Help! OBB file tampering in libil2cpp.so games

DarkKniggt45

Platinian
When it comes to obb files in libil2cpp.so games, I usually have no problem decompiling the xapk, getting the dump.cs and libil2cpp.so, editing it and replacing the libil2cpp.so inside the arm64 folder. The problem arises when I start recompiling the apk with the folder, which is the signed apk that contains around 80 mb in my case. Since the game is around 500 mb, the other 420 are left in an obb folder that I have no idea how to tamper with, and whenever I try running the cracked, signed apk with the original, untouched obb folder that I extracted from the xapk from APKPure, the game runs normally with the apk + obb, but the modifications never work. Is it possible to modify the obb files in the same way I did with the libil2cpp.so files with which I recompiled everything into the signed apk files so that the modifications match in both the obb and apk file. And if it's possible, how do I go about it? I feel like I have almost everything, but that one small step always eludes me...
 
The OBB file (or files, if there are multiple like main.obb and patch.obb) in Android games is essentially an archive containing additional game data, such as assets, scripts, levels, audio, or even in some rare cases, libraries or metadata files. For Unity-based IL2CPP games, it's common for the OBB to house files like global-metadata.dat (under paths like assets/bin/Data/Managed/Metadata/), which is crucial for the libil2cpp.so to function properly, especially if your modifications alter structures, strings, or references that need to sync between code and metadata. If your edits to libil2cpp.so involve anything beyond simple instruction patches (e.g., changing method signatures, adding new elements, or modifying data that ties into metadata), the original OBB's contents might cause mismatches, leading to the game running but ignoring your mods.
Yes, it's possible to modify the OBB in a similar workflow to how you're handling the APK and libil2cpp.so. The key is treating the OBB as a modifiable archive.
 
1. Extract the OBB contents:

- Rename the .obb file to .zip, e.g., main.123456789.com.example.game.obb becomes main.zip.

- Use a zip tool like 7-Zip, WinRAR, or the built-in unzip command in Linux/macOS to extract the archive. Note: OBBs are often stored without compression, store mode, so extract carefully to preserve file structure.

2. Locate and edit relevant files:

- Browse the extracted folder for the files you need to modify. In IL2CPP games, look for global-metadata.dat in assets/bin/Data/Managed/Metadata/. This file contains type info, strings, and offsets that must align with your edited libil2cpp.so.

- If your mod requires changes here, e.g., updating metadata to reflect code alterations in libil2cpp.so, use a hex editor like HxD or a specialized tool like Il2CppInspector/Il2CppDumper in reverse, though editing metadata is advanced and error-prone—small mismatches can crash the game.

- Rarely, some games place a copy of libil2cpp.so or other .so libraries inside the OBB, e.g., under lib/ or a custom path, for dynamic loading or anti-tamper reasons. If that's the case for your game, edit it the same way you did the APK's version—use your dumping process, dump.cs, to find offsets, then patch with a hex editor or ARM assembler.

- For other data files, e.g., JSON configs, asset bundles, edit them directly if your mod targets game values not in code.

3. Repack the OBB:

- Once edited, zip the folder back up. Use store mode, no compression, to match the original—e.g., in 7-Zip, set compression level to "Store"; or via command line: zip -r -0 new.zip extracted_folder/*.

- Rename the new .zip back to the original .obb filename, it must match exactly, including the version/patch number in the name, like main.123456789.com.example.game.obb.

- Ensure the file size and structure align closely with the original to avoid detection or loading issues.

4. Install and test:

- Uninstall the original game to avoid signature conflicts.

- Install your modified, signed APK.

- Manually place the modified OBB in the correct device path: /Android/obb/<package.name>/ e.g., /Android/obb/com.example.game/. You may need root or ADB for this if not using an emulator.

- Run the game. If it still fails, verify your patches with a debugger like IDA Pro or Ghidra on the running process, or check logs via ADB, adb logcat, for errors like metadata mismatches or integrity checks.

If your mods are simple, e.g., hex patches to existing functions without structural changes) you might not need to touch the OBB at all—double-check your offsets in dump.cs against the lib version, as they can shift between game updates. Some games also have runtime integrity checks on libil2cpp.so, which could silently disable mods; bypassing those often requires additional patches to anti-cheat functions in the lib itself. If the game uses custom encryption on OBB contents, you'll need to decrypt first, tools like Unity Asset Bundle Extractor can help for assets. Test on an emulator like LDPlayer or BlueStacks for easier iteration.
 
idk what's game u trying.
but seems you need bypass security first or try kill signature.
Yeah, and I have to make additional patches to anti-cheat functions in the lib itself through the hex editor and libili2cpp.so. The game is VOEZ in case you're wondering, I have the dump.cs, the libil2cpp.so and everything, but I have pretty much given up on this due to the fact that I have to not only understand what I need to patch for the crack, but also what I need to do to bypass the anti-cheat functions, and that means learning and diving deep into Unity Game Development. Rudimentary C# learning just won't cut it at this stage. I'll be sending all the files in the dumps & sources section of VOEZ for anyone who'd like to try, though I highly doubt anyone would be interested in cracking the game...
 
Back
Top Bottom