I am wanting to install some mods for Minecraft PE, however, to install MCPE Patch I have to have a cracked version of Minecraft. I already paid for the app legitly, and I don't like the idea of stealing a copy. Is there any way to install mods without stealing the app, or a way to crack my existing Minecraft PE?
Those mods will not require your MCPE to be decrypted.
Yes this ^^^
None of my mods will ever require that.
P.S.
*coughnewmodwillallowyoutousemcpepatcherstylemodswithoutdecryptingorusingmcpepatcherandmayevenbetoggleablefromwithintheappitselfcough*
Sorry it seems ive got a cold :/
*coughnewmodwillallowyoutousemcpepatcherstylemodswithoutdecryptingorusingmcpepatcherandmayevenbetoggleablefromwithintheappitselfcough*
Sorry it seems ive got a cold :/
Please do not do with this new system what you did with the last and not tell anyone how to make the mods to shut everyone out of modding. I may not make complex mods but I use the mods I make extensively and would still like to be able to make a simple mod or two
Please do not do with this new system what you did with the last and not tell anyone how to make the mods to shut everyone out of modding. I may not make complex mods but I use the mods I make extensively and would still like to be able to make a simple mod or two
Uninformed posts FTW!!!!
Lol, really though, the form i just mentioned is the .mod format that almost all mods use. Also, i am working on a mod loader and API specifically so that others can create mods of that type. I am not withholding information; rather, it would be nearly impossible to teach anybody to create mods with the current setup. I am making the modding API to abstract away all of the garbage and nonsense code necessary to jump through the various levels of technical hurdles.
Lol, really though, the form i just mentioned is the .mod format that almost all mods use. Also, i am working on a mod loader and API specifically so that others can create mods of that type. I am not withholding information; rather, it would be nearly impossible to teach anybody to create mods with the current setup. I am making the modding API to abstract away all of the garbage and nonsense code necessary to jump through the various levels of technical hurdles.
I was specifically told by another modder that modders are not telling anyone how to make mods in debian form to push the noobs out of modding. After being told how to make these mods (could never get the process to work on my phone) I was told not to tell anyone for that reason. I know and hear more than you think I do but you either deny what I say or think I am saying something else. I think the latter is most likely but I could be wrong
Well to put your mind at ease (maybe) if I had to guess I would say it would work the same way as if you wanted to legally download a console Rom file. Like if you have a physical copy of said game you can legally download the rom for that game. And same with apps, since you rightfully bought MCPE (you're a better man than I XD) you can get the .ipa file off the Internet since you technically already paid for it Lolz. I could be very wrong but it made sense to me. Regardless Clutch will work just as well
I was specifically told by another modder that modders are not telling anyone how to make mods in debian form to push the noobs out of modding. After being told how to make these mods (could never get the process to work on my phone) I was told not to tell anyone for that reason. I know and hear more than you think I do but you either deny what I say or think I am saying something else. I think the latter is most likely but I could be wrong
And who was it who told you this? What they probably showed you was the hacky version of dylib modding. I say hacky because it requires you to disable ASLR and because it constantly causes CPU exceptions (which would normally crash the app) but just chooses to ignore them and carry on. That is a very bad idea that will lead to difficulties and, while it may *work* in most cases, it is not at all good enough to release a mod that way. My modding API will take care of all of that.
And who was it who told you this? What they probably showed you was the hacky version of dylib modding. I say hacky because it requires you to disable ASLR and because it constantly causes CPU exceptions (which would normally crash the app) but just chooses to ignore them and carry on. That is a very bad idea that will lead to difficulties and, while it may *work* in most cases, it is not at all good enough to release a mod that way. My modding API will take care of all of that.
I agree that removing that ASLR is a bad idea XP but why does it work for some and crash for others? Like my gf is running MCPE on iOS 4.2.1 (which I doubted was possible but it runs like a charm :P) and disabling the ASLR did nothing bad for her but when I did it on 5.0.1 it crashes every time? What does this ASLR do?
I agree that removing that ASLR is a bad idea XP but why does it work for some and crash for others? Like my gf is running MCPE on iOS 4.2.1 (which I doubted was possible but it runs like a charm :P) and disabling the ASLR did nothing bad for her but when I did it on 5.0.1 it crashes every time? What does this ASLR do?
Thats because iOS didn't have ASLR until 4.3.x.
You probably never actually disabled ASLR successfully. Did that rmaslr command print any output?
Heres some background on ASLR:
ASLR stands for Address Space Layout Randomization. It is a security feature implemented by dyld and the kernel which aims to mitigate ROP-based exploits. ROP stands for Return Oriented Programming and is a method of running an exploit by reusing existing code, therefore escaping DEP and code signing. DEP stands for Data Execution Prevention and is another security feature which basically says only memory that is intended to be code may execute. It doesnt allow attackers to supply their own code to execute.
On versions of iOS which support it, ASLR is applied to any program whose binary has the MH_PIE flag set in its mach header. That flag is set when an app is compiled with the compiler switch -fpic. If a program isn't compiled with that compiler switch, ASLR would cause it to crash. Therefore, for backwards compatibility with older apps, Apple prevents ASLR from being applied unless the MH_PIE flag is set.
ASLR in essence just hides program data. Instead of knowing that the address 0xb4914 in MCPE 0.6.1 controls walking speed, the actual address is randomized when the app is launched. Mods more advanced than .mod format ones need to know where in memory the program is loaded. In the case of that mod where he supplies a rmaslr program, he simply removes the random aspect of it so that 0xb4914 will always be the address for walking speed.
The way I overcome ASLR is a little bit different. Since I want my mods to be useable without cracking the app, I cant have people patch their apps with a rmaslr command. Therefore, my mods include a way to detect where the app was randomly moved to. That means that I can just run 0xb4914 through a function and it will spit out the actual address. So that outputted address will be where the walking speed is set up, but it will not be 0xb4914 any more.
Another major difference between the two methods is that his method requires you to rerun that rmaslr command everytime you reinstall or update the app. With my method, since there is no direct patching of the app involved at all, you will never need to run any commands again.
I know that what I just wrote will seem like gibberish to some, so sorry about that lol. Prospective mod developers should be happy to know that my modding API will include a cpp macro which will automatically calculate the ASLR address for you. Literally, its as easy as:
void* walkingSpeed = SHAddr(0xb4914);
There will be more convenience functions which take addresses as parameters, and in all cases, ASLR will be dealt with automatically.
To answer the post, using Clutch to crack the app is not illegal, nor is it illegal to download a cracked copy of the app as long as you have bought the app (as part of DMCA, people are entitled to have copies of stuff they already own, no matter where they get it from).
To add to the debate of "told by another modder that modders are not telling anyone how to make mods in debian form to push noobs out of mooding," they probably do not have any control or influence over C0deH4ckers nextGen modloader. I do suggest some features such as enabling mods on servers be disabled by default and kept secret to promote server security when realms come out, but I'd never promote ideas that keep regular people from modding.
But this does give me an idea to create a tutorial for debian style mods until c0deh4cker releases his mod loader...
Ya that was indeed a lot of gibberish but I think I got the gist of it XD ASLR prevents modding of specific functions in short right?
Not quite, it makes it harder to find the offsets of functions located in memory (RAM), but doesn't prevent access to them. You could still calculate where those offsets are if ASLR is enabled, but that would be a whole other process (the process C0deH4cker uses for his mods).
If you think of your device's memory (RAM) as if it were a deck of cards, ASLR is the equivalent of shuffling that deck so that we don't know where each card is.
If you think of your device's memory (RAM) as if it were a deck of cards, ASLR is the equivalent of shuffling that deck so that we don't know where each card is.
That makes a lot more sense XP I really wish I could do modding for MCPE but there is just too much process for me to keep up with lmao
http://www.minecraftforum.net/topic/1683010-advanced-ios-mcpe-mods-next-sneaking-sprint-mod-updated/
Those mods will not require your MCPE to be decrypted.
Ender is right. If you got Minecraft PE from the App Store, using clutch to crack it isn't illegal and is still "legit."
Yes this ^^^
None of my mods will ever require that.
P.S.
*coughnewmodwillallowyoutousemcpepatcherstylemodswithoutdecryptingorusingmcpepatcherandmayevenbetoggleablefromwithintheappitselfcough*
Sorry it seems ive got a cold :/
Check out my iOS Mods!
Uninformed posts FTW!!!!
Lol, really though, the form i just mentioned is the .mod format that almost all mods use. Also, i am working on a mod loader and API specifically so that others can create mods of that type. I am not withholding information; rather, it would be nearly impossible to teach anybody to create mods with the current setup. I am making the modding API to abstract away all of the garbage and nonsense code necessary to jump through the various levels of technical hurdles.
Check out my iOS Mods!
And who was it who told you this? What they probably showed you was the hacky version of dylib modding. I say hacky because it requires you to disable ASLR and because it constantly causes CPU exceptions (which would normally crash the app) but just chooses to ignore them and carry on. That is a very bad idea that will lead to difficulties and, while it may *work* in most cases, it is not at all good enough to release a mod that way. My modding API will take care of all of that.
Check out my iOS Mods!
I agree that removing that ASLR is a bad idea XP but why does it work for some and crash for others? Like my gf is running MCPE on iOS 4.2.1 (which I doubted was possible but it runs like a charm :P) and disabling the ASLR did nothing bad for her but when I did it on 5.0.1 it crashes every time? What does this ASLR do?
Thats because iOS didn't have ASLR until 4.3.x.
You probably never actually disabled ASLR successfully. Did that rmaslr command print any output?
Heres some background on ASLR:
ASLR stands for Address Space Layout Randomization. It is a security feature implemented by dyld and the kernel which aims to mitigate ROP-based exploits. ROP stands for Return Oriented Programming and is a method of running an exploit by reusing existing code, therefore escaping DEP and code signing. DEP stands for Data Execution Prevention and is another security feature which basically says only memory that is intended to be code may execute. It doesnt allow attackers to supply their own code to execute.
On versions of iOS which support it, ASLR is applied to any program whose binary has the MH_PIE flag set in its mach header. That flag is set when an app is compiled with the compiler switch -fpic. If a program isn't compiled with that compiler switch, ASLR would cause it to crash. Therefore, for backwards compatibility with older apps, Apple prevents ASLR from being applied unless the MH_PIE flag is set.
ASLR in essence just hides program data. Instead of knowing that the address 0xb4914 in MCPE 0.6.1 controls walking speed, the actual address is randomized when the app is launched. Mods more advanced than .mod format ones need to know where in memory the program is loaded. In the case of that mod where he supplies a rmaslr program, he simply removes the random aspect of it so that 0xb4914 will always be the address for walking speed.
The way I overcome ASLR is a little bit different. Since I want my mods to be useable without cracking the app, I cant have people patch their apps with a rmaslr command. Therefore, my mods include a way to detect where the app was randomly moved to. That means that I can just run 0xb4914 through a function and it will spit out the actual address. So that outputted address will be where the walking speed is set up, but it will not be 0xb4914 any more.
Another major difference between the two methods is that his method requires you to rerun that rmaslr command everytime you reinstall or update the app. With my method, since there is no direct patching of the app involved at all, you will never need to run any commands again.
I know that what I just wrote will seem like gibberish to some, so sorry about that lol. Prospective mod developers should be happy to know that my modding API will include a cpp macro which will automatically calculate the ASLR address for you. Literally, its as easy as:
There will be more convenience functions which take addresses as parameters, and in all cases, ASLR will be dealt with automatically.
Check out my iOS Mods!
To add to the debate of "told by another modder that modders are not telling anyone how to make mods in debian form to push noobs out of mooding," they probably do not have any control or influence over C0deH4ckers nextGen modloader. I do suggest some features such as enabling mods on servers be disabled by default and kept secret to promote server security when realms come out, but I'd never promote ideas that keep regular people from modding.
But this does give me an idea to create a tutorial for debian style mods until c0deh4cker releases his mod loader...
Not quite, it makes it harder to find the offsets of functions located in memory (RAM), but doesn't prevent access to them. You could still calculate where those offsets are if ASLR is enabled, but that would be a whole other process (the process C0deH4cker uses for his mods).
Check out my iOS Mods!
That makes a lot more sense XP I really wish I could do modding for MCPE but there is just too much process for me to keep up with lmao