THIS TEMPLATE IS NOT FOR NEWBIES/NOOBS, IT IS FOR EXPERIENCE MODDERS AND PROGRAMMERS ONLY. YOU WILL BE EXPECTED TO READ, LEARN AND EVEN GOOGLE. THIS IS NOT A SIMPLE ONE-CLICK INSTALL SETUP. IF YOU DON'T HAVE THE KNOWLEDGE, THIS TUTORIAL WILL BE TOO HARD FOR YOU
IF YOU ARE UPDATING THIS TEMPLATE, PLEASE CLONE IT SEPARATELY. DO NOT MERGE INTO OLD ONE UNLESS YOU KNOW WHAT YOU ARE DOING!
This won't cover how to mod games in general, hooking functions, etc that every other online tutorial already covers, so don't ask since I won't cover them. The codes in the template simply tells you how to use them
For mobile users who don't have a PC, please read README-MOBILE.md how to use this project within AIDE app
- Prerequisites
- Softwares you need
- download/clone
- Setting up Android Studio
- Open the project
- Files to work with and making changes
- Implementing the menu to the target game
- Loading lib without mod menu
- FAQ
- Credits/Acknowledgements
Floating mod menu for il2cpp and other native android games. KittyMemory, MSHook, and And64InlineHook included. This template is optimized for modders who want the faster way to implement the menu in the game without hassle. Assets are stored as base64 in cpp and does not need to be stored under assets folder.
It comes with string and offset obfuscation without using any external tool and without modifying the compiler. We use AY Obfuscator
Support Android 4.4.x way up to Android R. Support ARMv7, x86 and ARM64 architecture. However x86 is deprecated for Unity games so x86 is not our priority
Mod menu is based on Octowolve/Escanor and Van's template.
Preview:
- AN EXPERIENCED MODDER, NOT A NEWBIE/BEGINNER MODDER: You should be able to mod any games in general (does not need to be a protected games), like modifying .so files, dll files, smali files, etc.
- Basic knowledge of smali dalvik opcodes and ARM and ARM64 assembly (x86 not needed), required for patching meemory
- Be able to hook function in C++ (Not really needed, but recommended if you want to do advanced modding in the future)
- Basic knowledge of C++ and java
- Basic awareness of how Android layout works in XML and Java. This project only uses Java for layout but you will learn it easly
- Time and patience: Don't start working on this if you have deadlines or important work, only on your free time. Take your time to read, learn and get used to work with this project.
- DIY (Do it yourself): Yes, you must be able to do things yourself. If we can't or won't implement some certain features, try to implement yourself. We are not the teachers, it is not our style, so don't ask us to teach or spoonfeed.
- An inquisitive mind
- Android Studio 4 and up: https://developer.android.com/studio
- Apktool: Apktool.jar or any 3rd party tools
- APK Easy Tool. To get main activity: https://forum.xda-developers.com/android/software-hacking/tool-apk-easy-tool-v1-02-windows-gui-t3333960
- Any text editor. I use Notepad++
- Any png compression to compress your png file: https://compresspng.com/
- Any base64 encoding to encode your file: https://www.base64encode.org/
- Any audio converters to convert your sound files to .ogg (Optional): XMedia Recode
Click on the button that says Code, and click Download ZIP
Or clone through Android Studio if you know how to use Git
At the bottom-right corner, click on Configure and SDK Manager
Select Android SDK, check NDK (Side by side) and click OK. It will download and install
Extract the template project to the folder without any spaces. If any folder has spaces, it will cause problem
On the welcome screen, choose "Open an existing Android Studio project"
Navigate to the extracted project and open it
It will index and Gradle will sync the project fir the first time. Please wait for a while, it will take around 5 minutes depending your computer performance
If you encounter an error
NDK not configured. Download it with SDK manager. Preferred NDK version is 'xx.x.xxxxxx'
Click File and Project Structure
Select default NDK version
After it's done, you can start working!
StaticActivity.java
: Start by game activity's OnCreate
Checks if device running Android 6.0 or above and if have overlay permission checked.
Start() will be called when implementing the menu to the game. We will explain later
MainActivity.java
: Start by AndroidManifest.xml
. Only use if you really need it (Will be explained later)
modmenu/Preferences.java
: Saving the menu feature preferences and calling changes via JNI
modmenu/FloatingModMenuService.java
: Main codes of mod menu design
The codes of floating mod menu. You don't need to change much unless you want to redesign it. The codes are explained in the comments (//...)
GradientDrawable
A code for setting corner and stroke/inner border. Works for any View Components
GradientDrawable gradientdrawable = new GradientDrawable();
gradientdrawable.setCornerRadius(20); //Set corner
gradientdrawable.setColor(Color.parseColor("#1C2A35")); //Set background color
gradientdrawable.setStroke(1, Color.parseColor("#32cb00")); //Set border
Set the gradient drawable to the view component
[name of your view component].setBackground(gradientdrawable);
- Resizing menu box
I have added variables so you can find it easly to resize
private final int MENU_WIDTH = 290;
private final int MENU_HEIGHT = 200;
Note: You may need to implement auto sizing due to many types of phone with different DPIs and resolutions
-
Color Animation: The codes can be seen in
startAnimation()
-
Adding new view
Normally the Android development documentation does not explain the code in java. If you read the Android development documentation and you see an example like TextView
TextView textView = (TextView) findViewById(R.id.textView);
textView.setFontVariationSettings("'wdth' 150");
This is for xml. Instead, create an instance for java and add view to your Layout
TextView textView = new TextView(this);
textView.setFontVariationSettings("'wdth' 150");
LinearLayoutExample.addView(textView);
There are many more. While we can't explain much here, you can use Google. Search like create a textview programmatically android
, create a button programmatically android
etc for more infomation
Menu/Sounds.h
: The sounds, that have been converted to .ogg and encoded to base64. Remember, we want to avoid storing files under assets as possible
Menu/Menu.h
: Menu related with JNI calls
-
LoadSounds
: Decode base64 and save files into /data/data/(package name)/cache upon startup. -
Title
: Big text -
Heading
: Little text. Semi HTML is supported. Text will scroll if the text is too long -
Icon
: Compressed image that is encoded to base64 -
IconWebViewData
: Use icon in Web view with GIF animation support. URL requires internet permissionandroid.permission.INTERNET
Examples
return env->NewStringUTF("https://i.imgur.com/SujJ85j.gif");
From assets folder: (Requires android.permission.INTERNET)
return env->NewStringUTF("file:///android_asset/example.gif");
Base64 html:
return env->NewStringUTF("data:image/png;base64, <encoded base64 here>");
Nothing:
return NULL
Toast.h
: Your toast
Main.cpp
: In this file, you will work with your mods here
Changes
: Get values to apply mods. BE CAREFUL NOT TO ACCIDENTLY REMOVE break;
You can also use if-else statement with string comparision
if (strcmp(featureName, "The button") == 0) { //Compare with string
} else if (strcmp(featureName, "The On/Off button") == 0) { //Compare with string
} else if (feature == 7) {
}
getFeatureList
: Mod features
Usage:
Category_(text)
Toggle_(feature name)
SeekBar_(feature name)_(min value)_(max value)
Spinner_(feature name)_(Items e.g. item1,item2,item3)
Button_(feature name)
ButtonLink_(feature name)_(URL/Link here)
ButtonOnOff_(feature name)
InputValue_(feature name)
CheckBox_(feature name)
RadioButton_(feature name)_(Items e.g. radio1,radio2,radio3)
RichTextView_(Text with limited HTML support)
RichWebView_(Full HTML support)
Examples:
Spinner_Weapons_AK47,9mm,Knife
Button_OnOff_God mode
Learn more about HTML https://www.w3schools.com/
hack_thread
: Here you add your code for hacking with KittyMemory or Hooking. We will not teach, you must have learned it already
KittyMemory usage:
[Struct].get_CurrBytes().Modify();
[Struct].get_CurrBytes().Restore();
[Struct].get_TargetAddress();
[Struct].get_PatchSize();
[Struct].get_CurrBytes().c_str();
Example: https://github.com/MJx0/KittyMemory/blob/master/Android/test/src/main.cpp
Hook usage:
ARM64:
A64HookFunction((void *) getAbsoluteAddress([Lib Name], [offset]), (void *)[function], (void **)&[old function]);
ARMv7/x86:
MSHookFunction((void *) getAbsoluteAddress([Lib Name], [offset]), (void *)[function], (void **)&[old function]);
Android.mk
The make file for the c++ compiler. In that file, you can change the lib name on the LOCAL_MODULE
line
When you change the lib name, change also on System.loadLibrary("")
under OnCreate method on FloatingModMenuService.java
Both must have same name
C++ string obfuscation
We use AY Obfuscator but the usage has changed to OBFUSCATE("string here")
and OBFUSCATE_KEY("string here", 'single letter here')
proguard-rules.pro
See proguard rules here https://www.guardsquare.com/en/products/proguard/manual/usage
Both shrinkResources
and minifyEnabled
MUST be true
in build.gradle (:app)
in order to enable proguard obfuscation
public static void Start
has been prevented from renaming
Add -dontobfuscate
to disable obfuscation
Encoding your files into base64
You can pretty much use any tools for base64 encoding.
We use a simple website https://www.base64encode.org/
Scroll down till you see Encode files into Base64 format
. Click or tap on the box to select a file
Click on ENCODE
button and click on CLICK OR TAP HERE
to download your encoded file. Now you can paste it in your code
Connect your device to computer or run your emulator. Make sure you have USB-Debugging enabled in the developer option of your device. Android Studio will detect and you can click Play to run your app.
Sometimes emulators such as NOX or MEMU fail to connect to adb automatically, in order to connect them, simply reboot the emulator.
On Android 4.2 and higher, the Developer options screen is hidden by default. To make it visible, go to Settings > About phone and tap Build number seven times. Return to the previous screen to find Developer options at the bottom.
On some devices, the Developer options screen might be located or named differently.
Now we are looking for main activity, there are 2 ways to do
- Decompile the game's APK file. Open
androidmanifest.xml
and search after<action android:name="android.intent.action.MAIN"/>
.
Example the game's main activity was com.unity3d.player.UnityPlayerActivity
Be sure to enable Word wrap so it is easier to read
- APK Easy Tool since it can read out location of main activity without decompiling APK
Note it somewhere so you can easly remember it
Decompile the game APK
Open the game's androidmanifest.xml
Add the SYSTEM_ALERT_WINDOW
permission besides other permissions if it doesn't exist. We only need one permission. Doesn't matter where you place it as long as it's above the application tag
<uses-permission android:name="android.permission.SYSTEM_ALERT_WINDOW"/>
Add the service above the end of application tag (change the package name of your menu if you had changed it)
<service android:name="uk.lgl.modmenu.FloatingModMenuService"
android:enabled="true"
android:exported="false"/>
Now we need to call your mod menu activity
There are 2 ways to call your mod menu activity. Choose one of them you like to try. Don't know? just choose METHOD 1
METHOD 1
This simple way, we will call to StaticActivity.java
. MainActivity.java
will never be used
Locate to the game's path of main activity and open the smali file. If the game have multi dexes, it may be located in smali_classes2.. please check all
With the path of the target game’s main activity which we determined earlier com.unity3d.player.UnityPlayerActivity
. Think of it like a path /com/unity3d/player/UnityPlayerActivity.smali
Open the main acitivity's smali file, search for OnCreate method and paste this code inside (change the package name if you had changed it)
invoke-static {p0}, Luk/lgl/StaticActivity;->Start(Landroid/content/Context;)V
Save the file
METHOD 2
You can follow this it if the first method really fails, or if you really want to use MainActivity.java
for a reason. Since this involve changing activites, it may cause some problems.
On your MainActivity.java
, put the game's main activity to public String GameActivity
Uncomment this code
Toast.makeText(MainActivity.this, "Error. Game's main activity does not exist", Toast.LENGTH_LONG).show();
On androidmanifest.xml
, remove <action android:name="android.intent.action.MAIN"/>
from the game's activity, like this:
If you don't remove <action android:name="android.intent.action.MAIN"/>
from the game's activity, your menu will not launch. androidmanifest.xml
can ONLY contain one <action android:name="android.intent.action.MAIN"/>
near the end of application tag </application>
, add your main activity above it. uk.lgl.MainActivity
is your main activity
<activity android:configChanges="keyboardHidden|orientation|screenSize" android:name="uk.lgl.MainActivity">
<intent-filter>
<action android:name="android.intent.action.MAIN"/>
<category android:name="android.intent.category.LAUNCHER"/>
</intent-filter>
</activity>
Save the file
Do NOT use both methods at the same time
Build the project to the APK file. Build -> Build Bundle(s)/APK(s) -> Build APK(s)
If no errors occured, you did everything right and build will succeded. You will be notified that it build successfully
Click on locate to show you the location of build.apk. It is stored at (your-project)\app\build\outputs\apk\app-debug.apk
Decompile your app-debug.apk.
Copy your mod menu from decompiled app-debug.apk smali to the game's smali folder. Example ours is uk.lgl.modmenu, we copy the uk
folder from app-debug (app-debug\smali\uk)
to the game's decompiled directory (game name)\smali
If the game have multidexes, just add your smali to the last smali_classes
if possible to prevent compilation errors such as Unsigned short value out of range: xxxxx
(Smali limit error)
Copy the library file (.so) from app-debug.apk to the target game. Make sure to copy .so to the correct architecture armeabi-v7a is armeabi-v7a, arm64-v8a is arm64-v8a, and so on.
PUTTING THE .SO file ON A WRONG ARCHITECTURE WILL RESULT A CRASH!
Now compile and sign the apk, and install it on your device
Congrats. You have successfully implemented a mod menu.
Compile failed? read the log and look up on Google
If you face any problem, please read the FAQ
Just call the LoadLibOnly
in the OnCreate
method if you want to load your hacks without mod menu
invoke-static {p0}, Luk/lgl/StaticActivity;->LoadLibOnly(Landroid/content/Context;)V
Make sure to delete modmenu
folder from the smali to avoid reaching the method limit of the smali classes (limit is 65535)
There are many reasons why, it could be your code fault, wrong offsets, bad c++ code, bad layout implementations, game protections etc.
First of all, check logcat on Android Studio to see the error logs. Connect your device/reboot emulator to reconnect, open Logcat window from below, and select your device, process and filter to Error and reproduce your problem. Once you do, you can see the errors in logcat
Then search the error on Google. Contact me or report issues if you can't find the answers
If the game crashes or freezing while playing, check if your patches and hooks are correct. For hooks, write down the logs such as LOGD("whatever");
like this below:
bool get_BoolExample(void *instance) {
LOGD("BoolExample 1");
if (instance != NULL && featureHookToggle) {
LOGD("BoolExample 2");
return true;
}
LOGD("BoolExample 3");
return old_get_BoolExample(instance);
}
Recompile and check the logcat, to see what part of your code faced the problem.
Logcat may also report CRASH
if lib crashed, caused by hooking
See more about logcat: https://developer.android.com/studio/debug/am-logcat
If you believe the game has protection, try recompile APK without mod and install to see if it crash. We can't help you bypassing protections
Check if apk is not protected. If not, search for the related issues on Google or on Apktool Github page: https://github.com/iBotPeaches/Apktool/issues
The method index can't fit into an unsigned 16-bit value, means you have too many methods in the smali due to the limit 65535. Place your code on other classes, such as smali_classes2 instead. This work for Android 5 (Lollipop) and above only.
I'm getting an error ERROR: executing external native build for ndkBuild Android.mk. Affected Modules: app
See: https://github.com/LGLTeam/Android-Studio-Solutions/wiki
It is not implemented yet, and we don't have enough knowledge in JNI porting to do this
But it is deprecated in API level 30/Android 11, means custom toast will not work, so we will not implement it
See: https://developer.android.com/reference/android/widget/Toast#getView()
We will not mention their names, but you can search for that on Github. Using chinese tools may inject malwares and spywares in APK. We highly suggest to not use them, and please don't ask us.
There is no need to protect dex since there are nothing important in java/smali codes. All the important codes such as offsets are in the lib file and they are protected enough
Go to the commit page https://github.com/LGLTeam/Android-Mod-Menu/commits/master
Likely yes and no, but we don't support AIDE at this time
You can соntact me via Tеlеgram or Disсоrd.
Contact:
Before you contact, please make sure you have readed everything and looking on Google before contactingNewbies who do not understand anything must NOT соntact. You will be BLOCKED if you ask/beg to teach/spoonfeed. Why? Because we have gotten so many newbie kids who wouldn't know nothing about modding but attempt to try this for nothing, and come to me and begging and spamming for help. We are getting tired of this now. DON'T be that toxic kid please
Speak english only please. Speaking in other language will be ignored
Thanks!
Tеlеgram: @ThеᒪGᒪ
Disсоrd: ᒪGᒪ#6844
Noob, we are not spoonfeeding. Don't соntact if you don't know how to mod games.
Instead, try to find a couple of tutorials to learn and mod the game yourself. It's a lot easier than you think. If you can't, search on the internet and you should find a couple of forums where you can ask your questions.
No, because they used this template and they created their own mod with it, we don't support nor work with them. Ask the right owner who have them, example if mod is created by MITO Team, ask MITO Team. We are the wrong persons to ask.
- https://piin.dev/basic-hooking-tutorial-t19.html
- https://iosgods.com/topic/65529-instance-variables-and-function-pointers/
- https://guidedhacking.com/threads/android-function-pointers-hooking-template-tutorial.14771/
- http://www.cydiasubstrate.com/api/c/MSHookFunction/
- https://www.cprogramming.com/tutorial/function-pointers.html
Thanks to the following individuals whose code helped me develop this mod menu
- Octowolve/Escanor - Mod menu: https://github.com/z3r0Sec/Substrate-Template-With-Mod-Menu and Hooking: https://github.com/z3r0Sec/Substrate-Hooking-Example
- VanHoevenTR - Mod menu - https://github.com/LGLTeam/VanHoevenTR_Android_Mod_Menu
- MrIkso - First mod menu template https://github.com/MrIkso/FloatingModMenu
- MJx0 A.K.A Ruit - https://github.com/MJx0/KittyMemory
- Rprop - https://github.com/Rprop/And64InlineHook
- Google - Android UI sounds
- Material.io - https://material.io/design/sound/sound-resources.html#
- Some modders for suggestions and ideas :)