MiSide
Mita's Reference ID
Decompiling the game, I found this interesting easter egg.
// Token: 0x0400136A RID: 4970 [FieldOffset(Offset = "0x220")] [Token(Token = "0x400136A")] [SerializeField] [Header("Мита")] private Transform mita;

This is inside the `Location20_RunCorridor` which is the corridor that Chainsaw Mita comes after the player.
Last edited by lobythepirate; Jan 15 @ 12:45am
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I also found these two interesting entries
// Token: 0x04000F4C RID: 3916 [FieldOffset(Offset = "0x38")] [Token(Token = "0x4000F4C")] [Header("Убийца Мита")] // Killer Mita [SerializeField] private MitaPerson scrMitaCreepy;

// Token: 0x04000F52 RID: 3922 [FieldOffset(Offset = "0x68")] [Token(Token = "0x4000F52")] [Header("Уродливая Мита")] // Ugly Mita [SerializeField] private GameObject creepyFreak;
These two are in `Location12` which is v0.5.

Further, in code, the phone game at the beginning is referred to as `Tamagotchi`.
Last edited by lobythepirate; Jan 15 @ 12:53am
morphewo Jan 15 @ 12:39am 
"Creepy freak"
Calm down lmao
The most unfortunate part of my deep-dive discovery is that there is only 1 valid entry into the computer at `GamesCore_Main`
// Token: 0x060007EA RID: 2026 RVA: 0x00015CD4 File Offset: 0x00013ED4 [Token(Token = "0x60007EA")] [Address(RVA = "0x512EE0", Offset = "0x5116E0", VA = "0x180512EE0")] public void StartVersionMita() { ... component.fieldCharsNeed = "00,98"; ... }
// Token: 0x060007EC RID: 2028 RVA: 0x00015E50 File Offset: 0x00014050 [Token(Token = "0x60007EC")] [Address(RVA = "0x512C50", Offset = "0x511450", VA = "0x180512C50")] public void StartIndex() { ... component.fieldCharsNeed = "5677098"; ... }
Last edited by lobythepirate; Jan 15 @ 1:08am
sb_prime Jan 16 @ 7:19am 
Hi @lobythepirate I need to ask, how did you manage to get the code? When i look at the game I don't see the "managed" directory.
Originally posted by sb_prime:
Hi @lobythepirate I need to ask, how did you manage to get the code? When i look at the game I don't see the "managed" directory.
He means in the program files of the game, not on the game itself
sb_prime Jan 16 @ 10:16am 
Originally posted by Tsuki_Haseo:
Originally posted by sb_prime:
Hi @lobythepirate I need to ask, how did you manage to get the code? When i look at the game I don't see the "managed" directory.
He means in the program files of the game, not on the game itself

Act 1: clarification
I think my earlier question might not have been fully clear. I get that the content in question was part of the game files. What lobythepirate did was access the game’s actual code from the installed files.

In software development, code or source code refers to what makes the game function—the logic behind everything. My mistake was assuming I was speaking to people familiar with programming. I didn’t mean the kind of “code” you enter in the game itself.

Act 2: Unity Game Modding
Miside is a game made in Unity. If you search online for Unity game modding tools, you'll find many resources for grabbing, modifying, and replacing models, sounds, textures, etc. Additionally, with some effort, you can view or modify the game's code to change its behavior or discover hidden secrets. In Unity games, the game logic is typically stored in the "Managed" directory. However, for Miside, it is not there.

Act 3: Postmortem
After some research, I discovered that Miside uses ill2cpp compilation, which explains the absence of the "Managed" directory. With further digging, I figured out how to extract the code from this compilation method. And bada bing, bada boom—I can now search for secrets and Easter eggs to my heart's content (especially the "misahide" cans :D).
Last edited by sb_prime; Jan 16 @ 10:40am
"chainsaw mita" dude its crazy mita
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Date Posted: Jan 15 @ 12:19am
Posts: 7