Hi everyone, here is my list of HEX Codes from years of modding and learning
Happy modding
ARM32 /////
FLOAT INFINITY -> 80 0F 47 E3 1E FF 2F E1
INT INFINITY -> FF 0F 47 E3 1E FF 2F E1
INT NEGATIVE -> 00 00 48 E3 1E FF 2F E1
FLOAT NEGATIVE -> 7F 0F 4F E3 1E FF 2F E1
Force Int or Float into a field: IDA Arm
Get your field offset from your generated dump.cs from Il2CppDumper by Prefare.
//float field
MOV R1, #0x447A
STR R1, [R0,#0x10] // replace "0x10" with your field offset inside of dump.cs
BX LR
hex -> 7A 14 04 E3 10 10 80 E5 1E FF 2F E1
//int field
MOV R1, #1000
STR R1, [R0,#0x14] // replace "0x14" with your field offset inside of dump.cs
BX LR
hex -> FA 1F A0 E3 14 10 80 E5 1E FF 2F E1
Go to the offset of MoveNext()
public bool MoveNext(); // 0xOFFSET
And write this in hex editor
MOV R1, #0xFFFFFFFF
STR R1, [R0,#0x10]
MOV R0, #0
BX LR
hex -> 00 10 E0 E3 10 10 80 E5 00 00 A0 E3 1E FF 2F E1
//same hex for both IEnumertor and IEnumerable
Booleans //
TRUE -> 01 00 A0 E3 1E FF 2F E1 -> can be useful for return conditions to true.
FALSE -> 00 00 A0 E3 1E FF 2F E1 -> can be useful to return conditions to false.
INT / FLOAT
FLOAT: 1 -> 80 0F 43 E3 1E FF 2F E1 -> can be useful for decrease HP, def, attack.
00 00 A0 E3 1E FF 2F E1 = 0 (INT/FLOAT) -> can be useful to decrease HP, atk, def, all kind of stuff you need 0 as a value
7A 04 44 E3 1E FF 2F E1 = 1000 (FLOAT) -> can be useful for attack speed, move speed.
10 (FLOAT) -> 20 01 44 E3 1E FF 2F E1
INT MAX VALUE: 0F 07 02 E3 1E FF 2F E1
20 (FLOAT) = A0 01 44 E3 1E FF 2F E1
INT32 ARM VALUE:
0F 07 02 E3 1E FF 2F E1 = can be useful for whatever int32 function.
BIG FLOAT VALUE -> 9.95106e+31 -> 9D 04 47 E3 1E FF 2F E1 -> can be useful for damage, god mod, hp, def, etc..
C8 02 44 E3 1E FF 2F E1 (float) = 100 -> can be useful for crit rates.
1000 -> FA 0F A0 E3 1E FF 2F E1
INT64 / LONG
FF 09 0C E3 00 10 A0 E3 9A 0B 43 E3 1E FF 2F E1 = 999999999 -> can be useful for HP, atk, def.
00 00 A0 E3 00 10 A0 E3 1E FF 2F E1 = 0 -> can be useful to decrease HP, atk, def.
0F 07 02 E3 00 10 A0 E3 1E FF 2F E1 = 9999
3F 02 04 E3 00 10 A0 E3 0F 00 40 E3 1E FF 2F E1 = 999999
DOUBLE VALUE
1 -> F0 1F 43 E3 1E FF 2F E1 -> useful for 1hit <33
1 HIT KILL DOUBLE VALUE: 1e+50: 51 1A 44 E3 1E FF 2F E1 // 1e+100: B2 14 45 E3 1E FF 2F E1
00 10 40 E3 1E FF 2F E1 = 0 -> can be useful for UpgradePrice, any kind of upgrade cost, decrease HP, ATK, def.
B2 14 45 E3 1E FF 2F E1 = 9.842628261523554e+99 -> can be useful for godmod, gold, exp, any multipliers.
NO OPERATION / SKIP CODE VALUES -> do this on void methods.
00 F0 20 E3 1E FF 2F E1 = NOP BX LR -> can be useful to skip code inside methods that don't have any parameters in it, it's also a big hint for bypass new securities.
00 00 A0 E1 1E FF 2F E1 = SKIP CODE IN PARAMETERS (change the first two hex (00) with the number of parameters you have, for example if you have 7 parameters, you will put 07.
it's also a big hint to skip a lot of things.
1E FF 2F E1 = delete a function.
----------------------------------------------------------------------------------------------------
ARM64 /////
Booleans //
TRUE.
ARM:
MOV X0, #1
ret
HEX:
20 00 80 D2 C0 03 5F D6
FALSE.
ARM:
MOV X0, #0
ret
HEX:
00 00 80 D2 C0 03 5F D6
INT //
RETURN HIGH VALUE.
ARM:
MOV X0, #0x7F000000
ret
HEX:
00 E0 AF D2 C0 03 5F D6
MISC //
NOP.
HEX:
1F 20 03 D5 (for single line) - NOP
1F 20 03 D5 C0 03 5F D6 (for NOP full function) - NOP
FLOAT VALUE -> 1000 (useful for attack speed / move speed) = 40 8F A8 D2 C0 03 5F D6
FLOAT VALUE -> 1 (useful for get_deltaTime function) = 00 F0 A7 D2 C0 03 5F D6
FLOAT INFINITY -> 00 F0 AF D2 C0 03 5F D6
INT INFINITY -> E0 7B 40 B2 C0 03 5F D6
INT 100 -> 80 0C 80 D2 C0 03 5F D6
FLOAT 100 -> 00 59 A8 D2 C0 03 5F D6
INT NEGATIVE -> E0 83 61 B2 C0 03 5F D6
FLOAT NEGATIVE -> E0 EF BF D2 C0 03 5F D6
1 HIT KILL DOUBLE VALUE: 1e+50: 9A 64 7E C5 0E 1B 51 4A C0 03 5F D6 // 1e+100: 7D C3 94 25 AD 49 B2 54 C0 03 5F D6

Happy modding

ARM32 /////
FLOAT INFINITY -> 80 0F 47 E3 1E FF 2F E1
INT INFINITY -> FF 0F 47 E3 1E FF 2F E1
INT NEGATIVE -> 00 00 48 E3 1E FF 2F E1
FLOAT NEGATIVE -> 7F 0F 4F E3 1E FF 2F E1
Force Int or Float into a field: IDA Arm
Get your field offset from your generated dump.cs from Il2CppDumper by Prefare.
//float field
MOV R1, #0x447A
STR R1, [R0,#0x10] // replace "0x10" with your field offset inside of dump.cs
BX LR
hex -> 7A 14 04 E3 10 10 80 E5 1E FF 2F E1
//int field
MOV R1, #1000
STR R1, [R0,#0x14] // replace "0x14" with your field offset inside of dump.cs
BX LR
hex -> FA 1F A0 E3 14 10 80 E5 1E FF 2F E1
Go to the offset of MoveNext()
public bool MoveNext(); // 0xOFFSET
And write this in hex editor
MOV R1, #0xFFFFFFFF
STR R1, [R0,#0x10]
MOV R0, #0
BX LR
hex -> 00 10 E0 E3 10 10 80 E5 00 00 A0 E3 1E FF 2F E1
//same hex for both IEnumertor and IEnumerable
Booleans //
TRUE -> 01 00 A0 E3 1E FF 2F E1 -> can be useful for return conditions to true.
FALSE -> 00 00 A0 E3 1E FF 2F E1 -> can be useful to return conditions to false.
INT / FLOAT
FLOAT: 1 -> 80 0F 43 E3 1E FF 2F E1 -> can be useful for decrease HP, def, attack.
00 00 A0 E3 1E FF 2F E1 = 0 (INT/FLOAT) -> can be useful to decrease HP, atk, def, all kind of stuff you need 0 as a value
7A 04 44 E3 1E FF 2F E1 = 1000 (FLOAT) -> can be useful for attack speed, move speed.
10 (FLOAT) -> 20 01 44 E3 1E FF 2F E1
INT MAX VALUE: 0F 07 02 E3 1E FF 2F E1
20 (FLOAT) = A0 01 44 E3 1E FF 2F E1
INT32 ARM VALUE:
0F 07 02 E3 1E FF 2F E1 = can be useful for whatever int32 function.
BIG FLOAT VALUE -> 9.95106e+31 -> 9D 04 47 E3 1E FF 2F E1 -> can be useful for damage, god mod, hp, def, etc..
C8 02 44 E3 1E FF 2F E1 (float) = 100 -> can be useful for crit rates.
1000 -> FA 0F A0 E3 1E FF 2F E1
INT64 / LONG
FF 09 0C E3 00 10 A0 E3 9A 0B 43 E3 1E FF 2F E1 = 999999999 -> can be useful for HP, atk, def.
00 00 A0 E3 00 10 A0 E3 1E FF 2F E1 = 0 -> can be useful to decrease HP, atk, def.
0F 07 02 E3 00 10 A0 E3 1E FF 2F E1 = 9999
3F 02 04 E3 00 10 A0 E3 0F 00 40 E3 1E FF 2F E1 = 999999
DOUBLE VALUE
1 -> F0 1F 43 E3 1E FF 2F E1 -> useful for 1hit <33
1 HIT KILL DOUBLE VALUE: 1e+50: 51 1A 44 E3 1E FF 2F E1 // 1e+100: B2 14 45 E3 1E FF 2F E1
00 10 40 E3 1E FF 2F E1 = 0 -> can be useful for UpgradePrice, any kind of upgrade cost, decrease HP, ATK, def.
B2 14 45 E3 1E FF 2F E1 = 9.842628261523554e+99 -> can be useful for godmod, gold, exp, any multipliers.
NO OPERATION / SKIP CODE VALUES -> do this on void methods.
00 F0 20 E3 1E FF 2F E1 = NOP BX LR -> can be useful to skip code inside methods that don't have any parameters in it, it's also a big hint for bypass new securities.
00 00 A0 E1 1E FF 2F E1 = SKIP CODE IN PARAMETERS (change the first two hex (00) with the number of parameters you have, for example if you have 7 parameters, you will put 07.
it's also a big hint to skip a lot of things.
1E FF 2F E1 = delete a function.
----------------------------------------------------------------------------------------------------
ARM64 /////
Booleans //
TRUE.
ARM:
MOV X0, #1
ret
HEX:
20 00 80 D2 C0 03 5F D6
FALSE.
ARM:
MOV X0, #0
ret
HEX:
00 00 80 D2 C0 03 5F D6
INT //
RETURN HIGH VALUE.
ARM:
MOV X0, #0x7F000000
ret
HEX:
00 E0 AF D2 C0 03 5F D6
MISC //
NOP.
HEX:
1F 20 03 D5 (for single line) - NOP
1F 20 03 D5 C0 03 5F D6 (for NOP full function) - NOP
FLOAT VALUE -> 1000 (useful for attack speed / move speed) = 40 8F A8 D2 C0 03 5F D6
FLOAT VALUE -> 1 (useful for get_deltaTime function) = 00 F0 A7 D2 C0 03 5F D6
FLOAT INFINITY -> 00 F0 AF D2 C0 03 5F D6
INT INFINITY -> E0 7B 40 B2 C0 03 5F D6
INT 100 -> 80 0C 80 D2 C0 03 5F D6
FLOAT 100 -> 00 59 A8 D2 C0 03 5F D6
INT NEGATIVE -> E0 83 61 B2 C0 03 5F D6
FLOAT NEGATIVE -> E0 EF BF D2 C0 03 5F D6
1 HIT KILL DOUBLE VALUE: 1e+50: 9A 64 7E C5 0E 1B 51 4A C0 03 5F D6 // 1e+100: 7D C3 94 25 AD 49 B2 54 C0 03 5F D6