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Error with OPCODE 623 turns 620

Initiate Mage
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I'm making a server and I'm having trouble PROTOCOL_BASE_DAILY_RECORD_ACKI put the opcode 623 correctly, but turns 620 in the game because of the last byte of the package. Could someone let me know how this works?


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Initiate Mage
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Sep 23, 2020
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I'm making a server and I'm having trouble PROTOCOL_BASE_DAILY_RECORD_ACKI put the opcode 623 correctly, but turns 620 in the game because of the last byte of the package. Could someone let me know how this works? ThankPRINT:
Can you better explain this? I don't get what you mean.
 
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Initiate Mage
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Can you better explain this? I don't get what you mean.

I'm creating a current version PointBlank emulator (3.58), analyzed the server packages and came across something different, the opcode of the packages are changed based on the last byte, example:

GameSend packet: 622
ServerSend Packet: 517 and the last byte 0x64 (in-game will perform the actions with opcode 623)

Is there a formula to predict these changes?
 
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Initiate Mage
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Sep 23, 2020
Messages
25
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I'm creating a current version PointBlank emulator (3.58), analyzed the server packages and came across something different, the opcode of the packages are changed based on the last byte, example:

GameSend packet: 622
ServerSend Packet: 517 and the last byte 0x64 (in-game will perform the actions with opcode 623)

Is there a formula to predict these changes?
I've not worked so much on the the last version, but I remember that the packet from server was sended encrypted with a bitshift.
 
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Initiate Mage
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I've not worked so much on the the last version, but I remember that the packet from server was sended encrypted with a bitshift.

Yes I decrypted the packages and I can read the data but the problem is the opcode that changes according to the last byte...
It seems that there is a calculation in the game just for the opcode...
 
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