LU Client and IDA
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- Este debate tiene 15 respuestas, 4 mensajes y ha sido actualizado por última vez el hace 9 años, 3 meses por
Anonymous.
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noviembre 3, 2016 a las 8:58 pm #6971
Anonymous
ParticipanteHello,
Does anyone have IDA and it’s Hex Ray plugin? I was wondering if someone could decompile the Nexus2 client’s luniserver.exe file for me.
Thanks in advance.-
Este debate fue modificado hace 9 años, 3 meses por
Timtech.
noviembre 3, 2016 a las 9:05 pm #6972HappyAngryCatfish
Community HelperNexus2 is a client, luniserver is the server. They are separate things.
noviembre 3, 2016 a las 9:56 pm #6973Anonymous
Participante(Slaps forehead)
Sorry, I’ll change that. I meant legouniverse.exe.noviembre 6, 2016 a las 8:25 am #6979Timtech
SuperadministradorYes, I have done it. But I didn’t find anything interesting. I can send you the machine code if you’d like.
noviembre 6, 2016 a las 10:55 am #6980Anonymous
Participante@Timtech Have you used the Hex-Rays plugin to translate the machine code? I’m looking for the translation.
noviembre 9, 2016 a las 7:30 pm #6999Anonymous
ParticipanteTimtech, it seems that no one has the hex rays plugin. If I could get the machine code, that would be great!
Thanks a lot.noviembre 12, 2016 a las 3:42 pm #7017Timtech
SuperadministradorI tried Hex Rays once but I think it was a trial or something because it doesn’t seem to be in my menus anymore. I’ll see about what I can decompile tomorrow for you.
noviembre 12, 2016 a las 7:14 pm #7020Anonymous
ParticipanteThanks, Timtech!
noviembre 13, 2016 a las 6:14 am #7023COOLGAMETUBE | LUR-Dev
ParticipanteOpening legouniverse.exe with Notepad++ also helps.
There are all gms listed.noviembre 13, 2016 a las 4:55 pm #7032Timtech
SuperadministradorAlright @anonymous, good news. After some searching I found a seat for the Hex-Rays decompiler as well. I haven’t used IDA at all in at least a year, but now I’m starting to remember how to do some stuff. At any rate, the C pseudocode as well as hopefully some machine code will be posted soon in Tinkerer’s Corner in a new thread.
noviembre 13, 2016 a las 5:54 pm #7033Timtech
SuperadministradorScrap that, I ran into some problems with exporting the machine code. Oh well, the Hex-Rays was the important thing, right? I was able to decompile legouniverse.exe to a C-like pseudocode (I had to override some type of autoanalysis, so I’m not exactly sure if it completed all the way). If it looks like something is missing I can try again tomorrow.
Anyways, here it is:
http://timtechsoftware.com/uploads/legouniverse.c.7z
The full legouniverse.c is 102,267,075 bytes, but with PPMD:o32 it compressed to 7,714,529 bytes.
noviembre 14, 2016 a las 8:08 pm #7045Anonymous
ParticipanteThat’s amazing! Thanks Timtech!
I’m not sure, but I think that all of the functions’ and variables’ types have been replaced with a type _UNKNOWN, so that may be the problem.
Also, you might want to put a finished version of this in the Downloads section. I’ve seen a couple people looking for this file.
Don’t bother about exporting the machine code, I can’t read it as well as C.noviembre 15, 2016 a las 8:07 pm #7051Timtech
SuperadministradorAlright, I will see about trying to get the auto-analysis to work and then exporting again to see if that changes things. Either way, I’ll add the final .c file to the Downloads page as you suggested.
noviembre 16, 2016 a las 7:22 am #7053Timtech
SuperadministradorOkay, the auto-analysis didn’t really seem to change anything with those _UNKNOWN types, but there is a slight file size difference (the new file is 102,075,262 bytes). Check out http://timtechsoftware.com/uploads/legouniverse.c-analyzed.7z for the new file.
P.S. Moved this topic to Tinkerer’s Corner.
noviembre 16, 2016 a las 4:32 pm #7054Timtech
SuperadministradorHere is the machine code as well, just in case (8,872,647-byte .7z archive containing a 159,745,592-byte .asm file): http://timtechsoftware.com/uploads/legouniverse.asm-analyzed.7z
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