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extern void __start_main(int argc, char **argv);
extern void _init(int argc, char **argv, char **envp) __attribute__((section(".init")));
extern void _fini(void) __attribute__((section(".fini")));
void _start(
#if __x86_64__
long rdi,
long rsi,
long rdx,
diff --git a/arch/mips/bits/syscall.h b/arch/mips/bits/syscall.h
index 9a2de2e..1afb2b1 100644
--- a/arch/mips/bits/syscall.h
+++ b/arch/mips/bits/syscall.h
@@ -7,6 +7,72 @@
long (__syscall)(long, ...);
+#ifndef __clang__
+
require "socket"
sk = UDPSocket.new Socket::AF_INET6
for a in 0..65535 do
for b in 0..65535 do
for c in 0..65535 do
for d in 0..65535 do
sk.send "", 0, "#{ARGV[0]}:%x:%x:%x:%x" % [a,b,c,d], 31337
end
end
end
using System;
using System.IO;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SB3Utility;
using ZstdNet;
using System.Text.RegularExpressions;
using System;
using System.IO;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SB3Utility;
using ZstdNet;
using System.Text.RegularExpressions;
How are the chunked files stored:
top_hdr - located at the end of the file, it just another seek value:
struct tophdr {
uint64_t off_chunktab;
}
Ok, now you can
seek(off_chunktab)
Lua can hook game events, inspect state, and possibly mutate the
state partaining to that event. The calling convention is always
function on.<eventname>(retval, args1, arg2...)
end
Where retval is some key value the event can change. Other args
are just to be consulted, but can't be directly modified, unless
a pointer to a struct - in which case retval usually indicates
boolean true/false whether such a struct is taken into account
[SPAM] FrameModEvent 58BF2960[SPAM] (A02_164_00_01)[SPAM] model = 8
[SPAM] Attaching translated bone pose_tr_a01_J_Spin_020
[SPAM] Attaching translated bone pose_tr_a01_J_Spin_010
[SPAM] Attaching translated bone pose_tr_a01_J_Kosi_010
[SPAM] Attaching translated bone pose_tr_a01_J_SK_SR_01
[SPAM] Attaching translated bone pose_tr_a01_J_SK_UR_01
[SPAM] Attaching translated bone pose_tr_a01_J_SK_UR_02
[SPAM] Attaching translated bone pose_tr_a01_J_SK_SR_02
[SPAM] Attaching translated bone pose_tr_a01_J_SK_SR_03
int __thiscall apply_chara_light(void *this, unsigned __int8 light)
{
void *chara_struct; // edi@1
int v3; // ebp@1
int v4; // eax@2
int v5; // esi@3
int v6; // eax@4
int v7; // esi@5
int v8; // eax@6
int v9; // eax@8
@ezdiy
ezdiy / eyes.c
Created September 12, 2017 17:57
char __thiscall vtcall12_setfacestuff(void *this, int a2, float *a3, char a4, char a5, char a6, char a7)
{
float *v7; // edi@1
_DWORD *char_struct; // ebx@1
int v9; // esi@8
int v10; // eax@8
int v11; // eax@8
float *v12; // ecx@8
int v13; // ST18_4@10
int v14; // eax@10