NecroBumpist has a pretty nifty bytecode interpreter written up, with which I bet a few tweaks could spit out the instructions, and then translated easily into some kind of readable code.
Anyways, I thought you couldn’t read the source of closed-source modules that you have to request using the assetid to load?[/quote]
theoretically, could a fenv hack work to disable security on a module? Although a person who knew enough about the internals probably doesn’t need to be asking for a scripter in the first place.
NecroBumpist has a pretty nifty bytecode interpreter written up, with which I bet a few tweaks could spit out the instructions, and then translated easily into some kind of readable code.
Anyways, I thought you couldn’t read the source of closed-source modules that you have to request using the assetid to load?[/quote]
I’m pretty sure you can’t require closed-source modules. Either you have access to it or you don’t.
NecroBumpist has a pretty nifty bytecode interpreter written up, with which I bet a few tweaks could spit out the instructions, and then translated easily into some kind of readable code.
Anyways, I thought you couldn’t read the source of closed-source modules that you have to request using the assetid to load?[/quote]
theoretically, could a fenv hack work to disable security on a module? Although a person who knew enough about the internals probably doesn’t need to be asking for a scripter in the first place.[/quote]
I thought the same thing and after some (more or less) extensive tests, no. I was able to get the environment of functions I allowed to use without approval, however that didn’t do much good in terms of bypassing. I’m going to take a few more jabs at it and see what I can come up with.
NecroBumpist has a pretty nifty bytecode interpreter written up, with which I bet a few tweaks could spit out the instructions, and then translated easily into some kind of readable code.
Anyways, I thought you couldn’t read the source of closed-source modules that you have to request using the assetid to load?[/quote]
I’m pretty sure you can’t require closed-source modules. Either you have access to it or you don’t.[/quote]
You can, by doing
module = require(closed source module asset id);
Upload your modulescript as a model, copylock it and all you need to do is require the model id.
This would be something in the realm of possibility for me. I have someone on Roblox I am working on for school, so ill make up my mind after that is done if you still need a scripter.