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Now at 15.727%. Solid progress. Also wanted to clarify what the percents mean. Basically, you run the compiled binary (the game in this case) through something like Ghidra or IDA, and then translate the output into “regular code” (C++ usually), and then compile it to see if it matches the original compiled binary. You can physically see what percent of your code compiles to be the original code, so it is slow, but it works. Total for today is +721 funcs resolved
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0.008% more functions resolved. Also started RE with ghidra. Also wanted to clarify, even small % improvements like this take hours and are incredibly difficult, with the community usually averaging +0.5-1% a month.
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Added 521 total functions or 0.142 percent of extra work.
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Scafolded the project with some ai help, now to actually code
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More back and forth trying to make it as uncrackable as possible. Next up is heavy LLM proofing.
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Should have probably updated this earlier, but plans 5 thru 15 are now done. Notable changes include adding real obfuscation, support for metables (__index, __newindex, __call, arithmetic, bit32, buffer, and vector). I also used some AI for debugging and also this: I passed JUST the obfuscated code to the AI and had it try to deobfuscate it, and then tell me WHY it was able to, then I fixed it, and tried that again, which was pretty productive. It is MUCH harder to figure out now, and I would say presumably impossible to decode by the average person. (no constants left in code either!)
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Part 4 is done! Added 4 more opcodes, took longer than expected. Opcodes were: OP_CallVar, OP_BuildResults, OP_Vararg, and, OP_ReturnMulti.
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Scaffolding the overall system in rust. Currently working on adding support for more forms of Luau. Added support for tables, methods, break, and also closures with upvalue. To be clear there is no actual obfuscation yet, I have just been building the custom VM, which outputs bytecode right now. Also made a simple platform (shown in the image) allowing you to try it out by obfuscating simple Luau code