Open Chaprnks opened 5 years ago
@Chaprnks its probably because that compiled script is using one of anti deamx methods.
Is there any way to work around or bypass these anti deamx methods? like maybe check if a chunk looks like one, then skip those lines?
@Chaprnks sorry for late answer, I didnt get any email from github for your reply 🙏 It's not like there's an actual line in compiled scripts to skip it I've been thinking about it a week ago and I might come up with an Anti-Anti-DeAMX (weird name tho 😄 ). I'd update this if I manage to make it work.
Any luck?
@Chaprnks its kinda funny that you commented here today, and I didn't know about it. I updated deamx just now, came here to tell you and saw your comment :P well then, go ahead, try it now
@AmyrAhmady getting an error thrown on this amx file.
lua53: deamx_util.lua:148: bad argument #2 to 'seek' (not an integer in proper range)
stack traceback:
[C]: in method 'seek'
deamx_util.lua:148: in function 'readString'
deamx_util.lua:8: in function 'readPrefixTable'
deamx_util.lua:43: in function 'loadAMX'
deamx.lua:431: in main chunk
[C]: in ?
Any thoughts on why this might happen?
@Quixomatic can I have your amx file for debugging and testing till I find what's wrong?
amx file
@AmyrAhmady , yeah, I went ahead and uploaded to google drive: battle_man.amx
@AmyrAhmady any luck? I noticed the offset value being fed to the seek function seemed really high when trying to debug.
@Chaprnks why did you close this issue?
Sorry, did it on accident.
Thanks for the accident actually, I totally forgot about this issue. I just downloaded that .amx file and I kept looking for the issue for the past hour, I really don't know why this happens, sounds like a really weird issue. It would be awesome if you could reproduce this bug by writing a pawn script and compile it into a .amx file, so we know what happened in the pawn side as well and look for the answer in a better way with source code in our hand
I will try to recreate the scenario and provide the source code.
@AmyrAhmady I am also having this exact same issue. Im not sure if you knew, but battle_man.amx is actually from pokemon sword and shield, and so is the file i am trying to decompile, so i guess its an issue with all pokemon sword and shield scripts. Edit: How would i even go about reverse engineering an amx file?
Okay i have tried about 20 other sword and shield amx files, and all of the ones above roughly 4kb give this error, and the ones below 4kb give a different error.
In case its helpful, i have uploaded 678 scripts from the game here: https://drive.google.com/file/d/1EsDS6vD6sCF9dm0z_d_lZR5a8D4wZrHJ/view?usp=sharing.
Ah.. I see now, wish you could tell me this sooner, this DeAMX aka AMX decompiler only works with compiled pawn 3.2 samp scripts (San Andreas Multiplayer) I don't think we can make it work for another game or newer pawn/AMX VM versions without changing the whole code
I see, fair enough. If I was interested in manually reverse engineering one of these files on my own, how hard would that be and how would I go about it? Are there any disassemblers that might work on this file? @AmyrAhmady
The thing is, AMX changed a lot since v3.2 (obviously) so you should start reading new documentations available in pawn repository at here https://github.com/compuphase/pawn/tree/master/doc they can be useful Also you can check AMX implementation here https://github.com/compuphase/pawn/tree/master/amx which helps A LOT for reversing your compiled scripts that basically AMX bytecodes
There are a few reliable and useful sources you can check and look into doing the RE by yourself or make use of those tools https://forums.alliedmods.net/showthread.php?t=294847
I know that Lysis is open source, both old one and the new one which is written in Java you can find them here https://github.com/peace-maker/lysis-java
Alright, thanks a bunch!
Edit: This is very helpful in case anyone is trying to do the same as me: https://github.com/YashasSamaga/AMX-Assembly-Docs/blob/master/DOCUMENT.md
Edit 2: It looks like pokemon swsh is NOT using pawn version 4, as when I look at the commit history, the current_file_version variable was bumped from 10 to 11 in the 4.0 commit, yet the in the swsh amx file header, the file version value is '0A' (10).
Pawn 10 doesn't even exist tho, latest is 4, pretty sure you're doing something wrong, I'll look into it too when I get home
@AmyrAhmady Oh no I'm completely aware of that. It's actually using pawn 3.x, but that's just represented by a 10 in the file header. When I downloaded a san andreas mp script, it had an 8 in its header, meaning it uses an earlier version of pawn 3.x.
This is the only result in decompiled .pwn: