Snailsoft
∞ and beyond!
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SB Mod Squad ⭐
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Member for 2 years
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With over 14 million different devices running Android OS's from 1-16, it's truly a miracle anything works from device to device. Throw in some modded code and you never know.
It can be very frustrating for modders when a game/app mod works perfectly for them but nobody else, or it works for some devices but not others.
Many gamers are sticking to Android 13 devices especially for modded games as Android 14 began making unwelcomed changes to end modding.
However, some modders are pushing forward.
In the past few months, especially on Android 15 devices, modders have had to change their approach. For some, these changes work well, for others not so much.
I recently encountered a mod, Dan the Man, that works perfectly fine for the modder's Android 15 device, however, failed to work on my Android 13 gaming device.
In this situation, the game works fine, it's just that the mod doesn't work (unlimited coins).
The modder and I worked back and forth.
No save game alteration.
No data injection.
The code looked like it should work.
It uses a simple hook to patch the data.
After many frustrating hours of getting nowhere with the game or OS, it dawned on me that many of the new devices are using similar yet different processors.
I tried several devices until the mod worked on one, Android 13, CM101 Vanguard 64bit aarch64.
I then tried on another device, very similar, Android 13, M10 Snapdragon 64bit aarch64, and it failed.
The devices are so close you'd have difficulty telling them apart.
The OS and game are unchanged, yet on one device the mod works and the other it does not.
The CPU or Processor, although similar, do not process code the same way.
This problem is seen in other mods by other modders, and the commonality is the hooking method used for modding the game/app, particularly the use of Frida or Lucky Patcher code injection.
The solution isn't so simple.
Universal compatibility is not rational nor possible given all the mixed hardware and plethora of devices.
However, code modification has been and remains very effective. This requires being able to decompile, modify, and recompile, not something many can do.
It may also be possible to do modding on older devices and have the mod work on newer devices.
This will require more research.
Meanwhile, I thought I'd share my findings.
It can be very frustrating for modders when a game/app mod works perfectly for them but nobody else, or it works for some devices but not others.
Many gamers are sticking to Android 13 devices especially for modded games as Android 14 began making unwelcomed changes to end modding.
However, some modders are pushing forward.
In the past few months, especially on Android 15 devices, modders have had to change their approach. For some, these changes work well, for others not so much.
I recently encountered a mod, Dan the Man, that works perfectly fine for the modder's Android 15 device, however, failed to work on my Android 13 gaming device.
In this situation, the game works fine, it's just that the mod doesn't work (unlimited coins).
The modder and I worked back and forth.
No save game alteration.
No data injection.
The code looked like it should work.
It uses a simple hook to patch the data.
After many frustrating hours of getting nowhere with the game or OS, it dawned on me that many of the new devices are using similar yet different processors.
I tried several devices until the mod worked on one, Android 13, CM101 Vanguard 64bit aarch64.
I then tried on another device, very similar, Android 13, M10 Snapdragon 64bit aarch64, and it failed.
The devices are so close you'd have difficulty telling them apart.
The OS and game are unchanged, yet on one device the mod works and the other it does not.
The CPU or Processor, although similar, do not process code the same way.
This problem is seen in other mods by other modders, and the commonality is the hooking method used for modding the game/app, particularly the use of Frida or Lucky Patcher code injection.
The solution isn't so simple.
Universal compatibility is not rational nor possible given all the mixed hardware and plethora of devices.
However, code modification has been and remains very effective. This requires being able to decompile, modify, and recompile, not something many can do.
It may also be possible to do modding on older devices and have the mod work on newer devices.
This will require more research.
Meanwhile, I thought I'd share my findings.
