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 Post subject: Angry Birds (*.LUA) Decrypting (All versions)
PostPosted: Thu Nov 08, 2012 3:06 pm 
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So LUA files encrypted with AES 256bit CBC mode and nulled initialization vector.

Here are the keys that I managed to pull out :

Angry Birds
Quote:
Str = USCaPQpA4TSNVxMI1v9SK9UC0yZuAnb2
Hex = 55534361505170413454534E56784D49317639534B39554330795A75416E6232


Angry Birds: Rio
Quote:
Str = USCaPQpA4TSNVxMI1v9SK9UC0yZuAnb2
Hex = 55534361505170413454534E56784D49317639534B39554330795A75416E6232


Angry Birds: Seasons
Quote:
Str = zePhest5faQuX2S2Apre@4reChAtEvUt
Hex = 7A65506865737435666151755832533241707265403472654368417445765574


Angry Birds: Space
Quote:
Str = RmgdZ0JenLFgWwkYvCL2lSahFbEhFec4
Hex = 526D67645A304A656E4C466757776B5976434C326C5361684662456846656334


Angry Birds: Star Wars
Quote:
Str = An8t3mn8U6spiQ0zHHr3a1loDrRa3mtE
Hex = 416E3874336D6E38553673706951307A4848723361316C6F44725261336D7445


Examples using by OpenSSL

Decrypt
Code:
openssl enc -aes-256-cbc -d -K 55534361505170413454534E56784D49317639534B39554330795A75416E6232 -iv 0 -in gamelogic.lua -out gamelogic.lua.dec


Encrypt
Code:
openssl enc -aes-256-cbc -e -K 55534361505170413454534E56784D49317639534B39554330795A75416E6232 -iv 0 -in gamelogic.lua.dec -out gamelogic.lua


Have fun (:

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 Post subject: Re: Angry Birds (*.LUA) Decrypting (All versions)
PostPosted: Fri Nov 09, 2012 2:45 am 
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will this work for the xbox?


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 Post subject: Re: Angry Birds (*.LUA) Decrypting (All versions)
PostPosted: Sat Nov 10, 2012 7:23 am 
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Do not know. Maybe


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 Post subject: Re: Angry Birds (*.LUA) Decrypting (All versions)
PostPosted: Mon Nov 12, 2012 7:58 pm 
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damn it doesn't i will post a new angry bids for xbox 360


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 Post subject: Re: Angry Birds (*.LUA) Decrypting (All versions)
PostPosted: Tue Oct 09, 2018 1:24 am 
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The text is a bunch of random jimble jamble. How do i make it readable?


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 Post subject: Re: Angry Birds (*.LUA) Decrypting (All versions)
PostPosted: Thu Oct 11, 2018 4:53 pm 
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TheCrazedGuy wrote:
The text is a bunch of random jimble jamble. How do i make it readable?

What game+file(s) in it are you trying to decrypt? AB Classic gives an LZMA file after decrypting an asset based LUA, a 7z after decrypting a zip and also save data LUAs use a different encryption key that is the same encryption type, giving plain LUAs after decryption, idk about the other games...


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 Post subject: Re: Angry Birds (*.LUA) Decrypting (All versions)
PostPosted: Sat Oct 13, 2018 2:31 am 
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LolHacksRule wrote:
TheCrazedGuy wrote:
The text is a bunch of random jimble jamble. How do i make it readable?

What game+file(s) in it are you trying to decrypt? AB Classic gives an LZMA file after decrypting an asset based LUA, a 7z after decrypting a zip and also save data LUAs use a different encryption key that is the same encryption type, giving plain LUAs after decryption, idk about the other games...

Talking about .lua such as episodes.lua, settings.lua and so on...


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 Post subject: Re: Angry Birds (*.LUA) Decrypting (All versions)
PostPosted: Sat Oct 13, 2018 2:32 am 
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If you can get the encryption key, i'll be grateful.


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 Post subject: Re: Angry Birds (*.LUA) Decrypting (All versions)
PostPosted: Sat Oct 13, 2018 5:41 am 
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settings.lua, bi_data.lua, highscores.lua and highscores_ID.lua are save LUAs, I'm not giving you the keys for that as it could lead to more cheating for Rovio to catch. Episodes.lua and other files in the game asset database are asset LUAs, using the keys above, like I said before, LZMA16'ed 7z's are given from asset files (aside from the ZIPs) after decryption, if you remove the first 9 bytes and only get "]" at the first text, it will open as a 7z.


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 Post subject: Re: Angry Birds (*.LUA) Decrypting (All versions)
PostPosted: Sun Oct 14, 2018 6:12 pm 
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Thanks! By the way how do i edit the luas without the game crashing?


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 Post subject: Re: Angry Birds (*.LUA) Decrypting (All versions)
PostPosted: Tue Oct 16, 2018 7:33 pm 
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TheCrazedGuy wrote:
Thanks! By the way how do i edit the luas without the game crashing?


Edit what LUAs? The save LUAs, the asset LUAs or both? If its save LUAs, get the key for those then use that to decrypt to plaintext, edit, then recrypt and copy to save directory. For assets, use the keys above to decrypt, copy the LZMA header to a backup file (if on mobile version), remove it all the way in the decrypted files to "]"(delete the first 9 bytes), open them in 7Zip, extract the LUAs in them to folders where you would plan to modify them, decompile them with java -jar unluac.jar file_dec.lua > file_dec_decompiled.lua, edit it decompiled, recompile it with Lua 5.1, add and replace it into the 7z, add the LZMA header (so the game will read it legitimately, then save, recrypt, rename, inject to correct asset directory and start the game. I think many files have SHA1 checksums in the game executable (for LZMA-7z encrypted LUAs and JSONs), so modify them as well to match (IDK if this has issues if they mismatch, UPDATE: NOTHING HAPPENED, I tried on my device with a cloned copy of the game). I modified the remote_configuration_default ZIP similarly with this method.



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