bada sdk 2.0.6 released! - Bada Software and Hacking General

news after one year? many APIs introduced with bada 2 are now removed or deprecated.. (SpeechToText/TextToSpeech, WAC, Haptic, Locations, Meteo etc.)
no bugfix reported..
bada SDK 2.0.6
Documents
• IDE Help Content
o bada C++ App Programming
o For detailed information about added and changed APIs, see the C++ API Change Notes.
C++ Framework
• Osp::Base
o The Buffer() and Construct() methods of the BufferBase class are deprecated.
• Osp::Io
o The Construct() method with the createParentDirectories parameter of the Database, File, and Registry classes is deprecated.
o The Construct() and ConvertToSecureXxx() methods with the platform device key of the Database, File, and Registry classes are deprecated.
o The ChannelManager, ClientChannel, ServerChannel, IChannelEventListener, IChannelRequestEventListener, and IChannelResponseEventListener classes are deprecated.
• Osp::Locations
o All APIs are deprecated due to the platform policy.
• Osp::Media
o The APIs related to camera maximum recording size are deprecated.
o The DrmInfo and DrmConstraintInfo classes are deprecated.
• Osp::Security::Cert
o The X509CertificatePathValidationParameter class is deprecated.
• Osp::Social
o The GetCategoryIdsN() and GetContactIdsN() methods of the Addressbook class are deprecated.
o The GetEventCount(), GetEventIdsN(), GetEventsN(), and GetTodoIdsN() methods of the Calendarbook class are deprecated.
o The GetInstanceN(), SetTimeStamp(), and GetTimeStamp() methods of the CalEvent class are deprecated.
o All classes and methods related to SnsAuthenticator are deprecated.
• Osp::System
o The SamsungAppsAppId key of the SystemInfo class is deprecated.
• Osp::Ui
o The Ui::KeyboardMap class is deprecated.
o The Ui::ScrollPanelStatus enum type is deprecated.
• Osp::Uix
o The E_ILLEGAL_ACCESS exception of the SensorManager class is deprecated.
o The STT and TTS engines are removed.
• Osp::Web
o The Web::Construct(const Osp::Graphics::Rectangle&, Osp::Web::Controls::Web&) method is deprecated.
o The RemoveItem() method of the WebHistory class is deprecated.
o The PageNavigationList() method of the PageNavigationList class is deprecated.
Web Framework
• Osp.App
o This namespace is deprecated.
• Osp.Locales
o This namespace is deprecated.
• Osp.Ui :
o Osp.Ui.Container
 The getLandscapeLayout() and getPortraitLayout() methods are deprecated.
o Osp.Ui.Controls
 The FormStyle INDICATOR key is deprecated.
 The FormActionBar INDICATOR key is deprecated.
o Osp.Ui.Controls.Form
 The orientation, portraitLayout, and landscapeLayout keys are deprecated from the form constructor.
 The getOrientation(), getOrientationStatus(), hasIndicator(), isIndicatorTranslucent(), isIndicatorVisible(), and setOrientation(orientation) methods are deprecated.
 The orientationChange event is deprecated.
o Osp.Ui.Controls.Frame
 The getOrientation(),getOrientationStatus(), and setOrientation(orientation) methods are dperecated.
 The orientationChange event is deprecated.
• WAC
o All WAC methods are deprecated.
Click to expand...
Click to collapse
The OSP framework will be obviously crippled by removing a smartphone support, in favor of a less capable devices (like tv or other home appliances)

Code:
Type : Unofficial Version
Number : 289
Builder : darren.ha
Host : BA-XP3
Date : [B]2012/12/26[/B]
Time : 09:20:39
Size : 36177276 bytes
CheckSum : 0xca44e385
apps.bin WVGA is from December 2012...
I have no exact idea, for what 2.0.6 is good, if really nothing fixed, but features removed...
Best Regards

Related

[REF][11.11.09] CFC - THE Manila/TF3D Image Editor - Tech Reference (Q)(W)VGA

Update November 11, 2009
CFC and CFC GUI have been updated to 0.60 and 0.60.35 respectively. CFC runtime files have been updated. This thread has also been update to add information about the new file formats.
Changes:
- (CFC GUI) Support for new filenames (and categories) used in TF3D v2.5+
- Support for new file formats (read only, "replace" write is always in old format) used in TF3D v2.5+
- Support for new compressed formats that correspond to the new formats mentioned above
- (CFC GUI) If you are using this with 2.5, please do read the 2.5 specific notes (in the CFC GUI thread).
- At this time I STRONLY recommend patching Manila files manually instead of using the auto-patching! See the tech thread referenced below.
Update June 5, 2009
CFC and CFC GUI have been updated to 0.55 and 0.55.25 respectively. The CFC runtime files have not been updated. Changes:
- Better compression ratio (backwards compatible with old runtime)
- UltraHQ en/de-coding support (CFC)
- "Patch Manila on device" function has been improved to work-around the issue of Manila no longer starting that some people have (CFC-GUI)
Update April 20, 2009
CFC and CFC GUI have been updated. Many changes! For the changelog see the CFC GUI thead. The CFC runtime has also been updated to v0.50, so there is a new libgles_mn file required. See the cfc-support-dll zip attached a few posts down.
Update Feb 26, 2009
CFC and CFC GUI have been updated to 0.46.15. Fixed an issue with PNGs without alpha channel.
Update Jan 15, 2009
CFC Live Patch 0.45.01 has been released. You can run this tool on your phone to make your current Manila installation compatible with CFC compression.
See this post.
Update Jan 14, 2009
CFC GUI 0.45.15 released. No changes to CFC core, only GUI stuff. Attached download updated.
CFC GUI thread: http://forum.xda-developers.com/showthread.php?t=470798
Changelog: http://forum.xda-developers.com/showpost.php?p=3164604&postcount=3
Update Jan 13, 2009
CFC 0.45 and CFC GUI 0.45.12 released.
CFC (core) changes:
- Heavily modified encoding algorithm. It is often slower but the quality should be much better. Please read this post!
CFC GUI changes:
- No longer freaks out if the wrong file attributes are set on some files
- Added background color selection
- Added tool to patch a complete Manila package for CFC compatibility and optimization
Also, non-technical discussion of CFC GUI (only) should go to this thread:
http://forum.xda-developers.com/showthread.php?t=470798
Update Jan 12, 2009
Yes I know, too many updates today!
CFC 0.42 attached. Was something weird going on with the encoding sometimes. Furthermore it seems like the encoding works great on the original files, but it drops the ball here and there with other files. Going to look into that ASAP and finetune the encoding algorithm!
Most important about this update is, CFC now also comes with a GUI!
Update Jan 12, 2009
CFC has been updated to version 0.4. Added features are:
- QTC -> PNG (+- 30% faster than 0.4b2)
- PNG -> QTC
- CFC -> QTC (finally)
- QTC padding
- QTC trimming
With QTC <-> PNG conversion now available from CFC, it seems the Compressonator is no longer needed!
Further EDIT: All posts updated.
Further EDIT: 0.41 added... There was a small bug in CFC compression in 0.4, it didn't always set PayloadSize correctly, which could create errors with padding/trimming.
Update Jan 8, 2009
CFC has been updated to version 0.3. It can now fully handle the RGB format as well. CFC compression has been slightly optimized. QTC and ATC headers are now completely written correctly.
This now also allows for larger than original images
Also lots of info in the first 6 posts has been updated to reflect these changes and add information.
Update Jan 7, 2009
Thanks to myself and D-MAN666, it seems the QTC format is now completely known!
Also today brings CFC compression for (W)VGA devices, if chefs choose to implement it. The needed stuff is here.
The CFC tool itself still needs an update (0.3 ?) to handle QTC/ATC_RGB conversion to ATC/ATC_RGB conversion (and back) and to decompress the CFC files. Donor headers won't be needed anymore then either in some cases (but they will remain handy in others!), and with that some parts of the first 5 posts will have to be rewritten as well (sigh...)
Note that some other parts of the first few posts are marked with changes. Look for the red letters.
- end of updates -
Intro
As some of you may have seen, me, djboo, pcarvalho, "he who shall not be named" and several other enthousiasts have ported TouchFlo3D (to be specific, the version that came on my Raphael) to QVGA. A large part of this effort involved hacking into Manila/Mode9 and even OpenGL ES itself to get it operating decently, but after that, a lot of effort went into optimizing, which was largely done by scaling the images. While working on this, I encovered a lot of information and wrote quite a bit of code to 'get it done'. As always, a lot of it ultimately redundant, but we did pull it off! (barring some issues that are driver related).
Acknowledgements
Before continuing, people need to be acknowledged for their parts in this. I could hardly have done it alone. A lot of these credits go out to people involved in the TF3D QVGA porting, but also drivers porting, they all had a hand in this information being 'discovered', and hence are mentioned here.
- djboo Keeping all this stuff going. I looked at this stuff once when herg did an attempt, never really got involved, but because of him did get involved this time around. As he seems to be forgotten in the credits here and there, he's #1 in this thread!
- pcarvalho A bit of competition that led to great stuff. In the end, our intended methods of porting complement eachother nicely - 'my' part got it going, but the QVGA port didn't really shine 'til we did the other things 'his way' as well.
- "he who shall not be named" The anonymous HTC-CA hacker, about whom probably everybody knows who he is (it aint me ) Did some cracking work on this too.
- The P3D Team A bunch of them did a lot of testing
- D-MAN666 Mentioned last but certiainly not least! Cracked the file format first, and generally found out and published a hell of a lot of information. Also the author of Manila Editor.
Requirements
For all this, you will need and/or want the following:
- "The Compressonator", image conversion/compression/viewer tool by ATI/AMD. You may need to sign up at the AMD website, but it is free of charge and I haven't received any spam from them yet. Update: The version of Compressonator on AMD's site is no longer able to do ATC. The correct version of Compressonator is attached to this post. Update: The Compressonator is now no longer strictly needed due to CFC being able to do the QTC en/decoding.
- "Manila Editor", Manila image editor. You will not be using this for the actual good stuff, but you may be using this for testing things quickly, and you will definitely want to use it for finding the files you actually want to replace. Update: no longer needed, use the CFC GUI instead!
- CFC, (attached), tool by yours truely to convert between QTC, ATC, CFC and PNG formats
- Knowledge of the Windows command line - Though CFC now comes with a GUI as well, yay!
- The files attached to this post. These are all the images from Manila (the version that came with my Raphael) converted to PNG by "The Compressonator". It's kind of a ***** to do, so if you want to save yourself some trouble, just see that post. VGA as well as (rescaled using Lanczos3) QVGA images are attached to that post. Update: this image packs need to be updated, will do some time
CFC download
Notice: you do not need the compressonator files to use CFC. They are just here in case you want to do things the old-school way
( < 0.60 : 3408 downloads )
Textures, ATC, CTES, QTC, CFC (tech background)
The imageon 3D chip in our devices support texture compression, and Manila (Mode9) uses this. The format used is a special format created by AMD/ATI for low size and lower power use on mobile devices, called ATC (ATI Texture Compression).
There are three ATC formats:
- ATC_RGB: 4 bits per pixel (4 bits RGB)
- ATC_RGBA_EXPLICIT_ALPHA: 8 bits per pixel (4 bits RGB + 4 bits Alpha)
- ATC_RGBA_INTERPOLATED_ALPHA: 8 bits per pixel (not sure on the format)
Almost all images used in Manila are of the 'ATC_RBGA_EXPLICIT_ALPHA' variant, and this article will focus on these. ATC_RGB is also used for a small number of images, though I have not further investigated its format.
The image data for these formats are stored in one of the following file formats:
- ATC: The file format generally used by AMD/ATI
- CTES: ATC related, some weirdness, see below. Seems to be forward compatible with ATC, but not backwards.
- QTC: Qualcomm adapted version of ATC, used by Manila/Mode9
The formats are very similar, though we will focus only on ATC/QTC, that's all we need.
Image data (ATC_RGBA_EXPLICIT_ALPHA) - Updated January 12, 2009
A lot of the original information comes from D-MAN666's posts here.
I will skip over the headers (32 bytes), they are listed below for ATC and QTC specifically. This is about the actual image.
The image is divided into blocks of 4x4 pixels. An 8x8 image would be stored like this: (A, B, C and D are 'pixel blocks')
AAAABBBB
AAAABBBB
AAAABBBB
AAAABBBB
CCCCDDDD
CCCCDDDD
CCCCDDDD
CCCCDDDD
A 4x4 pixel block is 16 pixels and 16 bytes. So in effect, you can see it as 8 bits per pixel. An image is always stored using these 4x4 pixel blocks. A 5x5 images would thus use 4 blocks!
bytes 0-7 are alpha values for each pixel, 4 bits per pixel (4 bits * 16 = 64 bits = 8 bytes) - this is not present for the ATC_RGB format. Scale these to the 0..255 range by multiplying each alpha value by 17.
bytes 8-11 are color keys, there are two keys of 16 bits (2 bytes). The keys are stored like this:
word 1: XRRRRRGG GGGBBBBB (1-bit method, 5-bit R, G, B)
word 2: RRRRRGGG GGGBBBBB (5-bit R, 6-bit G, 5-bit B)
Where X is the decoding method to use, there are two.
bytes 12-15 are mixdown values, 2 bits per pixel (2 bits * 16 = 32 bits = 4 bytes). The per-pixel mixdown value, combined with the color keys mentioned above determine the actual color that is outputted. You must scale the scolor keys to the 0..255 range and apply a formula to them.
Code:
if HasAlpha then begin // skip for ATC_RGB
sIn.Read(dw, 4); // read dword
for i := 0 to 7 do begin
alpha[i] := (dw and $F) * 17;
dw := dw shr 4;
end;
sIn.Read(dw, 4); // read dword
for i := 8 to 15 do begin
alpha[i] := (dw and $F) * 17;
dw := dw shr 4;
end;
// alpha[0..15] now contain the scaled 4x4 pixel block alpha values
end;
sIn.Read(w, 2); // read a word, key1
Method := (w shr 15);
Keys[iR, 0] := ((w and $7C00) shr 10) * (255/31);
Keys[iG, 0] := ((w and $03E0) shr 5) * (255/31);
Keys[iB, 0] := (w and $001F) * (255/31);
sIn.Read(w, 2); // read a word, key2
Keys[iR, 1] := ((w and $F800) shr 11) * (255/31);
Keys[iG, 1] := ((w and $07E0) shr 5) * (255/63);
Keys[iB, 1] := (w and $001F) * (255/31);
sIn.Read(mixdown, 4); // read a dword, mixdown values
for i := 0 to 15 do begin
pixels[i] := (mixdown and $3);
mixdown := mixdown shr 2;
end;
// pixels[0..15] now contain the still-encoded 4x4 pixel block mixdown values
When thinking about the color keys and mixdown values, think of the keys as a color-range start and end value. The mixdown values decide which value to pick inside the range. (for each R,G,B)
For example, let's take a key1 of 10 and a key2 of 40 for Green. Then the decoded Green values would be:
Code:
mixdown 00 01 02 03
value 10 20 30 40
This is only true, however, when the 'method' bit (X) is 0. Full decoding of both methods:
Code:
for i := 0 to 15 do begin
a := alpha[i];
if (method = 0) then begin
r := Round( Keys[iR, 0] + ((pixels[i] / 3) * (Keys[iR, 1] - Keys[iR, 0])) );
g := Round( Keys[iG, 0] + ((pixels[i] / 3) * (Keys[iG, 1] - Keys[iG, 0])) );
b := Round( Keys[iB, 0] + ((pixels[i] / 3) * (Keys[iB, 1] - Keys[iB, 0])) );
end else begin
case pixels[i] of
0: begin
r := 0;
g := 0;
b := 0;
end;
1: begin
r := Round( Keys[iR, 0] - ((1/4) * Keys[iR, 1]) );
g := Round( Keys[iG, 0] - ((1/4) * Keys[iG, 1]) );
b := Round( Keys[iB, 0] - ((1/4) * Keys[iB, 1]) );
end;
2: begin
r := Round( Keys[iR, 0] );
g := Round( Keys[iG, 0] );
b := Round( Keys[iB, 0] );
end;
3: begin
r := Round( Keys[iR, 1] );
g := Round( Keys[iG, 1] );
b := Round( Keys[iB, 1] );
end;
end;
end;
end;
Both methods have various way of formulating them. I thought the ways I have chosen here are clearest for how it works.
Update Jan 7, 2009
Image data (ATC_RGB)
The image data here is exactly the same as ATC_RGBA_EXPLICIT_ALPHA, except that the alpha bits aren't includes. So, each 16-pixel block becomes 8 bytes instead of 16, as bytes 0-7 from ATC_RGBA_EXPLICIT_ALPHA are not there. This means 4 bits per pixel.
- end of update -
ATC, CTES, QTC
This image data seems to be the same across all formats - and it should be, as this data is sent directly to the 3D chip. You would not want to have to process it first.
Let's first pick out CTES, as I have very little to say about it. It seems to be nearly the same as ATC and QTC, however, for some reason, "The Compressonator" will output CTES files we can use as ATC, but will not read our own Manila-based ATC's in CTES mode (only in ATC mode). What's up with that? I don't know. Perhaps one of you will figure it out.
QTC header
Code:
Magic: DWORD; // 0x31435451 : "QTC1"
Magic2: DWORD; // always 1 ?
Width: DWORD;
Height: DWORD;
Format: DWORD; // 0x14, 0x15
Dummy1: DWORD; // formerly known as Unknown1, may be 0 - Jan 7, 2009
PayloadSize: DWORD; // formerly known as Unknown2 - Jan 7, 2009
Dummy3: DWORD; // formerly known as Unknown3, may be 0 - Jan 7, 2009
The meaning of the unknowns has not been deciphered yet. Setting them to weird values does muck-up the decoding of the images, however, they do not seem to be actually sent to the 3D chip. Or perhaps I just have not found where and when!
For format, 0x14 is used for ATC_RGB_EXPLICIT_ALPHA. The small number of images that use 0x15, I suspect, are ATC_RGB. Either way, they do not decode using the ATC_RGB_EXPLICIT_ALPHA method and I know ATC_RGB is used some places, so it would make some sense to make this assumption.
Update Jan 7, 2009
Unknown2 has been replaced by PayloadSize, thanks to myself, D-MAN666 and eidolen.
The PayloadSize is the number of bytes after the header that contain content.
For images of type 0x14 (ATC_RGB_EXPLICIT_ALPHA) this is: Width * Height, where both Width and Height are multiples of 4, due to how the format itself works, in other words: (RoundUp(Width / 4) * 4) * (RoundUp(Height / 4) * 4).
For images of type 0x15 (ATC_RGB) this is half of type 0x14, because ATC_RGB uses 4 bits per pixel instead of 8. The multiples of 4 rule still stands, so the PayloadSize is: Round(((RoundUp(Width / 4) * 4) * (RoundUp(Height / 4) * 4)) / 2)
Note that all Manila image files (at least the ones I have) are padded to be a multiple of 512 bytes in size. This is probably a speed optimization for when these files are cooked into a ROM.
Dummy1 and Dummy3 (aptly renamed from Unknown1 and Unknown3) seem to be irrelevant. After we figured out how PayloadSize (Unknown2) was relevant, we tried blanking out Dummy1 and Dummy3 with 0's, and TF3D still works without a hitch. The original values do not seem to be related to the dimensions nor the payload size, and they are not sent to the graphics chip either.
- end of update -
Update November 6, 2009
Manila 2.5 uses 4 additional file formats:
0x01 - 8888 RGBA, 32bpp
0x02 - 888 RGB, 24bpp (I have not encountered an actual image in this format, so processing may be faulty by CFC and CFC GUI)
0x03 - 565 RGB, 16bpp
0x05 - 4444 RGBA, 16bpp
- end of update -
ATC header
Updated 08/Jan/2009
Code:
Magic: DWORD; // 0xCCC40002
Width: DWORD;
Height: DWORD;
Format: DWORD; // ATC_FORMAT, 0x01 for RGB, 0x02 for RGBA_EXPLICIT_ALPHA, 08/Jan/2009
Magic3: DWORD; // 0x20 ... mucks up colors... not clear?
Magic4: DWORD; // 0x01, 08/Jan/2009
Magic5: DWORD; // 0x01, 08/Jan/2009
FormatMagic: DWORD; // 0x8C92 for RGB, 0x8C93 for RGBA_EXPLICIT_ALPHA, 08/Jan/2009
- end of updated content -
CFC format + historic Compressonator editing
CFC format
I use the CFC format (yes, that's why the tool is called CFC) for the Manila QVGA port. It saves a lot of space and even seems to improve performance a bit. It uses standard gzip/zlib compression on the QTC image data (which compresses to about 20% on average) and hides the compressed data inside the QTC file itself. Decompression of this is over 5 MB/s on our devices, but images are only a few KB each. The proxy libgles_cm is what actually decodes this and sends the decompressed data to the 3D chip.
CFC adjusts the QTC header to the proper values. Beware when doing this yourself that Mode9 uses these values internally as well). The image data ('payload') is replaced as follows:
Code:
Magic: DWORD; // 0x31434643 : 'CFC1'
Format: DWORD; // CFC_FORMAT...
Width: DWORD;
Height: DWORD;
CompressedSize: DWORD;
UnCompressedSize: DWORD;
... compressed data ...
Format can be one of the following:
Code:
CFC_FORMAT_COMPRESSED_QTC_RGBA_EXPLICIT_ALPHA = 0x3001; // 0x14 from QTC
CFC_FORMAT_COMPRESSED_QTC_RGB = 0x3002; // 0x15 from QTC - used since CFC 0.3
CFC_FORMAT_COMPRESSED_RGBA = 0x3101; // April 20, 2009 - RGBA format - used since CFC 0.5
CFC_FORMAT_COMPRESSED_RGB = 0x3102; // April 20, 2009 - RGB format - used since CFC 0.5
Width and height are included for historic reasons, and it also opens up the possibility to do some weird mods. RGBA format is included for possibly allowing use of uncompressed textures for Manila support on non-HTC/Qualcomm/ATI/AMD based devices.
Update April 20, 2009
(A)RGB formats are gzip/zlib compressed just as QTC/CFC variants and require the CFC 0.50 runtime files. The uncompressed data is actually stored as (height x width x) BGR(A) (from x86 viewpoint) as this is the format the graphics chip can handle.
Update November 6, 2009
The following formats have been added to CFC. Note that the QTC header always says RGB or RGBA_EXPLICIT_ALPHA. This actually allows the new formats to be used on older Manila versions that do not directly support them, if you are using CFC 0.60 runtimes.
Code:
// CFC 0.60 additional formats
CFC_FORMAT_COMPRESSED_QTC_8_8_8_8 = 0x3003;
CFC_FORMAT_COMPRESSED_QTC_X_8_8_8 = 0x3004;
CFC_FORMAT_COMPRESSED_QTC_5_6_5 = 0x3005;
CFC_FORMAT_COMPRESSED_QTC_4_4_4_4 = 0x3007;
Notice: the text below in this post is here for historic reasons. It is no longer completely relevant
Right, well I did tell you to get "The Compressonator" from AMD's site, right? You should have done this by now. You should also have the CFC tool attached to the first post of this thread.
Say we want to manipulate an image from Manila. First we need to find out which image it is. Easiest way to find them is to use Manila Editor (also linked in first post), so you get the 'magic' filename.
You may want to ask why we dont simply use Manila Editor for doing these things, simply put, the image quality from The Compressonator is better than the current version of Manila Editor. Also, we can do stuff in batch in The Compressonator.
Manila to PNG (single)
Now, say this image is 7d3f1247_manila (the globe on the internet page), we use the CFC tool to convert it to ATC format:
Code:
cfc -qa 7d3f1247_manila 7d3f1247_manila.atc
You can open this file in The Compressonator. It may look a bit weird, because alpha is not displayed. Right click on the image and select "Show RGBA", there, that looks better.
Something you will not directly notice with the globe image, but you will with other images, is that the image is UPSIDE DOWN. You will need to flip the image over if you want to put it back into Manila. For some reason I haven't figured out yet, decoding goes upside down, but encoding needs to be the correct side up.
Now we may wish to edit this file, so we save it as PNG: File -> Save Original.
Open it in photoshop, flip it vertically, and save it.
Manila to PNG (batch)
We will need to use batch mode to convert back to Manila anyways, so lets just start using it for converting it to PNG as well (for some reason doing it non-batch doesn't work right).
This will assume you have a bunch of .atc files in a directory. Batch converting Manila (QTC) files to ATC files is also possible with CFC:
Code:
cfc -qaf orgfiles atcfiles
Assuming you have your original Manila files in the folder 'orgfiles' and created a new empty directory 'atcfiles'.
Open The Compressonator, and go to File -> Batch Compress (or press F4). Navigate to your folder containing all the ATC files, set the "Files of type" box to "ATC Textures (*.ATC...)". set the "Output File Format" to PNG and "Output Format" to "ARGB8888". Punch the "Compress All" button and wait a bit.
Note that some files will not decompress correctly and crash The Compressonator. You will have to look at the crash dump to find out which file was the culprit and remove it from your batch directory. IIRC, there are about 10 files that have this issue, so be prepared for 10 minutes of infuriating work.
You MUST set "Output directory" to "Use Input Directory", or you will not be able to decompress more than one file!
In the end, you will have a large bunch of PNG files. Note that these PNG files are also available already done for you, see the link in the first post of this thread.
Files known to crash The Compressonator: 08/Jan/2009
Code:
00ad7edb_manila.atc
056e5c7f_manila.atc
063f5858_manila.atc
0c175082_manila.atc
2255b55f_manila.atc
24720929_manila.atc
39064485_manila.atc
4a209508_manila.atc
PNG to Manila (single + batch)
Even for single files, we are using the batch function, as there seems to be an issue with doing this in The Compressonator normally.
The operation is exactly the same, but for single you select the file and press "Compress", and for many files you do not select a file and press "Compress All".
Note that as previously mentioned, decoding ATC to PNG files results in the PNG's being upside down, but to make ATC files from PNG files the correct side needs to be up!
This time around we set "Files of type" to "PNG Textures" (duh) and "Output File Format" to "CTES Textures". As previously mentioned CTES is compatible with ATC, but ATC is not compatible with CTES. You won't notice this though.
The magic is the "Output Format" setting. Set it to "CTES Texture Compression" and hit the "Options" button. In the "Compress Texture" dialog that pops up, select "ATC RGBA Explicit Alpha (8 bits per pixel)", or "ATC RGB (4 bits per pixel)", depending on which format you want, hit OK, and you're there. Hit "Compress" or "Compress All", and wait 'til it's done.
You MUST set "Output directory" to "Use Input Directory", or you will not be able to decompress more than one file!
Now we want to convert these CTES/ATC files back to Manila files, and for this, again, we use the CFC tool:
Code:
cfc -aqf atcfolder qtcfolder orgfolder
You can also use -aq instead of -aqf for a single file. Note that the CFC tool does NOT change filenames, so you have some renaming to do.
Update 08/Jan/2009
With CFC 0.3, donor headers are not longer necessary, and have become an optional parameter.
- end of update -
Rescaling to QVGA
Converting Manila images to QVGA is pretty simple. Just use the techniques described above.
What you want to do is scale ONLY images 32x32 and larger, and you will want to divide the width and height exactly by two. That's all there is to it.
If you have a bunch of PNG files you want to scale, the CFC tool can even do this for you, including the needed vertical flip:
Code:
cfc -nsf vgapngfolder qvgapngfolder
This will rescale using the Lanczos3 algorithm.
CFC Compression
The QVGA port supports the CFC format as mentioned above. This can save a lot of space and is the preferred way of using textures for the QVGA port.
To compress your QVGA QTC files to CFC:
Code:
cfc -cf qvgaqtcfolder qvgacfcfolder
CFC tool (commandline)
As CFC offers a lot of options, many of them related to the pre-0.4 way of converting images, I'll take a very short time to explain the most relevant CFC options, what they do, and when/why you should use them. Most of these are available in the GUI as well.
Convert QTCs to PNGs
Code:
cfc -qp in-filename out-filename
cfc -qpf in-folder out-folder
Since CFC 0.4 this should be the preferred way to convert Manila's QTC files to PNG's (it's pretty fast and saves a lot of steps and trouble compared to using other CFC options and the Compressonator). These images come out with correct side up, so no longer is there a need to flip them manually with CFC or Photoshop or whatever.
Note: This does not handle CFC compressed QTC's, you will have to decompress those first!
Convert PNGs to QTCs
Code:
cfc -pq in-filename out-filename
cfc -pqf in-folder out-folder
Obviously if you want to convert QTCs to PNGs there's a good chance you also wish to do the reverse. Introduced in CFC 0.4b2. CFC will automatically detect if RGBA_EXPLICIT_ALPHA or RGB is the most optimal QTC format to use.
Quality rivals the Compressonator, but CFC is quite a bit slower (though the saved number of steps save you more time).
Note: The output are not CFC compressed, you will have to do that manually.
Compress QTCs to CFCs
Code:
cfc -c in-filename out-filename
cfc -cf in-folder out-folder
Compressed QTCs (CFCs) are usually much smaller than the original QTCs, and provide a performance boost as well. However, you will need a patched Manila to be able to use CFCs. The QVGA port is patched to do this, and instructions on how to other Manila versions can be patched are included a few posts below this one.
Decompress CFCs to QTCs
Code:
cfc -d in-filename out-filename
cfc -df in-folder out-folder
This should speak for itself
Trim QTCs
Code:
cfc -t in-filename out-filename
cfc -tf in-folder out-folder
Saves some space on your hard-disk, removes unnecessary data from the QTC files (also works on CFCs).
Pad QTCs
Code:
cfc -p in-filename out-filename
cfc -pf in-folder out-folder
This makes the QTCs (and CFCs) a multiple of 512 in bytes in size. HTC originally did this with all their images. It seems to improve performance when Manila is cooked in.
Scale PNGs VGA->QVGA
Code:
cfc -ps in-filename out-filename
cfc -psf in-folder out-folder
For the theme and Manila porters. Note that Manila in QVGA can handle VGA textures (and vice versa) just fine, however, using the correct image size for the Manila resolution does improve performance quite a bit.
Complete QVGA port example
Updated 13/Jan/2009
You can now do this whole thing with a single push of a button in the CFC GUI: Tools, Scale QVGA -> VGA
- end of update -
Updated 12/Jan/2009
The text below has been updated to reflect changes with CFC 0.4
- end of update -
This is the complete rundown of how I converted all the VGA images from Manila to QVGA images, the same method can be applied to themes and what not.
First, create a directory somewhere, and put the CFC.exe in it. Then go to the command line and change directory to this new directory.
We will want to create a bunch of directories:
1) Setup
Code:
mkdir org png pngscale qtc cfc out
Dump all your original manila files in org (in this case, the entire manila, but you could just dump your theme in there instead)
2) Convert QTC to PNG
Code:
cfc -qpf org png
3) Scale PNG images from VGA to QVGA
Because CFC will not scale very small images, we need to make sure the output folder (pngscale) has all the images we want first. The ones that are scaled will be overwritten by CFC:
Code:
copy png\*.png pngscale\*.png /y
Do the scaling:
Code:
cfc -psf png pngscale
4) Convert PNG back to QTC
Code:
cfc -pqf pngscale qtc
5) Convert QTC to CFC (optional)
Code:
cfc -cf qtc cfc
6) Pad QTC/CFC (optional, for cooking)
Code:
cfc -pf cfc out
2-6 in one go:
Note that this does not include making the directory and placing your Manila in the org folder.
Code:
cfc -qpf org png
copy png\*.png pngscale\*.png /y
cfc -psf png pngscale
cfc -pqf pngscale qtc
cfc -cf qtc cfc
cfc -pf cfc out
--
Et voila, most of our images have now been rescaled to QVGA, are compressed for optimum filesize, and located in the qtc, cfc, or out folder, depending on which steps you skipped.
Also note we retouched some images by hand for the QVGA version.
CFC for VGA and WVGA
!IMPORTANT! Updated 11.11.2009: CFC GUI updated. Support DLLs updated to CFC 0.60!
!IMPORTANT! Updated April 20, 2009: CFC Live Patch discontinued!
I have recompiled the libgles proxy file originally made for QVGA to a version that only handles the CFC compression, and should work on any 'normal' Manila 3D version, like the ones found on the Touch Diamond, Pro and HD.
If you cooks/chefs/whomever implement this, you can reduce TF3D's size footprint by half (7 mb smaller in my test). This also makes a positive performance difference, as the on-the-fly decompression of the images is actually faster than the flashdisk access.
Patching TF3D to be able to use CFC compression also allows theme makers to make faster and smaller themes.
Instructions to modify TF3D VGA/WVGA - for users NEW!:
FOR v2.5 AND NEWER PATCH MANUALLY!
- Get CFC GUI, attached to the first post of this topic.
- Connect your device using ActiveSync
- Use the "Device->Patch Manila on device" feature
Instructions to modify TF3D VGA/WVGA - for chefs:
FOR v2.5 AND NEWER PATCH MANUALLY!
- Get CFC GUI, attached to the first post of this topic.
- Run CFC GUI and select the folder where your Manila package is stored
- Make sure you got a backup of said folder
- Go to Tools -> Patch Manila
The following things will be done to your Manila package:
- All image files will be CFC compressed (lossless, faster)
- All image files will be padded to be a multiple of 512 bytes in size (faster)
- All image files will be set to System/Hidden/Archive file attributes
- Manila.exe will be patched to use libgles_mn.dll
- Manil2.exe will be patched to use libgles_mn.dll (depending on Manila version)
- Mode9.dll will be patched to use libgles_mn.dll
- libgles_mn.dll will be placed in the package
- zlib_mn.dll will be placed in the package
If no errors occur, there is nothing else you need to do, aside from cooking the package
Instructions to modify TF3D VGA/WVGA - by hand
Attached is a zip file (cfc-support-dlls) with the two DLLs you need: libgles_mn.dll and zlib_mn.dll . These must be placed in your \Windows folder.
Next, hex edit Manila.exe, Manil2.exe and Mode9.dll to use libgles_mn.dll instead of libgles_cm.dll. Just search for "libgles_cm.dll" in the files and replace it with "libgles_mn.dll". These values may appear multiple times in the file! Make sure to search and replace for both ANSI and UNICODE variants! Your Manila version may not have both Manila and Manil2, or only one of them may contain the "libgles_cm.dll" string. This is normal.
You should also modify HKLM\Software\OEM\MASD\Manila and append _CFC to the version string. This so people can recognize if their installation supports CFC.
This will only add support for CFC to your Manila install, it will not make images and such actually use CFC. But you can now support themes that do use CFC.
Note to people who used an older version of this patch
You don't have to do it again, but the automated tool makes sure everything is done right. If you still have zlib1.dll from the old patch on your device, do not remove it unless you want to break the "Teeter" game.
You can run the automated tool over a package you used the older patch on - it will clean it up.
Wow. I can't wait. So is it possible then to run TF3D on an older VGA device? Or is this to help us decode the themes. Isn't james making a image converter from vga to qvga?
Kraize92 said:
Wow. I can't wait. So is it possible then to run TF3D on an older VGA device? Or is this to help us decode the themes. Isn't james making a image converter from vga to qvga?
Click to expand...
Click to collapse
everything has been converted to qvga
CraZyLiLbOy said:
everything has been converted to qvga
Click to expand...
Click to collapse
True, but a tool would still be nice because the skins of tf3d are all in vga. If we had a converter, I could apply the theme and everything, and then convert it to qvga.
Kraize92 said:
True, but a tool would still be nice because the skins of tf3d are all in vga. If we had a converter, I could apply the theme and everything, and then convert it to qvga.
Click to expand...
Click to collapse
You don't have to convert anything to qvga. All touchflo 3d themes work on our qvga devices. You are using touchflo 3d interface from the diamond. You can apply any themes you want for the touchflo 3d. I know the diamond is a vga device but it still works. I'm saying this because I've tried it and it works, mark my words
The QVGA port was made specifically in mind with that VGA stuff will just work - and they will. However, when I finish this guide and you have read it, you will understand exactly how you can significantly optimize the QVGA version - and make the VGA version better
I don't know man but I think I fall in love with the touchflo 3d. Thanks to Chainfire and djboo.
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Great TUT very interesting. thanks for sharing your tools
yesssss thank you for your great tuto,
2Chainfire
Didn't understand how to convert single PNG to manila's VGA file
Could u give me more examples?
any progress???
Any progress... on what? This tutorial is finished. TF3D-QVGA is finished. All we're waiting for is a new driver release that fixes the power issues.
i dont mean to sound like a complete idiot, but will this ever be in cab form?
i have no idea what most of what you are talking about means in this tutorial, I am just legitimately curious if it is even possible.
also if that is not possible, wouldnt the old touchflo3d porting-to-qvga cab be necessary along with this tutorial? maybe i am just seriously confused and have no idea what is going on
disregard if this is too much ignorance in one post!
thanks
htctoucher
htctoucher said:
i dont mean to sound like a complete idiot, but will this ever be in cab form?
i have no idea what most of what you are talking about means in this tutorial, I am just legitimately curious if it is even possible.
also if that is not possible, wouldnt the old touchflo3d porting-to-qvga cab be necessary along with this tutorial? maybe i am just seriously confused and have no idea what is going on
disregard if this is too much ignorance in one post!
thanks
htctoucher
Click to expand...
Click to collapse
I'm not quite sure what you are after with this CAB you ask for. If you are looking for TF3D for QVGA, a CAB is available (but there are still some issues with the required 3D drivers for the QVGA devices).
The modifed TF3D executable files work fine on QVGA with the original graphics. This thread however explains the method to do pixel-perfect TF3D image manipulation (for themers, porters, etc) in general, which was up until the documentation of this thread impossible (read: unknown). Methods like using Manila Editor work, but degrade image quality significantly more than the method described here.
However, this thread also documents converting the (originally) VGA TF3D images to the corresponding QVGA sizes, and even adding an extra 5x compression to them. This is not necessary to do if you have the modified TF3D executables for QVGA (it will use the VGA graphics files just fine), however, it certainly makes TF3D a hell of a lot faster and significantly reduces the size it requires on disk and the memory use (both of which are more limited on the QVGA devices compared to the VGA ones). It includes this information because this method was 'discovered' in the process of porting TF3D to run on QVGA devices. Similarly, porting existing TF3D VGA themes to QVGA resolutions will increase the speed of TF3D on QVGA devices over using the original theme's VGA graphics files.
Note that the TF3D-QVGA CAB ( http://www.htcclassaction.org/download/TF3D-QVGA.cab ) already includes the optimized QVGA graphics, and some of them were even retouched by hand (not mentioned in this threaD).
I hope this explains what you want to know
Hi I have managed to convert a manila file to ATC format using cfc.exe but now I cant open it using The Compressonator. If I go to open (there is no ATC file type listed in 'Files of type' drop down menu), select All Files (*.*) and try to open the converted .atc file, it does not load. I am using The Compressonator 1.50 which seems to have been updated recently (18-12-08) so it might be an issue with the new version. If it is that can you please upload or direct me to the old version or else if I am doing something wrong, please help.
Thank you
AF241

[APP][15 June 2010] XmlGui 0.0.5.2 - Tool for editing HTC Xml layout file

Hi,
The main reason I wrote this small app is to modify the Xml layout files used in more recent HTC applications. HTC however defined different format of Xml layout files.
Currently, this is what it can do:
Change objects' location (attributes involved "x", "y", "loc")
Change objects' size (attributes involved "w", "h", "width", "height")
Perform object transformation using a multiplicand value
Handle sub objects declared in parent object's attribute when parent object is tranformed ("IconImgPos", TextPos")
Handle "BgImgBlock" attribute by animating the object
Handle "BgImgGrid" attribute by drawing the object correctly
Draw object with "IconImgMask" and "IconImage" attributes correctly
When changing the position of a parent object, the children object (can be seen in the TreeView) will also be moved. It does not however resize the object control when the parent object is resized. This is by design.
I'll be adding more format to this app when I have some free time.
History:
0.0.1
This app currently only support Xml layout files which defined the position attributes as "x", "y", "w", "h". This format is used in Album 3 and Connection Setup.
0.0.2
Added support for layout which contain attributes "img", "icon", "pic". This layout is used in FullScreenPlayer.
You can now drag and drop a xml file onto it to open.
If the "icon" contain different states, it will be animated, each will be displayed for 1 second before rotating to another state.
0.0.3b
Added support for layout which contain attributes "Pos", "bgimg", and some I can't remember.
Fix a bug in 0.0.3 where it handle the "Pos" attribute incorrectly.
Quick fix loading EzInput layout *New*
0.0.4f
Recoded most of the code.
XmlGui now only draws objects which are marked (checked). If the object is selected, a red border will be drawn on the selected object.
Text area will be drawn as blue hatched area.
Object with sub object will be resized correctly based on the object.
Added ability to move all marked objects.
Added ability to resize all marked objects. (see attached thumbnails)
Correctly interpret "BgImgGrid" attribute. (0.0.4a)
When adjusted single object's height and width, children object now do not resize. (0.0.4a)
Animate button "BgImgBlock" attribute. (0.0.4a)
Fix drawing text position in "Edit" object. (0.0.4b)
Fix moving inner object when object is moved (0.0.4b)
Fix drawing object with "BgImgGrid" attribute. (0.0.4c)
Fix issue resizing object without the "x" and "y" attributes. (0.0.4d)
Fix issue with Pos attribute where each point is not seperated by ",". (0.0.4e)
Seperate multiplicand for width and height. (0.0.4f)
Fix divide by zero bug. (0.0.4f)
0.0.4g (2 Nov 2009)
Fixed loading attributes with space in its value crashing XmlGui.
Fixed loading Pos and TextPos attributes with no value crashing XmlGui.
0.0.5 (5 Feb 2010)
Fixed saving problem when the attribute of the file is marked "read-only" and/or "system".
Selection of selected item in TreeView stays after TreeView lost focus.
Added new feature to automatic relocate objects.
In "Single-Object Properties" section, clicking on the green left arrow will apply the suggested value for that field. Clicking the "Apply" button applies all the suggested values.
In "Multi-Object Move" section, clicking the "Auto Relocate" button will apply the above feature to all selected objects.
Bug: If clicking "Auto Relocate" mess things up, try highlighting "root" before clicking it.
0.0.5.1 (6 Feb 2010)
Added 1 level "Undo" feature. This is a rough implementation, so after pressing undo button, the TreeView would lost its selection.
0.0.5.2 (15 June 2010)
Fixed crash caused by negative value.
Note:
XmlGui requires .NET Framework 3.5.
If XmlGui can't open the xml file, edit it with any text editor and remove the first line. Save and reopen in XmlGui.
Please be aware that HTC does not resize all images according to the size stated in the xml file. Take for example the HTCFramework package. The htccalendar_bg_green.png is resized in the calendar, but is not resize when you select a day. The background and the buttons (Set and Cancel) are also not resized. So, the only way around this is also to resize (or crop) the images yourself.
Contribution:
I'm very grateful for the donation given. Thank you very much. It would encourage me to add more new automate features to it too.
Noonski
francarl
Ported Packages using XmlGui
VGA
Album_3_2_20113120_0
CommManager_2_9_T_1
SharedResource_TEST_1_0_19222911_00
CommManager 2.9.O.7
For WM6.5 large soft button only
HTCFramework_1_5_19213632_00 and SharedResource_1_0_19213622_00
Menu_Enhancement_1_1_19213631_00
For WM6.5 large soft button only
ConnectionSetup_2_7_37392_4 (Source: Unknown)
ConnectionSetup_3_1_19192629_00 (Ported by kidoucorp)
New_Contact_Card_1_1_19163526_00 (Source: Leo) - No landscape
New_Contact_Card_1_1_19192730_00
Requires HTCFramework and Social_Networks_Engine
HTCFramework_1_1_19164030_00 (Source: Unknown)
HTCFramework_1_1_19192728_00
Requires SharedResource
Social_Networks_Engine_1_1_19163527_00 (Source: Leo)
SharedResource_1_0_19192728_00
mrhayami 1.26 pack
QVGA
Topaz IME CHT (Thanks kane159)
Goodies
Size conversion spreadsheet (WVGA->VGA)
XML-GUI Shared Folder
Folder - Everybody can upload and download files here.
So if I would want to port a newer version of connection setup or album this tool would be all I need?
Any other apps you that use xml for layout?
Nice one, 12
12aon said:
So if I would want to port a newer version of connection setup or album this tool would be all I need?
Any other apps you that use xml for layout?
Nice one, 12
Click to expand...
Click to collapse
Yes. Just modify the .xml files in the packages and the apps are resized correctly. Of course if you want to maintain the aspect ratio of the background (if used), you'll need to crop it first (by cutting some part away) using any imaging software you prefer. Btw, I've already ported Connection Setup layout to VGA here (http://forum.xda-developers.com/showpost.php?p=4385330&postcount=1926)
To see what other HTC apps that uses xml, just search for the xml files in your packages. If they are there, then it uses the xml files as layout. The hard part is, there are different format available. I'm thinking of finding all the different format used and put them in the XmlGui.
Tested on Leo New Contact Card, and it couldnt read any of the values.
Great tool, will come in handy, keep up the good work.
Great idea for a tool!
Will be very useful with more WVGA stuff coming out...
Great idea.
One day it shall become a big tool for porting the utility from one device to another.
Keep going bro!!
can we get a rhodium 2.6 manila working landscape now!
this shure can come in verry handy
Thanks
Attached is a file it has trouble with from HTCMagnifier package from the Leo (I've also included the images from that package).
Hope this is useful somehow...
Thanks!
conflipper said:
Tested on Leo New Contact Card, and it couldnt read any of the values.
Great tool, will come in handy, keep up the good work.
Click to expand...
Click to collapse
Wow, nice to know that Leo New Contact Card uses xml for its layout. Can you post the package for it? I have slow connection, so prefer not to download the whole Leo packages.
Thanks in advance.
l3v5y said:
Attached is a file it has trouble with from HTCMagnifier package from the Leo (I've also included the images from that package).
Hope this is useful somehow...
Thanks!
Click to expand...
Click to collapse
XmlGui 0.0.3 should be able to handle it now. Since you didn't post the whole package, I can't test whether it loaded all the images correctly... but it should.
programatix said:
Wow, nice to know that Leo New Contact Card uses xml for its layout. Can you post the package for it? I have slow connection, so prefer not to download the whole Leo packages.
Thanks in advance.
Click to expand...
Click to collapse
here u go
c3ro said:
here u go
Click to expand...
Click to collapse
Thanks.
Attached is the resized xml to VGA for it.
I've downloaded Leo packages and tried the New Contact Card. Ported it to VGA but so sad that Leo packages seems to support only portrait. No landscape. Further more, it uses the HTCFramework for GUI and it is damn slow.
programatix said:
XmlGui 0.0.3 should be able to handle it now. Since you didn't post the whole package, I can't test whether it loaded all the images correctly... but it should.
Click to expand...
Click to collapse
Those were the only images in that pack...
hi programatix
It would be wonderfull if this tool could solve the phonecanvas/videocall threat..
dotcompt said:
hi programatix
It would be wonderfull if this tool could solve the phonecanvas/videocall threat..
Click to expand...
Click to collapse
Sorry to say that it can't. Unless HTC miraculously uses Xml as layout for all its apps (including phone canvas).
Anyway, I see that I might be able to modify it to open .cpr files too. Just need to research first.
I got an error here....any help??
here is all the message
如需叫用 Just-In-Time (JIT) 偵錯的詳細資料,
請參閱本訊息結尾處 (而非這個對話方塊) 的資訊。
************** 例外狀況文字 **************
System.FormatException: 輸入字串格式不正確。
於 System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
於 System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
於 System.Convert.ToInt32(String value)
於 XmlGui.Main.DrawElement(XElement element, PaintEventArgs e)
於 XmlGui.Main.EnumerateElement(XElement element, PaintEventArgs e, Boolean direction)
於 XmlGui.Main.EnumerateElement(XElement element, PaintEventArgs e, Boolean direction)
於 XmlGui.Main.EnumerateElement(XElement element, PaintEventArgs e, Boolean direction)
於 XmlGui.Main.pb_Paint(Object sender, PaintEventArgs e)
於 System.Windows.Forms.Control.OnPaint(PaintEventArgs e)
於 System.Windows.Forms.PictureBox.OnPaint(PaintEventArgs pe)
於 System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer, Boolean disposeEventArgs)
於 System.Windows.Forms.Control.WmPaint(Message& m)
於 System.Windows.Forms.Control.WndProc(Message& m)
於 System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
於 System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
於 System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** 已載入的組件 **************
mscorlib
組件版本: 2.0.0.0
Win32 版本: 2.0.50727.3053 (netfxsp.050727-3000)
程式碼基底: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
XmlGui
組件版本: 0.0.3.0
Win32 版本: 0.0.3.0
程式碼基底: file:///C:/VIVA/XmlGui.exe
----------------------------------------
System.Windows.Forms
組件版本: 2.0.0.0
Win32 版本: 2.0.50727.3053 (netfxsp.050727-3000)
程式碼基底: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
組件版本: 2.0.0.0
Win32 版本: 2.0.50727.3053 (netfxsp.050727-3000)
程式碼基底: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
組件版本: 2.0.0.0
Win32 版本: 2.0.50727.3053 (netfxsp.050727-3000)
程式碼基底: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Windows.Forms.resources
組件版本: 2.0.0.0
Win32 版本: 2.0.50727.3053 (netfxsp.050727-3000)
程式碼基底: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms.resources/2.0.0.0_zh-CHT_b77a5c561934e089/System.Windows.Forms.resources.dll
----------------------------------------
System.Xml.Linq
組件版本: 3.5.0.0
Win32 版本: 3.5.30729.1 built by: SP
程式碼基底: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml.Linq/3.5.0.0__b77a5c561934e089/System.Xml.Linq.dll
----------------------------------------
System.Core
組件版本: 3.5.0.0
Win32 版本: 3.5.30729.1 built by: SP
程式碼基底: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
組件版本: 2.0.0.0
Win32 版本: 2.0.50727.3053 (netfxsp.050727-3000)
程式碼基底: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
mscorlib.resources
組件版本: 2.0.0.0
Win32 版本: 2.0.50727.3053 (netfxsp.050727-3000)
程式碼基底: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
************** JIT 偵錯 **************
若要啟用 Just-In-Time (JIT) 偵錯功能,則必須在
此應用程式或電腦的 .config 檔案中,設定
system.windows.forms 區段內的 jitDebugging 值。
且該應用程式也必須在啟用偵錯的狀態下進行
編譯。
例如:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
very handy because in newer leo and Qilin roms, HTC has converted everything to XML, so all resizing is done that way, so that will be very nice.
something that might be very handy in a program like this, is a VGA button, where it will take the vales and multiply by 0.8, and then it would be an automatic, maybe even do check boxes, to pick the number of boxes you wanted, so say you wanted just 2 or 3, and convert those 2 by 0.8, this would really speed everything up has well
keep up the good work with everything, this has a lot of potential here.
kane159 said:
I got an error here....any help??
Click to expand...
Click to collapse
Would be best if you could upload the xml file, or the whole package.
conflipper said:
very handy because in newer leo and Qilin roms, HTC has converted everything to XML, so all resizing is done that way, so that will be very nice.
something that might be very handy in a program like this, is a VGA button, where it will take the vales and multiply by 0.8, and then it would be an automatic, maybe even do check boxes, to pick the number of boxes you wanted, so say you wanted just 2 or 3, and convert those 2 by 0.8, this would really speed everything up has well
keep up the good work with everything, this has a lot of potential here.
Click to expand...
Click to collapse
Will do that when I get all the base thing up first. Newer layout seems has so many attributes for each item. Just need some time to study them.

[APP][27-Dec-09] LuaTool 1.2 - Lua Decompiler, Compiler and Compare

Intro:
This is an all-in-one tool for decompiling, compiling and comparing lua scripts found in Manila (TouchFLO 3D / Sense).
All this is a continuation of sztupy's original work: Lua 5.1 tools.
General:
LuaTool consists of 4 parts: Lua decompiler, Lua compiler, Lua compare utility and a Manila file type detection utility.
LuaDec 3.2 - Lua decompiler
Notes on latest version:
Major overhaul of the local finding algorithm. Most lua scripts can now be fully decompiled without a problem.
Manila 2.5.1921 has a total of 703 scripts (including embedded scripts). LuaDec can fully decompile 663 files. That's a success rate of 94.31%.
General notes:
LuaDec automatically checks if the output file was decompiled successfully.
If it wasn't, LuaDec will also output the disassembly and compare file.
In case the decompile was 100% good, LuaDec will only output the standard .lua file as before.
LuaC 1.2 - Lua compiler
Binary function replacement:
LuaC can directly replace functions in compiled luac files. This can be useful if the luac file can't be fully decompiled, but only a small part of the file needs to be edited. Some more info on function replacement.
Continue statement:
The "continue" statement has been added to the Lua Compiler.
Lua doesn't officially support continue statements, but it looks like HTC added it for their needs, so I'm following their lead.
Usage and versions:
Code:
LuaTool 1.2 by Co0kieMonster
Usage: LuaTool <task_select> [task_options] <task_input>
Tasks:
/decompile (or /d) -- Lua Decompiler
/compile (or /c) -- Lua Compiler
/compare (or /cr) -- Lua Compare utility
/detect (or /dt) -- Manila file type detect utility
LuaDec 3.2
Usage: LuaTool /decompile [options] <inputfile>
Available Options:
-o <filename> specify output file name
-dis don't decompile, just disassemble
-f <number> decompile/disassemble only function number (0 = global block)
LuaC 1.2
Usage: LuaTool /compile [options] <inputfile>
Available Options:
-o <filename> specify output file name
-s strip debug information
-r <n> <luac_file> replace function <n> in <luac_file> with <inputfile>
LuaCompare 1.2.1
Usage: LuaTool /compare [options] <original.luac> <newfile.lua(c)>
Available Options:
-o <filename> specify output file name
-s side by side file comparison
-du disable underline
ManilaDetect
Usage: LuaTool /detect <inputfile>
LuaTool changelog:
# LuaTool v1.2
-updated LuaDec to v3.2, LuaC to v1.2 and LuaCompare to v1.2.1
# LuaTool v1.1
-updated LuaDec to v3.1, LuaC to v1.1 and LuaCompare to v1.2
LuaDec changelog:
# LuaDec v3.2
-Local guesser improvements
---major overhaul - gives much better results
-Conditionals handling improvements
---fixed elseif not being recognised in some cases
---added partial support for complex inline boolean assingment
-General improvements
---fixed single function decompile
---fixed table assignments where there are more then 16 values
---better error handling
# LuaDec v3.1
-Conditionals handling improvements
---wrote a brand new algorithm for handling complex logic expressions
---fixed falsely detected generic for loops
---fixed misplaced if end, because of end-to-break optimization
-Local guesser improvements
---declarations at CALL before RETURN
-General improvements
---fixed indents not behaving properly in some cases
---fixed LOADNIL assignments where the destinations are local variables
---decompiler now displays success rate after decompile
---added SETLIST handling
# LuaDec v3.0.4
-General improvements:
---added back error messages
---fixed variable arguments handling
---fixed multiple inline assignments
---fixed a rare if ending misplacement
-Local guesser improvements at:
---inline bool assignments
---table in table situations
---TAILCALLs
---CALLs which return multiple results
---locals declared just before TEST ops
---SETTABLE where b isn't a constant
# LuaDec v3.0
-core rewrite and cleanup
-more accurate especially with conditionals and loops
-some miscellaneous accuracy improvements
-added extra info to script header (date, time, file name and manila name)
-LuaCompare updated to v1.0.1 (compatibility)
# LuaDec v2.1
- Less crashing:
--- added a failsafe for crashing on bad registers
--- fixed crash on SETUPVAL
--- fixed crash on SETLIST
- Better conditional handling:
--- fixed handling of deeper nested else and elseif
--- fixed handling of empty if-end and else-end blocks
--- added break handling
- Better table handling:
--- fixed inline table assignments
--- fixed handling of numerically indexed tables
- Adjustments to local guesser:
--- fixed guessing for inline table assignments
--- fixed guessing for SETGLOBAL and SETUPVAL at PC 1
LuaC changelog:
# LuaC v1.2
-added binary function replacement
# LuaC v1.1
-added "continue" statement
LuaCompare changelog:
# LuaCompare v1.2.1
-small change to support single function decompile
# LuaCompare v1.2
-pre-compare disassembly is now done internally instead of writing to disk and reading
-added a console message with match percentage
# LuaCompare v1.1
-initial version integrated in LuaTool
Go co0kiemonster! You da man!
boy oh boy ... cant believe that, thanks
time to get back to the keyboard and do some hack0r's stuff
see you guys
I like the new compare output a lot! Saves some lines in the manilatool.cmd as well. Do you plan on updating all the ruby tools or just the compare?
Muchos gracias
12aon said:
Do you plan on updating all the ruby tools or just the compare?
Click to expand...
Click to collapse
Probably all (except luadecguess, which is redundant because luadec has an internal guesser since version 2.0). But I hadn't planned on doing it any time soon - right now, luadec is keeping me pretty busy. I'm doing a semi-rewrite of it in order to inject some OOP love (port to C++) and then hopefully make a proper conditionals and loops engine.
I don't mind OOP love . Hey I somebody came with this idea about luadec but as it turned out I misunderstood him. He was actually talking about the m9editor. Nevertheless the idea is good. You tell me if it's doable.
Wouldn't it be a good idea to include the full manila name in the lines of code as well (If known). Going a bit further might it not be an even better idea to include some more diagnostic info there.
Thing I can think of are manila version (although I can't imagine a foolproof method), date, full manila path name maybe some diagnostics.
You know I'm going to keep you occupied right?
12aon said:
Wouldn't it be a good idea to include the full manila name in the lines of code as well (If known). Going a bit further might it not be an even better idea to include some more diagnostic info there.
Thing I can think of are manila version (although I can't imagine a foolproof method), date, full manila path name maybe some diagnostics.
Click to expand...
Click to collapse
Full manila name and date aren't a problem. I'll add them in the next release.
Manila version would have to be set by the user so that's a bit problematic. But it would be great to have. I'll try to think of good way to add it.
As for diagnostics: Did you mean adding something other than the "-- DECOMPILER ERROR: ... " lines, or just making those lines a bit more useful?
12aon said:
You know I'm going to keep you occupied right?
Click to expand...
Click to collapse
I'm counting on it
Co0kieMonster said:
Full manila name and date aren't a problem. I'll add them in the next release.
Manila version would have to be set by the user so that's a bit problematic. But it would be great to have. I'll try to think of good way to add it.
As for diagnostics: Did you mean adding something other than the "-- DECOMPILER ERROR: ... " lines, or just making those lines a bit more useful?
I'm counting on it
Click to expand...
Click to collapse
The version number can be found in a package here:
Code:
[HKEY_LOCAL_MACHINE\Software\HTC\Manila]
"Version"="2.1.19193517.0"
That's either the .reg or .rgu file
It can also sometimes be found in the package name. But these things are very unpredictable. In that sense it could only be used as an extra. I don't know if any of the exe's in the package hold the info.
By diagnostics I was referring to my lack to come up with anything else. I hoped your developer instincts would lead you to add in the rest for me. But now that I think of it maybe something amount of errors in the script or amount of opcodes, maybe the number of functions. I don't know why, or how it would be useful so probably just leave out that part. Unless you disagree of course,
12
12aon said:
You know I'm going to keep you occupied right?
Click to expand...
Click to collapse
LOL 12 has a new toy!
I guess it would be dumb to ask if you intend to use this in your Manila kitchen! LOL
Asphyx said:
LOL 12 has a new toy!
I guess it would be dumb to ask if you intend to use this in your Manila kitchen! LOL
Click to expand...
Click to collapse
It is already part of the kitchen , co0kie has been helping us for a while now. He is the one who added the lua scheme to notepad2
Ive been trying to use this on the lua files in the sprint hero but no matter what i try i get the error "Bad header in precompiled chunk"
Any thoughts/ideas?
You sure hero's got lua files? Would you mind sharing them?
12
pentace said:
Ive been trying to use this on the lua files in the sprint hero but no matter what i try i get the error "Bad header in precompiled chunk"
Any thoughts/ideas?
Click to expand...
Click to collapse
Might be a different encoding.
Can you upload a few of the files so I can check it out?
Version 3.0 is up
Some info:
Version 3.0 is a complete rewrite of LuaDec. It's more accurate then 2.1, especially when large loops are involved. It might just need a little bit more tweaking but conditional and loop handling is almost perfect. The next big thing to tackle is local guessing, and that will come in a later version.
LuaDec has also generally been cleaned up, so no more obsolete command line switches or memory leaks.
It can also retrieve the full manila name and add it to the file header. E.g.: if you decompile 0bd9db81_manila, LuaDec will add \windows\htc\people\scripts\people\peoplegroupdeta il.luac to the decompiled script header for better reference. For this to work you need to have the m9editor.names.txt file in the same folder as LuaDec.
Now that I've done this rewrite I should be able to accelerate development. And there are some cool new feature coming in future versions.
Decompile Luaplugins for lightroom
Hi,
I just wondering if it is possible to use this to decompile any lua files, the one i'm looking for is decompiling lightroom plugins
skrollster said:
Hi,
I just wondering if it is possible to use this to decompile any lua files, the one i'm looking for is decompiling lightroom plugins
Click to expand...
Click to collapse
LuaDec has been tuned specifically to HTC's Lua variant. Theoretically it should decompile any Lua 5.1 scripts, but it might be incompatible with the character and number encodings of non-HTC scripts. I'm not sure about the specifics, since those adaptation were done before my development efforts - see here for some of the details: http://forum.xda-developers.com/showpost.php?p=3466886&postcount=249
You can always give it a try and see what happens. It can't hurt
Co0kieMonster said:
LuaDec has been tuned specifically to HTC's Lua variant. Theoretically it should decompile any Lua 5.1 scripts, but it might be incompatible with the character and number encodings of non-HTC scripts. I'm not sure about the specifics, since those adaptation were done before my development efforts - see here for some of the details: http://forum.xda-developers.com/showpost.php?p=3466886&postcount=249
You can always give it a try and see what happens. It can't hurt
Click to expand...
Click to collapse
It just gave me an almost blank file, the only thing in it was some stuff i guess you add to all files
skrollster said:
It just gave me an almost blank file, the only thing in it was some stuff i guess you add to all files
Click to expand...
Click to collapse
Yeah, that's definitely because of the different encodings. Sorry, but I guess it's not going to work.
Too bad really, is it possible to create a decompiler for the encoding used for adobes applications? if so, is it much work to change it?
I'm not sure. Upload one or two lua files so I can take a look.

[Q] [Win 8 JS dev] Uglified, Concated, UTF-8 + BOM encoded JS files for a Windows App

Hey everybody,
I'm currently porting my company's webapp to Windows 8. As being written 99% in JavaScript, I just started a new Windows Store JS App project in Visual Studio and moved all of my code in. After some fixes, the app is running fine now.
For deployment, I'm using grunt with grunt-contrib-uglify to concat and minify my JS files. They are saved with UTF-8 encoding und the windows app runs fine using those minified scripts. But the WACK certification fails because those files don't contain the BOM (Byte Order Marker).
I now added a step to my grunt setup, which adds the BOM to those JS files by reading the filecontent as buffer and re-save it with \uFFEF (the BOM) at the beginning. That leads to correctly encoded files, passing the certification.
The funny part is:
When I run the app as Debug or Release right from VS (with debugger), the app is working fine.
If I bundle the app for store submit and start it with the debugger attached, it's also running fine. But if I start the app without the debugger, the scripts are not being loaded.
Do you have a tip for me?
ice8lue said:
Hey everybody,
I'm currently porting my company's webapp to Windows 8. As being written 99% in JavaScript, I just started a new Windows Store JS App project in Visual Studio and moved all of my code in. After some fixes, the app is running fine now.
For deployment, I'm using grunt with grunt-contrib-uglify to concat and minify my JS files. They are saved with UTF-8 encoding und the windows app runs fine using those minified scripts. But the WACK certification fails because those files don't contain the BOM (Byte Order Marker).
I now added a step to my grunt setup, which adds the BOM to those JS files by reading the filecontent as buffer and re-save it with \uFFEF (the BOM) at the beginning. That leads to correctly encoded files, passing the certification.
The funny part is:
When I run the app as Debug or Release right from VS (with debugger), the app is working fine.
If I bundle the app for store submit and start it with the debugger attached, it's also running fine. But if I start the app without the debugger, the scripts are not being loaded.
Do you have a tip for me?
Click to expand...
Click to collapse
Build project as release and THEN create the app package check for breakpoints. Also does it run uncompressed?
Can you provide the code or the package?
Toxickill said:
Build project as release and THEN create the app package check for breakpoints. Also does it run uncompressed?
Click to expand...
Click to collapse
Doesn't the Package process do the build on it's own?
It is working when I load all the single JS files (that grunt is merging into one) and add the BOM to all of them. If I just concat those files without compression/minification it's working, together with the added BOM it's not...
There are no errors (I added an error listener), they simply don't get loaded.
---
I tried your solution, but it ends the same. The interesting part is, if I use publish rather than build, it gets installed und IS running without a debugger. After packaging, it's not...
The marker you are adding is for the UTF format MS uses... However you are encoding to UTF-8...
Toxickill said:
The marker you are adding is for the UTF format MS uses... However you are encoding to UTF-8...
Click to expand...
Click to collapse
This is, basically, what I'm doing to those JS files after concat/minify:
Code:
var buf = grunt.file.read(fileName, { encoding: null });
var missingBOM = (buf[0] !== 0xEF && buf[1] !== 0xBE && buf[2] !== 0xBB);
if (missingBOM) {
grunt.file.write(fileName, '\ufeff' + buf, { encoding: 'utf-8' });
}
See here http://msdn.microsoft.com/en-us/library/windows/desktop/dd374101(v=vs.85).aspx
Im mobile so im sorry for link.. But you are using the wrong marker for the encoding see here for a table.
Toxickill said:
See here http://msdn.microsoft.com/en-us/library/windows/desktop/dd374101(v=vs.85).aspx
Im mobile so im sorry for link.. But you are using the wrong marker for the encoding see here for a table.
Click to expand...
Click to collapse
Hmm... but it's the same marker as VS adds when I'm manually saving them with UTF8-signed encoding. EF BB BF adds cryptical symbols but no BOM...
Can you create me a blank program compress it and send it to me so i can see if it does not work and i ca debug it as well.
Toxickill said:
Can you create me a blank program compress it and send it to me so i can see if it does not work and i ca debug it as well.
Click to expand...
Click to collapse
I'm sorry, I can't give out the code...
This is essentially what it does:
HTML:
HTML:
<!DOCTYPE html>
<html>
<head>
<meta http-equiv="content-type" content="text/html; charset=utf-8" />
<meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1" />
<link rel="stylesheet" href="%dest%css/%lib-css%" />
<link rel="stylesheet" href="%dest%css/%app-css%" />
</head>
<body>
<div id="wrapper"></div>
<script>
var script = document.createElement('script');
script.async = false;
script.type="text/javascript";
script.charset = "utf-8";
script.onload = function() {
...
};
script.src = '%dest%js/%libs-js%';
document.head.appendChild(script);
var script = document.createElement('script');
script.async = false;
script.type="text/javascript";
script.charset = "utf-8";
script.onload = function() {
... (initialize app,...)
};
script.src = '%dest%js/%app-js%';
document.head.appendChild(script);
</script>
</body>
</html>
What my grunt script does is minify all JS files into app.js and libs.js, the CSS into app.css and libs.css and replace the %var% variables with the corresponding files/folders.
My script now writes the correct BOM to the file and also removes possible BOMs in the file left from the source files during merging:
Code:
var buf = grunt.file.read(dist + fileName, { encoding: null });
var BOM = new Buffer([0xEF,0xBB,0xBF]);
// remove multi BOMs from Buffer
var bufString = buf.toString('utf-8');
bufString = bufString.replace(BOM.toString('utf-8'), null);
buf = new Buffer(bufString, 'utf-8');
// add new UTF-8 BOM to the beginning of the file buffer
var bomFile = Buffer.concat([BOM,buf]);
grunt.file.write(dist + fileName, bomFile, { encoding: 'utf-8' });
I double-checked via a HEX editor that the resulting files 1. contain the correct BOM at the beginning and 2. don't contain any additional BOMs (neither the UTF8 nor the THF16 one).
Still, no luck launching the app without a debugger, my JS is not loaded/parsed...
No ideas guys?
ice8lue said:
No ideas guys?
Click to expand...
Click to collapse
Sorry, ive been working the 8.1 jailbeak, try keeping your scrips in the same directory and referencing them with the file name only...
This could be the problem....
Code:
%dest%js/%libs-js%
Im not familiar with JS windows store apps.
Toxickill said:
Sorry, ive been working the 8.1 jailbeak, try keeping your scrips in the same directory and referencing them with the file name only...
This could be the problem....
Code:
%dest%js/%libs-js%
Im not familiar with JS windows store apps.
Click to expand...
Click to collapse
No problem in general, but we're eager to release the app.
The code path is correct, these are variables, being overwritten during deployment.
Update:
It looks like it's really the combination of merged JS files by uglifyJS and the BOM that causes this problem. I now disabled the merge, loading all of the files seperately (but in a minified form) with the BOM added. The app now succeeds certification AND is running without a debugger.
This is ugly, but it's working - finally.

[Dexplore] Obfuscated code finder | Develop portable Xposed module for obfuscated apps

Library: Dexplore
[Develop Portable Xposed Module] - [For Any Obfuscated Apps]
About: Dexplore is a dex analyzing library for finding obfuscated classes and methods at runtime. There is also a command line tool for static analysis and app de-compilation.
Highlight: Now you can develop portable Xposed module for any obfuscated apps (eg: snapchat, youtube, whatsapp, facebook etc). You don't have to worry about updating the module every time they release new versions, Dexplore will take care of obfuscated classes based on your provided query.
Example: Disable 'msg seen' in messenger
A more detailed explanation and examples can be found at: Github Wiki
The library is available at maven central repository: Dexplore
Java:
repositories {
mavenCentral()
}
dependencies {
implementation 'io.github.neonorbit:dexplore:1.4.5'
}
Command Line tool: Download
Java:
java -jar Dexplore-1.4.5.jar --help
Changelogs:
Release v1.4.5:
- [LIB] Add support for in-memory dex
- [LIB] Add various helper methods
- [LIB] Fix bugs in annotation filter
- [CLI] Update decompiler library
- [CLI] New option: advanced search query
- [LIB+CLI] New condition: set package names
- [LIB+CLI] New condition: set number literals
- [LIB+CLI] New condition: set source filenames
- [LIB+CLI] New condition: set class simple names
Release v1.4.4:
- [LIB] Fix class loading issues
- [LIB] Fix de-serialization failure
- [LIB] Add constructor helper methods
Release v1.4.3:
- [LIB] Fix de-serialization failure
Release v1.4.2:
- [LIB] Minor improvements
- [CLI] Improvement: rewrite from scratch
- [CLI] New command: search [redesigned]
- [CLI] New command: decode [decompiler]
Release v1.4.0:
- [LIB] Make API thread-safe
- [LIB] Add support for batch operation
- [LIB] Add support for parallel execution
- [LIB] Add Filter conditions for annotaion
- [CLI] Fix @file expansion in arguments
Release v1.3.0:
- [LIB] Several enhancements
- [CLI] New option: specify classes (-c)
- [CLI] New option: generate source files (-s)
- [CLI] Improvement: show results in real-time
Release v1.2.0:
- [LIB] Add documentation
- [LIB] Improve search accuracy
- [LIB] Fix several known bugs
- [LIB] Improve performance
Release v1.0.1:
- [LIB] Support multiple preferred dexes
- [CLI] New option: print full details (-d)
Click to expand...
Click to collapse
Source Code: Github
API Overview: Javadoc
Implementation: Github Wiki
If you need any help with implementation, comment here.
For bugs and feature request, create an issue on the github repo.
Used by: ChatHeadEnabler
[reserved]
Xposed Implementation Sample:
- Find all the necessary classes/methods using Dexplore at runtime and save them to Preferences.
- Do your necessary hooking with Xposed.
- Next time simply load them from Preferences.
[Implement dexplore queries to re-fetch automatically whenever version code changes]
Example: Block 'msg seen status' in facebook messenger (check Github Wiki for documentation):
Java:
public class XposedModule implements IXposedHookLoadPackage {
@Override public void handleLoadPackage(XC_LoadPackage.LoadPackageParam lpparam) {
if (!lpparam.packageName.equals("com.facebook.orca")) return;
// Create a class filter to find our target class
ClassFilter classFilter = new ClassFilter.Builder()
.setReferenceTypes(ReferenceTypes.builder().addString().build())
.setReferenceFilter(pool ->
pool.contains("Montage thread ")
).build();
// Create a method filter to find our target method from the class
MethodFilter methodFilter = new MethodFilter.Builder()
.setReferenceTypes(ReferenceTypes.builder().addString().build())
.setReferenceFilter(pool ->
pool.contains("has_seen")
).setParamSize(3)
.setModifiers(Modifier.PUBLIC)
.build();
// Load the base apk into Dexplore
Dexplore dexplore = DexFactory.load(lpparam.appInfo.sourceDir);
// Search method
MethodData result = dexplore.findMethod(DexFilter.MATCH_ALL, classFilter, methodFilter);
// Xposed hook: this will block Seen Status from being sent
XposedBridge.hookMethod(result.loadMethod(lpparam.classLoader), XC_MethodReplacement.returnConstant(null)));
}
Hello, After reading github wiki, I could successfully track class name changes dynamically. But when I read back the result from preference and try to deserialize by library method, it throws an IllegalArgumerntException.
ranej700 said:
Hello, After reading github wiki, I could successfully track class name changes dynamically. But when I read back the result from preference and try to deserialize by library method, it throws an IllegalArgumerntException.
Click to expand...
Click to collapse
How exactly did you try to de-serialize it? Could you provide the class name that you are trying to de-serialize?
NeonOrbit said:
How exactly did you try to de-serialize it? Could you provide the class name that you are trying to de-serialize?
Click to expand...
Click to collapse
I followed this Xposed Sample .
Deserialized with:
Java:
ClassData.deserialize(saved_result)
Class name was 3mt I think.
ranej700 said:
Class name was 3mt I think.
Click to expand...
Click to collapse
Got it, I'll release a new version soon.
Update: v1.4.3
Changelog:
- Fix de-serialization failure
NeonOrbit said:
Update: v1.4.3
Changelog:
- Fix de-serialization failure
Click to expand...
Click to collapse
That was quick, thanks.
One more request, I managed to find classes with simple search, but there are some classes that doesn't have anything specific to search with. I read advanced search section, but it's confusing for me. Can I message you personally? I need help with advanced search.
ranej700 said:
Can I message you personally? I need help with advanced search.
Click to expand...
Click to collapse
Sure, anytime.
Update: v1.4.4
Changelog:
- Fix class loading issues
- Fix de-serialization failure
- Add constructor helper methods
This library will be able to load dex files if they are extracted from apk and placed in a separate folder in /data/data/com.example.apk/files?
Blue cat said:
This library will be able to load dex files if they are extracted from apk and placed in a separate folder in /data/data/com.example.apk/files?
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It supports apk, dex, odex, oat, zip files.
If your app can access the file, so should the library. Doesn't matter where it's placed.
Is it possible to search using string id? 0x7F1201EA or 2131886570
Blue cat said:
Is it possible to search using string id? 0x7F1201EA or 2131886570
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It would be useless, since resource Ids are not static.
NeonOrbit said:
Example: Block 'msg seen status' in facebook messenger (check Github Wiki for documentation):
Java:
public class XposedModule implements IXposedHookLoadPackage {
@Override public void handleLoadPackage(XC_LoadPackage.LoadPackageParam lpparam) {
if (!lpparam.packageName.equals("com.facebook.orca")) return;
// Create a class filter to find our target class
ClassFilter classFilter = new ClassFilter.Builder()
.setReferenceTypes(ReferenceTypes.builder().addString().build())
.setReferenceFilter(pool ->
pool.contains("Montage thread ")
).build();
// Create a method filter to find our target method from the class
MethodFilter methodFilter = new MethodFilter.Builder()
.setReferenceTypes(ReferenceTypes.builder().addString().build())
.setReferenceFilter(pool ->
pool.contains("has_seen")
).setParamSize(3)
.setModifiers(Modifier.PUBLIC)
.build();
// Load the base apk into Dexplore
Dexplore dexplore = DexFactory.load(lpparam.appInfo.sourceDir);
// Search method
MethodData result = dexplore.findMethod(DexFilter.MATCH_ALL, classFilter, methodFilter);
// Xposed hook: this will block Seen Status from being sent
XposedBridge.hookMethod(result.loadMethod(lpparam.classLoader), XC_MethodReplacement.returnConstant(null)));
}
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I've been looking for a module to do exactly this, do you implement this into anything or is it just a code example currently? I don't know enough about module development to "make it work" myself. I thought about trying to add the code into Weiju2 but I think that is only Lua coding for now. Which of course I don't know
Galaxy-Geek#1 said:
I've been looking for a module to do exactly this, do you implement this into anything or is it just a code example currently? I don't know enough about module development to "make it work" myself. I thought about trying to add the code into Weiju2 but I think that is only Lua coding for now. Which of course I don't know
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It's just a code example, it works partially. To implement it fully, someone will have to analyze the source code properly.
Absolute legend!
Do you mind adding support for caching ? For example some class that takes Context and app version as an argument and automatically caches the method for you, or it determines whether it should be searched again when the version changes.
I'm back with Messenger Pro development by the way !
Mino260806 said:
Do you mind adding support for caching ? For example some class that takes Context and app version as an argument and automatically caches the method for you, or it determines whether it should be searched again when the version changes.
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I'm not sure whether it's a good idea for a library to accept Context as argument and perform low level operations like writting to Preferences.
However, it has 'serialize()' and 'deserialize()' methods, you can easily write a helper method to save result + app version in Preferences. Take a look at this Xposed Samples.
Mino260806 said:
I'm back with Messenger Pro development by the way !
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Good luck :.)

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