icedmilke222

(Squidward)

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Joined: May, 2022

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My horny ass could not live next to squidward


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Replied to thread: Bianco Brothers


I NEED TO BUY!!!!! 🤑🤑🤑🤑🤑🤑🤑🤑🤑🤑😲😲😲😲😲😲

Replied to thread: This execution method valid?


and yes, it actually works

https://media.discordapp.net/attachments/914688368028315748/1036819585174868018/unknown.png

Created a new thread: This execution method valid?


ye i made this for an old client

it works half the time and i dont question it

 

 

void vm_execute(lua_State* L, fobe_State fobean, int execcalls)
{
	LClosure* cl;
	StkId base;
	TValue* k;
	const Instruction* pc;
reentry: /* entry point*/
	lua_assert(isLua(L->ci));
	pc = L->savedpc;
	base = L->base;
	cl = &clvalue(L->ci->func)->l;
	k = cl->p->k;

	size_t size_k = cl->p->sizek; /* amount of constants to allocate and convert*/

	/* convert the contants from the lua stack to the fobe stack. */
	TValue* __k = reinterpret_cast<TValue*>(pointers::fobe_realloc_(fobean, 0, 0, sizeof(TValue) * size_k)); /* allocate space in the fobe stack for tvalues (since they're represented as TValues, allocate 'size_k' TValues) */

	for (int _k = 0; _k < size_k; _k++)
		convert(fobean, &k[_k], &__k[_k]); /* convert everything from the lua stack to the fobe stack*/

	/* main loop of interpreter */
	for (;;) {

		const Instruction i = *pc++;
		StkId ra = RA(i);

		int opcode = GET_OPCODE(i);
		switch (opcode) {
			case OP_MOVE: {
				TValue* rb = reinterpret_cast<TValue*>(&__k[GETARG_B(i)]); /* get the B instruction*/
				set_top(fobean, rb); /* push rb onto the stack*/
				continue;
			}
			case OP_LOADK: {
				TValue* rb = reinterpret_cast<TValue*>(&__k[GETARG_Bx(i)]); /* get the Bx instruction*/
				set_top(fobean, rb); /* push rb onto the stack*/
				continue;
			}
			case OP_SETGLOBAL: {
				TValue* rb = reinterpret_cast<TValue*>(&__k[GETARG_Bx(i)]); /* the key or global to fetch*/
				/* why overcomplicate with gettable, when you can just call getfield!! */
				pointers::fobe_setfield(fobean, LUA_GLOBALSINDEX, get_Str(rb));

				continue;
			}
			case OP_GETGLOBAL: {

				TValue* rb = reinterpret_cast<TValue*>(&__k[GETARG_Bx(i)]); /* the key or global to fetch*/
				/* why overcomplicate with gettable, when you can just call getfield!! */
				pointers::fobe_getfield(fobean, LUA_GLOBALSINDEX, get_Str(rb));

				continue;
			}
			case OP_GETTABLE: {
				TValue* rb = reinterpret_cast<TValue*>(&__k[GETARG_B(i)]); /* the key or global to fetch*/
				int yn_table = pointers::fobe_type(fobean, -1);
				if (yn_table == R_LUA_TTABLE || yn_table == R_LUA_TUSERDATA) /* check if top is a table*/
					pointers::fobe_getfield(fobean, -1, get_Str(rb)); /* get the field from the top table*/
				else printf("not a table\n");
				continue;
			}
			case OP_CALL: {
				int nargs = pointers::fobe_gettop(fobean)-1; /* top is arguments, and the function itself*/
				/* call the function*/
				int result = pointers::fobe_resume(fobean, nargs);
				switch (result) {
					case LUA_ERRRUN: {
						pointers::fobe_getfield(fobean, -10002, "error");
						pointers::fobe_pushvalue(fobean, -2);
						pointers::fobe_pcall(fobean, 1, 0, 0);
						break;
					}
					default: break;
				}
				pointers::fobe_settop(fobean, 0);
				/* congrats, you've achieved some-what stable execution! :D*/
				continue;
			}
			case OP_RETURN:return;
			default: {
				printf("execute(), other opcode: %d, %s\n", opcode, luaP_opnames[opcode]);
				continue;
			}
		}
	}
}

yeah but is it valid or not its like amix between 2 different execution methods

 

💯💯💯💯

Replied to thread: roblox update 26/11/22


@PureMath please shut up and be patient, if you want quick times, pay for it

Replied to thread: [REQUEST] can you see anything wrong with this script?


the else statement seems unneccessary since you are returning

also check that there is a child named "Panels" in replicatedstorage

Replied to thread: Help Please: roblox reversal


@CMPSPWN you could reverse an older roblox client (2007, 2008) (any client that hasnt messed with lua too much / uses lua without anythings like their own deserializer)

Replied to thread: Dynablocks Prototype (2004)


@bennytrt it's not, its a 2008 or 2009 client modified by someone (not roblox)

Replied to thread: Dynablocks Prototype (2004)


this isnt dynablocks

Replied to thread: a cool ass question for the roblox explotijng


@Spanksterria yes thank you 👍👍👍👍👍 for not being incompetent and thanks 4 the free offset 😍😍😍

Created a new thread: a cool ass question for the roblox explotijng


any hot cool muscular roblox reverse engineers know if roblox still uses thread storage for identites

Created a new thread: C++ rLua library reimplementations


Im working on this so people could run roblox's lua environment and implement it into their own projects without studio

Currently has:

  •   Instance library,
  •   Color3 library,
  •   Vector3 library,
  •   globals (loadfile, dofile, printidentity)
  •   working script identities
  •   Datamodels (unfinished)
  •   ScriptContext (unfinished)
  •   Part (partially finished)

https://media.discordapp.net/attachments/914384961690284096/1029748220072570940/unknown.png

 

yes sooo cool

Replied to thread: [HELP] RLua proto struct


@RealNickk he could also look at deserialize because it might be there idk

Replied to thread: [HELP] RLua proto struct


@RealNickk its super inlined

Replied to thread: [ HELP ] How do i fix a crash when using luau_load?


shouldn't you use roblox's luau_load or whatever it is?