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Rafael TheGreatSageEqualToHeaven

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  1. Download and open HxD.
  2. Open the original engine.dll in HxD.
  3. Go to Search -> Replace -> Hex-values.
  4. Search for 8B F1 E8 40 CD 05 00 8B 7D 10 83 F8 02 0F 94 C3.
  5. Replace with 31 C0 E9 2D 01 00 00 90 90 90 90 90 90 90 90 90.
  6. Use File -> Save as... and save it as engine.dll.

Reference: patching sub_1013BF40 result to successfully return always fixes the constant "No Steam logon\n" error. Meant for Portal Reloaded.

Python usage: python3 patch.py engine.dll

--!nonstrict
-- This file is an intentionally small Luau-shaped mirror of the Ast and Compiler
-- projects. It keeps familiar public structures while emitting Luau bytecode
-- directly in Luau, so it can run in Studio without Lune or native compiler
-- bindings. The CLI self-test can optionally use Lune to load the produced
-- bytecode, but bytecode emission itself is pure Luau.
local Luau = {}
Luau._VERSION = "lcompile.luau"
https://www.roblox.com/games/80702333470261/Stress-Test-Stacked-Parts
https://www.roblox.com/games/113039107171323/Stress-Test-Long-Plane-Parts
https://www.roblox.com/games/71850729356752/2kx2k-Terrain-Scene
https://www.roblox.com/games/138549101865134/3kx3k-Terrain-Water-Scene
https://www.roblox.com/games/104424170048495/Stress-Test-Randomly-Sized-Parts
https://www.roblox.com/games/95263130296588/Stress-test-Randomly-Sized-Cola-Mesh
https://www.roblox.com/games/99505770890083/Stress-Test-Stacked-Cola-Meshes
https://www.roblox.com/games/116765563100103/Baseplate-Test
https://www.roblox.com/games/75897527270052/Memory-Viewer
using System.Net;
using System.Text;
using Newtonsoft.Json;
public class OracleClient
{
public enum OracleRenamingType
{
NONE,
UNIQUE,
-- LOP_BREAK, LOP_COVERAGE and LOP_NOP aren't possible without the C API
-- Vector constants are supported but need to be commented in and need the ctor renamed
-- LOADKX and JUMPX support can be commented out
---------------------------------------------------------------------------------------
-- PREPVARARGS
local a = "hello world"; -- LOADK
a,a,a,a,a,a = nil, true, false, 1, 9e9, function() --[[ RETURN ]] end; -- LOADNIL, LOADB 1, LOADB 0, LOADN 1, LOADK 9e9, DUPCLOSURE (no captures)
FUNC_GLOBAL = newproxy; -- GETIMPORT, SETGLOBAL
local t = { }; -- NEWTABLE 1 1
local function stub() -- NEWCLOSURE (ref, val, ref captures)
@TheGreatSageEqualToHeaven
TheGreatSageEqualToHeaven / LuaVersion.lua
Last active November 2, 2025 19:49
Runtime Lua version detection without _VERSION
local function luaVersion()
local f = function()
return function() end
end
if 0xffffffffffffffffffffffffffffffffffffffffffffff == 2 ^ 64 then
return "Luau"
end
if ({nil,[1] = true})[1] then
@TheGreatSageEqualToHeaven
TheGreatSageEqualToHeaven / LuauOptimizeLevel.lua
Created March 28, 2024 01:34
Getting the Luau optimize level at runtime safely
local function getOptimizeLevel()
local function dupclosure()
return function() end
end
local O0 = dupclosure() ~= dupclosure()
local function inlinefunction()
return debug.info(1, "f")
end
@TheGreatSageEqualToHeaven
TheGreatSageEqualToHeaven / main.md
Last active August 17, 2026 03:48
bypassing blocked function protections using corescripts

bypassing blocked function protections using corescripts

author: James Napora.


roblox and exploit fundamentals

  • corescripts have RobloxScript permissions on Roblox.
  • exploit function protections do not run on any threads except exploit threads.
  • roblox has several permission levels: None, Plugin, LocalUser, RobloxScript and Roblox.
  • actors on Roblox run whenever a script under it has a client run context, e.g local scripts, scripts with RunContext.Client and corescripts.
  • scripts under actors share the same global state
@TheGreatSageEqualToHeaven
TheGreatSageEqualToHeaven / Lua51AllOpcodeCases.lua
Last active November 24, 2025 04:56
Lua 5.1 Opcode Case Test File
-- load
local math = math -- GETGLOBAL
local newproxy = newproxy -- GETGLOBAL
local ipairs = ipairs -- GETGLOBAL
local floor = math.floor -- GETTABLE KST(C)
local pi = math.pi -- GETTABLE KST(C)
local _nil = nil -- LOADNIL B -> C (1)
local _true = true -- LOADBOOL B(1)
local _false = false -- LOADBOOL B(0)
@TheGreatSageEqualToHeaven
TheGreatSageEqualToHeaven / READ.md
Last active July 8, 2026 00:12
Datastore Rollback Playground Course

In the previous github gist we went over multiple ways DataStoreService could be abused to rollback data. This time we will be taking a more hands-on approach where you, the reader will be trying to figure out how to rollback data in a playground specifically created with the intention to teach you how to rollback data.

This time nothing you do will be pseudo-code. Everything you abuse, fire and interact with be real. Nothing is emulated in the playground and your data is actually rolled back because the datastore threw an error, all datastore requests use SetAsync and if datastores fail UpdateAsync is used to pull your old data and include a notice for when you rejoin to notify you that you have successfully rolled back your data.

An example notice: Example_Note

You will need:

  • A working exploit You can use the testing