How to compile reverse engineered android app? - android

So I have an android game which is using unity, and I looked for scripts inside dll and know exactly what should I change in C# code, I mean I reverse engineered this app almost completely. What should I do next? Complile it? But how?

You can use use AAPT (Android Asset Packaging Tool) to decompile-recompile apks.
For more information how to use it, below references are given:
http://elinux.org/Android_aapt
What is aapt(Android Asset Packaging Tool) & How it works?
ReverseEngineering

Hope you can't do that with Proguard Obfuscation limit.! Especially, for Android applications which is written by Android Studio.
I mean, if one app compiled(for android studio f.g), Progaurd will do the Obfuscation and you can't even see the right codes.

Related

Is it possible to read an apk files scripts after being compiled with Unity?

Are scirpts used in an Andriod .apk file that has been compiled with Unity considered secure?
What I have been trying to work out is if I compile the .apk file can anyone decompile it again to read the scripts that I have writen with c#, even if it is only as machine code I wouldn't deem it secure.
Is it possible to read an apk files scripts after being compiled with
Unity?
Yes, it is possible and really easy to do. You can make it harder to read the scripts by changing the "Scripting Backend" to IL2CPP. You can also use Gradle. This post shows how to use a custom Gradle in Unity. You can find how to enable minify on Gradle with Proguard here. That shows you what the Gradle should look like.
Note that these will not prevent people from reading or changing your code. It will only make it harder to do so..

IDE to edit/modify native C/C++ files in Android Source code

I have been having tough time in finding a IDE or Editor which can help me easily modify the Android's C/C++ classes (mainly the classes under frameworks/base/core/jni)?
All the sites point to using Eclipse for development. But the dependencies were not resolved for C/C++ files. Java related dependencies are correctly resolved and the project is good enough to view the source files without any errors.
Right now, I just browse the C/C++ code in Eclipse CDT and make changes, compile using regular AOSP make commands and push it to my custom ROM. I am working on device drivers related work, so cannot use Emulator to test the changes :(
Two queries:
Is there a way, I can get content assist for Native C/C++ code for Android Source code ?
Is there any easy way to edit/build/run the native libraries quickly on Device ?
Any pointers will be highly appreciated.
You are on the right track. You build AOSP from terminal, but use IDE for browse/edit/debug sessions.
What worked for me is creating a big eclipse C/C++ project containing everything under frameworks/base. Use it for browsing/editing/debugging using all the helpers that eclipse provides.
Please check Debugging Android native applications to understand AOSP debugging.
I also have this problem! My solution is to re-set NDK path in "local.properties".
When i use default ndk path (ex: ndk.dir=C:\Users\%user\AppData\Local\Android\Sdk\ndk-bundle sdk.dir=C:\Users\%user\AppData\Local\Android\Sdk ) , I will have the same problem. So I download other NDK (from google official web-site) ,and set "ndk.dir", and I sloved.
You can try it~ maybe helpful for you.
ps. I use NDK version:14 , will happen this. I use v13 or v12 will solved.

Mono for Android, code obfuscation

As everybody knows, piracy becomes a very serious issue on Android.
Does Mono for Android provide code obfuscation when compiling to native code?
Mono for Android does not provide this functionality, however you can still use a third-party tool for obfuscation. As Mono for Android produces CIL assemblies that are JITed by the Mono runtime on the Android device you need to obfuscate these .NET assemblies. Therefore tools like the Android obfuscator Proguard will not help you. The below .NET obfuscators have been reported to work with Mono for Android.
Xenocode Postbuild
CryptoObfuscator
If you use Xenocode Postbuild then make sure you disable "metadata reduction" so that Class names remain valid in Java.
Update
Xamarin.Android allows you to package APK files without the need for the compiled .NET DLLs. This means you do not need to apply obfuscation from a .NET point of view. I can extract my release APK file and find that only the classes.dex file and the .so library files are included. To enable this tick the box "Embed assemblies in native code" (this may only be available for Enterprise subscribers).

Building .so libraries on windows for use on android

I am building C libraries that will be used by an android app(through either JNI or the NDK, I've never used the NDK though) and I am wondering what IDE/development environment is best to use? I've basically only used Visual Studio for native development and I'm not sure how to adapt to building .so libraries for use on android.
Thanks
EDIT: Update -- I want to avoid makefiles if possible (never used them) and rather use a complete IDE such as the case with visual stuido to compile
Generally, cygwin (i.e. command line) is used for building Android native code. But you can also try to use Eclipse for this purpose. It doesn't help very much but it highlights syntax and you don't have to switch to other apps to write code and build your app. You can read more about using Eclipse for C/C++ Android development here.
I would strongly recommend that you use the NDK's compiler.
Normally this is done by writing an Android.mk in accordance with the instructions for the NDK. It is not complicated. The easiest thing to do is to grab the hello-jni sample app and just make the necessary changes, for example substituting your source files into its android.mk.
You can stay in visual studio if you like that as an editing environment, simply using the ability to bind an external command to a keystroke to launch the ndk build script. Ages ago I had figured out how to reformat GCC error messages with sed into something that VS could parse to make them click-able, though I soon moved development of that project under linux.
I think a lot of people use Eclipse as their IDE for Android development. I use it and its pretty good. You shouldn't have any problems if you're used to VS.
The Android SDK comes with a plugin, the Android Development Tools (ADT), to develop applications for Android inside the Eclipse IDE, which is same kind of beast as Visual Studio. And within that IDE, it is possible to use JavaCPP (disclaimer: I am the author) to have it compile all the native C/C++ stuff we need through the Android NDK, but without needing Makefiles and such. More details here:
http://code.google.com/p/javacpp/#Instructions_for_Android

Android NDK with Visual Studio

I'd like to build some native libraries for android using the NDK (native development kit), but i'd like to use Visual Studio 2010 to do it. I've googled quite a bit but haven't found any information on it. Does anyone have any experience with this and know the steps necessary to make this happen? I have CYGWin installed, made sure i get Make (per the NDK instructions), but i'm not really sure of the next steps in terms of setting up the project, compiler in visual studio, etc.
If anyone knows of any write-ups, tutorials, or links to sample projects, that would be awesome, as there isn't much on google yet.
thanks!
Here's another solution, which integrates the NDK fully within Visual Studio. No makefiles. It behaves like a proper Win32 project:
Here's an excellent blog post about how you can configure your environment to debug android NDK code using Visual Studio.
Visual Studio is officially not supported.
Some problems (but not limited to):
MSVS cannot create the proper ARM binaries
Android makefiles (.mk) are not supported by MSVS
There are however, third party solutions:
vs-android
VisualGDB
You might want to check out DS-5 as well, though it's not Visual Studio.
The answer depends on what kind of integration you require.
To just build the native Android code from Visual Studio you can create a new Makefile project, and make it run ndk-build.cmd when you press "build". If you would like to get the error messages mapped as well, you will need to parse the output of ndk-build.cmd and convert it to a format that Visual Studio can udnerstand.
If you want to debug your native Android code from Visual Studio, you will need a third party tool that will control ndk-gdb on behalf of Visual Studio and provide workarounds for several bugs (e.g. rebind breakpoints when libraries are loaded).
You can try our VisualGDB for Android tool that does exactly that - creates projects that wrap ndk-build and controls NDK debugger on behalf of Visual Studio. If you need more information, there is a step-by-step tutorial available.
I have not found a direct clean solution, here is my workaround.
I develop my native code on VS as a static library, and use some test project to try it as a console aplication.
When it is ok, from cygwin I use a little bash script that copies all needed files to the jni folder and launch the standard android ndk make command. (also copy some file to assets folder when needed), producing the executable in the right folder.
To use the pthreads I have linked my projects to pthreads-win32.
The only files I do not compile in VS are the jni code.
I hope this can help you.
There's also a couple of other third party alternatives for developing ANdroid apps with VS in addition to those above. There is the open source dot42 located at http://www.dot42.com and Remobjects, http://www.remobjects.com , which allows you to program in c#, Pascal, and Swift. I have played with the trial of Remobjects and am now starting to play around with dot42.
My use of the remobjects trial allowed me to recreate in c# the first five chapter projects in the textbook of the Android course I took. I haven't had the same success with dot42 so far but I need to find some time to really give it a chance.

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