.

    cyeclops$ ./swfdecompress client.swf
    object.Exception@swfdecompress.d(32): Already uncompressed
    ----------------
    5 swfdecompress 0x000000010ccecf7d extern (C) int rt.dmain2._d_run_main(int, char**, extern (C) int function(char[][])*).void runMain() + 33
    6 swfdecompress 0x000000010ccecadd extern (C) int rt.dmain2._d_run_main(int, char**, extern (C) int function(char[][])*).void tryExec(scope void delegate()) + 45
    7 swfdecompress 0x000000010ccecfc4 extern (C) int rt.dmain2._d_run_main(int, char**, extern (C) int function(char[][])*).void runAll() + 56
    8 swfdecompress 0x000000010ccecadd extern (C) int rt.dmain2._d_run_main(int, char**, extern (C) int function(char[][])*).void tryExec(scope void delegate()) + 45
    9 swfdecompress 0x000000010cceca94 _d_run_main + 468
    10 swfdecompress 0x000000010ccec8b8 main + 20
    11 swfdecompress 0x000000010cccc474 start + 52
    12 ??? 0x0000000000000002 0x0 + 2
    ----------------

    I don't understand enough about this, I'm learning as I go, so I apologise for being a n00b.
    So I then went to the next part of exporting abc. Do this typing:

    Code:
    ./abcexport client.swf
    This works and creates 2 abc files into the Rabdcasm folder as ... 'client-0.abc' and 'client-1.abc'
    Following on from Windows instructions, I continued with:

    Code:
    ./rabcdasm client-1.abc
    This will create a 'client-1' folder, with all the necessary subfolders and files you need to start editing code into

    You should be able to continue on with the Source Code instructions found here, and the same when closing and re-compressing your file back again, using the ./ command.

    Hope this helps for now.... its definitely a step in the right direction. I will add more as I go.
    Last edited by Cyeclops; 01-22-2013 at 10:33 PM.

  11. #10
    Cyeclops's Avatar
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    Quote Originally Posted by JustAnoobROTMG View Post
    Thanks to one good friend of mine (who owns a Mac) , there are the Mac binaries of RABCDASM...

    Thus, he had to compile them without LZMA support, so i don't know if they works on our beloved AssembleeGameclient

    Anyone can test it?


    rabcasm.zip - Le scanner antivirus de Jotti
    https://www.virustotal.com/file/81c1...is/1358436339/
    Would your good friend be able to port Yogda too?

  12. #11
    JustAnoobROTMG's Avatar
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    Quote Originally Posted by Cyeclops View Post
    Would your good friend be able to port Yogda too?
    Is there any source code available for yogda? If its not written in D it may be possible but without source....

    And i dont think any hacker here is using yogda anymore (maybe for viewing only)


    Anyway , thanks for testing.. So, it works
    Last edited by JustAnoobROTMG; 01-23-2013 at 03:46 AM.
    Due to a recent DMCA takedown attempt we had to remove Faintmako brain. Please do not paid attention to what he say or do.


  13. #12
    Cyeclops's Avatar
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    I will look into it and get back to you.

  14. #13
    Cyeclops's Avatar
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    Quote Originally Posted by JustAnoobROTMG View Post
    Is there any source code available for yogda? If its not written in D it may be possible but without source....

    And i dont think any hacker here is using yogda anymore (maybe for viewing only)


    Anyway , thanks for testing.. So, it works
    You're welcome, and thank you and your good friend also
    Yes it works, as far as I saw, just the same as it should.
    No one is using Yogda anymore? Is that because of mod selector? Or does that mean all edits can be done via Rabcdasm? I ask for obvious reasons, that we cannot use Mod Selecter. I dont mind if I have to go through all the processes manually, just so long as I can.

    Thanks again

  15. #14
    Cyeclops's Avatar
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    Quote Originally Posted by JustAnoobROTMG View Post
    Thanks to one good friend of mine (who owns a Mac) , there are the Mac binaries of RABCDASM...

    Thus, he had to compile them without LZMA support, so i don't know if they works on our beloved AssembleeGameclient

    Anyone can test it?
    Hi @JustAnoobROTMG

    I have had another quick look at RABCDasm for Mac, I simply did a decompress and assembled back without doing any code edits to see if it was working right. The mistake I made on my first attempt, was that my .swf file had an edit done, which is why the first command: swfdecompress client.swf did not work. Using a fresh .swf from the game did work, so that was my bad there.

    One question though, once you have assembled the files back into the .swf, should the .abc files and client-1 directory still be there, or should they go away after it completes? If the files do remain in the folder, then I think I have got this to work, and sorry it has taken me so long to look at this properly for you too.

    Now its time to make a client on a Mac ... thats pretty fucking cool

    Thank you JustAnoobROTMG and give your friend a big THANK YOU too from me
    Last edited by Cyeclops; 02-18-2013 at 11:13 PM.

  16. #15
    rotmg2012's Avatar
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    I still use yogda to change production serverhacks into testing server, but now I cant due to me using a mac

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