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Join Today!And eventually ask for a payment.I can help you, send me a PM.
Removed. Im sure someone will reply here that says:
And eventually ask for a payment.
then thats all !
Thank you .!
If you have questions just reply
Maybe ...Removed. Im sure someone will reply here that says:
And eventually ask for a payment.
Maybe ...
...Update ...
Since no one want to share this Information, I dont know if this Secret Code is for $ale or what but nevermind, ive manage to find this Code by debugging both HTLauncher and ZoneServer, Here what i found.
-The code is the login Packet for send and receive something like a Handshake for Server/Client
-Server code must be the same with the Client code thats why most HTLauncher is Specific only compatible with the Zones (K2/K3/K4/K5)
-By modifying either one or both HTLauncher or Zone regardless of the version number you can make it work (Ex:K4 Client Using K5 Zones)
-You have to modify 25+ HEX entry code to make it work
Tools Use:
-Hex Editor
-Ollydbg
-Skills + Talent
:rock::thrasher:
nikcoder
i dont have the tutorial i just found it in my own test and if you ask me to do a tutorial it will take time coz its not for Beginners, you could ask the thread starter or cyberinferno for the tutorial
there is too many "jo" in the file, could you give me the closer offset for "jo"?
Even it is true what you are saying, we have to admit that from 100% of players only 1% or less knows how to unpack, and if its packed with a hard key, then less than 0.1% will take the time to unpack.
All developers knows that no matter the efforts you made to protect your game, if there is just one who wants to unprotect it, and have the skills, your effots will be wasted, but anyways protecting is better than not protecting it, because you reduce the amount of trying.
But related to this thread:
the code posted works but it works not because the change of "jo" it works because the change of the "j".
if you debug you will notice that that "j" belongs to a dword (4 bytes) stored on the data segment of the client,dbsrv,zone....etc (it is a var) and the j is the last one of those 4 bytes, so what you are really doing is just changing 1 byte of the 4 used to link the client to the server thread. So this way to patch the client is so easy to discover, because you only have to try with 0->9 A->F combinations (16 combinations).
In other words, if you want to use this, better to change all the 4 bytes instead just 1.
Hi, I know this is an old thread but, I just wanna clarify about the combinations.
You said that there are only 16 combinations for this 0->9 A->F
So in hex theoretically that would be
28| 3D | 03 | D2 | 9A | 6A | 6F
( | = | . | O | | j | o
6A6F = jo
6F = jo (which is one out of four packets that connects to the client)
Shouldn't there be more than 100 combinations? because
00
01
02
..
..
09
0A
0B
0C
0.
0.
0F
Up to
9F?
I'm quite confused, it would be great if you can clarify it, thanks