Android Mod IDE - Testing phase 3 v0.9 RC1

well then you'll have to go with 0.31, or wait for my next update which will include the header browser above, and (hopefully) the first build IL editor :D like i said there's like no noticeable diff between that and 0.4 except built in java (if you can run a jar that's unnecessary), and an installer to windows filesystem
 
Attention: anyone having installation errors, there seems to be a bug related to the filesystem path in the program, if you notice any trouble installing, or the program goes blank and stays that way even after reloading/restarting, I have corrected this bug in a nightly build, not releasing publicly because theres many new features I'm working on that are half done, so don't want to put an update where half the things are broke :D
If interested and you experience that bug, post here and I will pm a link for the nightly as long as you understand some things in it will not work (all previous function still does however)
 
A new bug was discovered yesterday regarding the filesystem tree causing an Out of Memory exception requiring a force shutdown of the program to continue. Im working on it as i write this but the easiest way to avoid it is by not opening files too populated by folders/subfolders (ie dont open a file located in C:\ or ./ root for example, staring a project from a file there is ok so long as you use default save location or a deep enough folder)
 
Since I've fallen behind in schedule (to be fair, building a lexer/parser for CIL is hard fkn work :D haven't even got close to working on the decompiler for pseudocode yet) I wanted to share the first pics of partially working IL disassembler for ModIDE. This is a VERY early prototype and most likely will change looks quite a bit, but its coming along, finally lol
Captureil.webp
 
Ok this is taking a LOT longer than expected, and given the reports I've received about failed installs I'm going to have to rush the next update, so in the next couple days expect to see 0.52.1 out, included will be a lot of new function, however it will not all be working properly
-PE header browser is about 90% complete, its missing the IAT info and currently only for view, edits do not work
-dll files will disassemble, and you can view IL code, however editing is NOT functional, itll save but won't alter the dll library which currently can only be edited by open normally then using hex editor, so if you're hardcore it's possible lol
-a request was made that i thought would be cool, and easy to add so if i have time, you will be able to add custom toast messages automatically! simply store your toast in the option provided and it'll automatically find and insert your toast during build :D
look for this update soon!
 
i went with a java implementation to avoid the JNA calls or conversion, its a library called Facade if you were interested, pulls a very similar file like ildasm, much smaller file though and (so far) appears to have all the relevant info, a couple things im trying to adjust in the library (certain tags come up missing, which makes it impossible to use ilasm to rebuild, but wont matter for reflexil-style dll editing)
 
Been awhile, but still hard at work on the disassembler for unity dll files. I finally got far enough to start separating the data in the assembly for initial building of the module hierarchy tree, so thought I'd share a long overdue screenshot :D It's still another month or 2 out minimum based on my current timeframe, but its progressing, so I'm stoked
beginningdasm.webp
 
One more :D almost finished with tree structure, setting up editable UI for assemblies is next, finally lol
3b08e94b9e4552b26bff992272500fd2419d0a0c.webp
 
Still taking awhile so I thought I'd add a new screenshot showing the new screenshot method i added that I took by using the new screenshot method added
screen_1.webp
 
Still alive here :D just been real busy with life and other things, plus this newest addition is a PAIN :S but getting there slowly, to give an idea, heres hows methods will look that are disassembled from an assembly-csharp file
screen_7.webp

im "hoping to have this finished by mid october, but this segment of programming has taught me my timelines are out the window lol, just know its still be worked on, no abandonware here :D thanks for the support!
 
K good news and bad news...bad is this is still taking a LONG time :/ however, good news is I'm trying to make this really stand out and I think the effort to help understand the opcodes you edit is definitely paying off, and it looks fkn sweet :D here is the edit instruction popup you get when you hit the edit button in the pic above
screen_8.webp

I'll post updates as i go and thanks for following!
 
down the track if you have the repo setup, let us know. handy to pull/contribute if needed. interested to see if you have model that can be hooked, either event-based or patterns such as proxy or visitor, that way plugins can be written to target specific job
 
down the track if you have the repo setup, let us know. handy to pull/contribute if needed. interested to see if you have model that can be hooked, either event-based or patterns such as proxy or visitor, that way plugins can be written to target specific job
Thats definitely in the plans to get a repo up, i just got a lot of refactoring to do first. Mostly everything so far has been event based either by action driven or property/event change listeners, I could see down the road building in hooks for the purpose of plugins. Once I've completed a basic capability to edit the assembly files (about 70% done now) I'll be looking at getting the code cleaned up so repo setup would be after that, and obviously I will be making that known when ready :) thanks!
 
Ok I know its been awhile since my last update, I've been dealing with a lot of little issues here and there (net went out for awhile, lost a bunch of data from my builds requiring to start some code over, and some IRL stuff to deal with). The good news is though, I finally got a proper search method implemented for function searching in assembly files :D this was the one hold up keeping me from finalizing my beta build (can't edit methods well if ya can't find them :D). For some reason the libraries chosen to work on this IDE made some complications arise from setting up the search algorithm (in fact, the file explorer tree search still has issues, however this problem doesn't have a major need for file browsing via the tree and can't search for smali methods quite the same as you can assembly methods, so this won't hold up a beta release, it can be dealt with later).

So what does this mean for ModIDE? Basically, i have some minor cleanup of files to do, along with finalizing the save assembly method (already works from what I can see, however field testing is definitely in order so feedback is HIGHLY appreciated once released), and I think I will have this done and released within the next 10 days, so stay tuned! and Thanks for your support and patience, this will be a KILLER modding tool once fully complete, and since it will be open source and have a setup repository by RC launch, easily modifiable to your needs should it not have everything you need :)

Thanks again and stay tuned!
 
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