Flyff Source Files.

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Jun 19, 2009
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Open source files
All released flyff files with source codes.
want to add more Files PM me or reply.
Green = link works
Red = dead link


Server Source Code's
Darkness-Network(v7) c++
Info:http://forum.ragezone.com/f457/old-emu-v7-server-files-713134/
Works
Rhisis (v11) c++
Info:http://forum.ragezone.com/f484/dev-rhisis-project-553605/
Code:
Works
Spheron (v12) c++
Info:
Code:
Works

Server Source files
OSA sandbox (v12)C#

info:http://forum.ragezone.com/f457/last-version-of-osaflyff-open-source-for-sandbox-589237/
Download:
Works
DragonFlyff (v11)C++
info:http://forum.ragezone.com/f457/dragon-dragonflyff-server-source-has-been-released-495167/
Download:
Works
Flyff Nerugiland By Kiki(v6)C++
Download:
Works
Rune Flyff (v6)C++
http://forum.ragezone.com/f484/dev-rune-flyff-582905/
Download:
Works
Client source files/codes
EMPTY

Clients
Neuz for osa(?),Dragonflyff
Mediafire link:
Megaupload link:
Thank you ruichao009
Works
Spheron (jp)Neuz

(need to find the right client)
Works
Version 11
Client:
Works
Version 6
Client:
Neuz:
Works
Version 12
Client:
Works

Project Server files
Contact me to put your project stuff here

Official Source Codes
Version 15
Download
Credits to the owners of their files:thumbup1:
USE IT !

I will keep it Updated.
 
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Dev section by GK I believe....

http://forum.ragezone.com/f484/open-source-index-573679/
kinda outdated isn't it ?

This one includes file's that isn't there.
There is nothing wrong with this here ?
Now people can learn and improve then doing thing they alway's do like watching the release section for some version 15 working files etc. <.< or asking my beast folder.

So instead of doing that choose one of these and yea use it well.

So have fun :/

If you feel offended by a topic then use the report button,don't start to flame or anything :*:
 
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if you want the clients source code find someone who can unpack Neuz.exe and open it in note pad you will notice something funny

a tid bit of information i mentioned in the past but got ignored <<;
 
Thanks for releasing this Misterkid. There was one of these before but it was really outdated and I don't think it had a working link to kiki's source.

If you have the time, something that would be really helpful would be to provide the neuz.exe's that go with these files, since they almost all use a different neuz.exe. I think I have all of the neuzes, but some people who decide to use these might not.
 
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Thanks for releasing this Misterkid. There was one of these before but it was really outdated and I don't think it had a working link to kiki's source.

If you have the time, something that would be really helpful would be to provide the neuz.exe's that go with these files, since they almost all use a different neuz.exe. I think I have all of the neuzes, but some people who decide to use these might not.

That would be great >.< i would need to find some neuzes :ott1:
I only have the version 6 one xP or you want to upload it or have links to it >.<

I will upload the neuz i have that would be kiki's neuz :thumbup1:
I reinstalled my windows several times :/
erm i can't compile kiki's source and runesource i didn't check
the others :/ i know i forgot to install lol whats the name ahh xD

i also will find some client links :)

:/ i never got a unpacked neuz open in notepad o.O i will do that ones
But X.X i tried to unpack a neuz.exe kinda hard if you never unpacked before :P
----edit----
I miss 2 neuz
Osa Neuz (v12)
Rhisis/Dragon flyff Neuz (V11)
 
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That would be great >.< i would need to find some neuzes :ott1:
I only have the version 6 one xP or you want to upload it or have links to it >.<

I will upload the neuz i have that would be kiki's neuz :thumbup1:
I reinstalled my windows several times :/
erm i can't compile kiki's source and runesource i didn't check
the others :/ i know i forgot to install lol whats the name ahh xD

i also will find some client links :)

----edit----
I miss 2 neuz
Osa Neuz (v12)
Rhisis/Dragon flyff Neuz (V11)

Those two neuzes should be the same: Fame's old neuz.exe. Their new one should work too though, so I'll upload both.

--edit--
I can't seem to find the newer fame neuz.exe, so I uploaded the one from Dragonflyff. However, it should still work for OsAFlyff as well.

Mediafire link:

Megaupload link:

Since this is the older Fame neuz, it uses kikugalanet for the salt.

Should you choose to use a recent version of the Fame neuz, be aware that its salt is nforceisgay.
 
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Those two neuzes should be the same: Fame's old neuz.exe. Their new one should work too though, so I'll upload both.
okay thank you =) i will add the links soon xP

I found an unpacked neuz
maybe use full for some people xD
Code:
;------------------------------------------------------------------------------
; Constants specified by the app
;    c0-c83  = bone matrix index 0 ~ 28
;    c84-c87 = matViewProj
;    c88-c91 = reserved
;    c92     = light direction
;    c93     = material diffuse color * light diffuse color
;    c94     = material ambient color
;    c95     = const 1.0f, 1.0f, 1.0f, 100.0f
;	
;
; Vertex components (as specified in the vertex DECL)
;   v0    = Position
;	v1	  = w1, w2
;	v2.x  = matrix idx
;	v3    = Normal
;	v4    = Texcoords
;------------------------------------------------------------------------------

dcl_position v0;
dcl_blendweight v1;
dcl_blendindices v2;
dcl_normal v3;
dcl_texcoord0 v4;


;------------------------------------------------------------------------------
; Vertex blending
;------------------------------------------------------------------------------

; Transform position for world0 matrix
mov a0.x, v2.x				; matrix index 1
m4x3 r0, v0, c[a0.x]		; r0 = pos * (InvTM * AniTM)
m3x3 r3, v3, c[a0.x]		;normal transform
mul  r1, r0.xyz, v1.x		; r1 = r0 * w1
mul  r4, r3.xyz, v1.x		

mov  a0.x, v2.y				; matrix index 2
m4x3 r0, v0, c[a0.x]		; r0 = pos * (InvTM * AniTM)
m3x3 r3, v3, c[a0.x]		;normal transform
mad  r1, r0.xyz, v1.y, r1.xyz ; w2°öÇϰí À§¿¡°Å¶û ´õÇÔ
mad  r3, r3.xyz, v1.y, r4.xyz ; w2°öÇϰí À§¿¡°Å¶û ´õÇÔ

mov  r1.w, c95.x			; r1.w = 1.0f

;m4x4 r0, r0, c88
m4x4 oPos, r1, c84			; oPos = °á°úº¤ÅÍ * matViewProj
;mov r0, v0
;mov r0.w, c95.x
;mov oPos, r0


;------------------------------------------------------------------------------
; Lighting calculation
;------------------------------------------------------------------------------
; directional light
dp3 r1.x, r3, -c92   ; N ¿Í L ÀÇ ³»Àû
lit r1, r1
mul r2, r1.y, c93	; n * diffuse
add r2, r2, c94		; + ambient
min oD0, r2, c95.x     ; clamp if > 1
;mov oD0, r2

;mov oD0, c95.xxxx	; no lighting

;dp3 r0.x, r3, -c92	; vLight dot normal
;sub r1, c88, v0		; vertex -> eyepos
;dp3 r1.w, r1, r1	; vertex->eyepos vector normalize
;rsq r1.w, r1.w
;mul r1, r1, r1.w

;add r2, r1, -c92
;dp3 r2.w, r2, r2
;rsq r2.w, r2.w
;mul r2, r2, r2.w

;dp3 r0.y, r2, r3

;mov r0.w, c89.w		; specular power

;lit r4, r0

;mul r5, r4.z, c89	; specular
;mul r6, r4.y, c90	; c90À» light color·Î Àá½Ã ½è´Ù. 1, 1, 1, 1
;mul r6, r6, c93
;add r6, r6, c94		; * diffuse + ambient
;add oD0, r5, r6

;------------------------------------------------------------------------------
; Texture coordinates
;------------------------------------------------------------------------------

; Just copy the texture coordinates
mov oT0.xy,  v4.xy
;mov oT1.xy,  v4.xy

mov oFog, c95.w


// Blur Pixel Shader
//
// (c)2003 Virtools

//--- Additional Automatic Parameters
string XFile = "plane.x";   // model
int    BCLR = 0xffffffff;   // background

texture tex0 : TEXTURE0; ............ etc
sweet xD



But i need to fix my visual c++ thingy so i can compile source files:/
lol never forget the libmysql.dll :)
 
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okay thank you =) i will add the links soon xP

I found an unpacked neuz
maybe use full for some people xD
Code:
;------------------------------------------------------------------------------
; Constants specified by the app
;    c0-c83  = bone matrix index 0 ~ 28
;    c84-c87 = matViewProj
;    c88-c91 = reserved
;    c92     = light direction
;    c93     = material diffuse color * light diffuse color
;    c94     = material ambient color
;    c95     = const 1.0f, 1.0f, 1.0f, 100.0f
;	
;
; Vertex components (as specified in the vertex DECL)
;   v0    = Position
;	v1	  = w1, w2
;	v2.x  = matrix idx
;	v3    = Normal
;	v4    = Texcoords
;------------------------------------------------------------------------------

dcl_position v0;
dcl_blendweight v1;
dcl_blendindices v2;
dcl_normal v3;
dcl_texcoord0 v4;


;------------------------------------------------------------------------------
; Vertex blending
;------------------------------------------------------------------------------

; Transform position for world0 matrix
mov a0.x, v2.x				; matrix index 1
m4x3 r0, v0, c[a0.x]		; r0 = pos * (InvTM * AniTM)
m3x3 r3, v3, c[a0.x]		;normal transform
mul  r1, r0.xyz, v1.x		; r1 = r0 * w1
mul  r4, r3.xyz, v1.x		

mov  a0.x, v2.y				; matrix index 2
m4x3 r0, v0, c[a0.x]		; r0 = pos * (InvTM * AniTM)
m3x3 r3, v3, c[a0.x]		;normal transform
mad  r1, r0.xyz, v1.y, r1.xyz ; w2°öÇϰí À§¿¡°Å¶û ´õÇÔ
mad  r3, r3.xyz, v1.y, r4.xyz ; w2°öÇϰí À§¿¡°Å¶û ´õÇÔ

mov  r1.w, c95.x			; r1.w = 1.0f

;m4x4 r0, r0, c88
m4x4 oPos, r1, c84			; oPos = °á°úº¤ÅÍ * matViewProj
;mov r0, v0
;mov r0.w, c95.x
;mov oPos, r0


;------------------------------------------------------------------------------
; Lighting calculation
;------------------------------------------------------------------------------
; directional light
dp3 r1.x, r3, -c92   ; N ¿Í L ÀÇ ³»Àû
lit r1, r1
mul r2, r1.y, c93	; n * diffuse
add r2, r2, c94		; + ambient
min oD0, r2, c95.x     ; clamp if > 1
;mov oD0, r2

;mov oD0, c95.xxxx	; no lighting

;dp3 r0.x, r3, -c92	; vLight dot normal
;sub r1, c88, v0		; vertex -> eyepos
;dp3 r1.w, r1, r1	; vertex->eyepos vector normalize
;rsq r1.w, r1.w
;mul r1, r1, r1.w

;add r2, r1, -c92
;dp3 r2.w, r2, r2
;rsq r2.w, r2.w
;mul r2, r2, r2.w

;dp3 r0.y, r2, r3

;mov r0.w, c89.w		; specular power

;lit r4, r0

;mul r5, r4.z, c89	; specular
;mul r6, r4.y, c90	; c90À» light color·Î Àá½Ã ½è´Ù. 1, 1, 1, 1
;mul r6, r6, c93
;add r6, r6, c94		; * diffuse + ambient
;add oD0, r5, r6

;------------------------------------------------------------------------------
; Texture coordinates
;------------------------------------------------------------------------------

; Just copy the texture coordinates
mov oT0.xy,  v4.xy
;mov oT1.xy,  v4.xy

mov oFog, c95.w


// Blur Pixel Shader
//
// (c)2003 Virtools

//--- Additional Automatic Parameters
string XFile = "plane.x";   // model
int    BCLR = 0xffffffff;   // background

texture tex0 : TEXTURE0; ............ etc
sweet xD
But i need to fix my visual c++ thingy so i can compile :/
lol never forget the libmysql.dll :)

*claps* woot somone finally takes my advice ^_^
 
rofl NEVAR!! RAWR mk ur forgiven altho i duno if every one else will :3
and again idc bout official or any other version I JUST WANT V7 OMFG SOM ONE NEEDS TO GET EM AND RELEASE EM :< toobad no one has em U_U
 
okay thank you =) i will add the links soon xP

I found an unpacked neuz
maybe use full for some people xD
Code:
;------------------------------------------------------------------------------
; Constants specified by the app
;    c0-c83  = bone matrix index 0 ~ 28
;    c84-c87 = matViewProj
;    c88-c91 = reserved
;    c92     = light direction
;    c93     = material diffuse color * light diffuse color
;    c94     = material ambient color
;    c95     = const 1.0f, 1.0f, 1.0f, 100.0f
;    
;
; Vertex components (as specified in the vertex DECL)
;   v0    = Position
;    v1      = w1, w2
;    v2.x  = matrix idx
;    v3    = Normal
;    v4    = Texcoords
;------------------------------------------------------------------------------

dcl_position v0;
dcl_blendweight v1;
dcl_blendindices v2;
dcl_normal v3;
dcl_texcoord0 v4;


;------------------------------------------------------------------------------
; Vertex blending
;------------------------------------------------------------------------------

; Transform position for world0 matrix
mov a0.x, v2.x                ; matrix index 1
m4x3 r0, v0, c[a0.x]        ; r0 = pos * (InvTM * AniTM)
m3x3 r3, v3, c[a0.x]        ;normal transform
mul  r1, r0.xyz, v1.x        ; r1 = r0 * w1
mul  r4, r3.xyz, v1.x        

mov  a0.x, v2.y                ; matrix index 2
m4x3 r0, v0, c[a0.x]        ; r0 = pos * (InvTM * AniTM)
m3x3 r3, v3, c[a0.x]        ;normal transform
mad  r1, r0.xyz, v1.y, r1.xyz ; w2°öÇϰí À§¿¡°Å¶û ´õÇÔ
mad  r3, r3.xyz, v1.y, r4.xyz ; w2°öÇϰí À§¿¡°Å¶û ´õÇÔ

mov  r1.w, c95.x            ; r1.w = 1.0f

;m4x4 r0, r0, c88
m4x4 oPos, r1, c84            ; oPos = °á°úº¤ÅÍ * matViewProj
;mov r0, v0
;mov r0.w, c95.x
;mov oPos, r0


;------------------------------------------------------------------------------
; Lighting calculation
;------------------------------------------------------------------------------
; directional light
dp3 r1.x, r3, -c92   ; N ¿Í L ÀÇ ³»Àû
lit r1, r1
mul r2, r1.y, c93    ; n * diffuse
add r2, r2, c94        ; + ambient
min oD0, r2, c95.x     ; clamp if > 1
;mov oD0, r2

;mov oD0, c95.xxxx    ; no lighting

;dp3 r0.x, r3, -c92    ; vLight dot normal
;sub r1, c88, v0        ; vertex -> eyepos
;dp3 r1.w, r1, r1    ; vertex->eyepos vector normalize
;rsq r1.w, r1.w
;mul r1, r1, r1.w

;add r2, r1, -c92
;dp3 r2.w, r2, r2
;rsq r2.w, r2.w
;mul r2, r2, r2.w

;dp3 r0.y, r2, r3

;mov r0.w, c89.w        ; specular power

;lit r4, r0

;mul r5, r4.z, c89    ; specular
;mul r6, r4.y, c90    ; c90À» light color·Î Àá½Ã ½è´Ù. 1, 1, 1, 1
;mul r6, r6, c93
;add r6, r6, c94        ; * diffuse + ambient
;add oD0, r5, r6

;------------------------------------------------------------------------------
; Texture coordinates
;------------------------------------------------------------------------------

; Just copy the texture coordinates
mov oT0.xy,  v4.xy
;mov oT1.xy,  v4.xy

mov oFog, c95.w


// Blur Pixel Shader
//
// (c)2003 Virtools

//--- Additional Automatic Parameters
string XFile = "plane.x";   // model
int    BCLR = 0xffffffff;   // background

texture tex0 : TEXTURE0; ............ etc
sweet xD
But i need to fix my visual c++ thingy so i can compile :/
lol never forget the libmysql.dll :)

What you find in the program's resources is not code.

This is just a structure for DirectX 3D in the client, a sort of constant define for some parts (like an d3d effect). And you cannot even build anything on it.
If you want the sourcecode you must dissassemble to pure ASM, and that way you can change the code but it will be in pure ASM.
The easyest way to develope something ontop of it is to inject a dll that overrides functions.
 
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