New Antihack System !

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  1. #76
    Account Upgraded | Title Enabled! Deathway is offline
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    Re: New Antihack System !

    Quote Originally Posted by theunknownguy View Post
    You just get the truth with FHX we never believed the big shit and we do much more...

    But wait from you we learn the concept of stealing sources and put decompiled on header... and leaving folder names the same order of files and same names (of folder) knowing it doesnt even appear on PDB... so lame...

    Now go back to your hole nobody believes you now, you can still try to remove GameGuard from GMO, if you want i give you a hand =P.

    PS: You should talk with your friends of "decompilation" from darkteam, i got some really nasty comments about what you did from there hahhahaa...
    Uh i'm so afraid. LOL, about order, you idiot, of course is not from the PDB, is from the EXE, take for example CMonsterHerd functions are the first, that's why i put them on first compilation queue, another FAIL 'probe'. perhaps you know another one? or all the probes are gone? :D

  2. #77
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    Re: New Antihack System !

    Quote Originally Posted by Deathway View Post
    Uh i'm so afraid. LOL, about order, you idiot, of course is not from the PDB, is from the EXE, take for example CMonsterHerd functions are the first, that's why i put them on first compilation queue, another FAIL 'probe'. perhaps you know another one? or all the probes are gone? :D
    Hahahahah !! its from EXE but not from PDB... priceless...

    So the label initialised type saved from PDB comes from where? oh yeah from charlie and the chocolate factory...

    Smartass idiot the folder name on all GS WZ are in chinnese, yours match 0.65 source structure and same has the order files, some of them doesnt exist on PDB and you say "lol it exist on EXE".

    You such an idiot please read some little about PDB format:

    Code:
    http://support.microsoft.com/kb/121366
    "Its from EXE, but not from PDB" Deathway...

    Its like:

    "Its from EXE, but not from OBJ or LIB"

    Man first you give bad name to this community by your lies and now you give a bad name to coders, stop be an idiot and learn something about how Executable works...


    PS: I gotta make a list of the bullshit you talk everyday man, i mean is so cool, you gotta be a good clown...

    Remember the?:

    Code:
    "You look like a noob that discovery optimisation, still you will use Sleep API".
    Holy shit !

    Ladies and gentlemen the "decompiler" of GS WZ... Deathway... (my god...)
    Last edited by theunknownguy; 14-06-10 at 02:51 AM.

  3. #78
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    Re: New Antihack System !

    Quote Originally Posted by theunknownguy View Post
    Hahahahah !! its from EXE but not from PDB... priceless...

    So the label initialised type saved from PDB comes from where? oh yeah from charlie and the chocolate factory...

    Smartass idiot the folder name on all GS WZ are in chinnese, yours match 0.65 source structure and same has the order files, some of them doesnt exist on PDB and you say "lol it exist on EXE".

    such idiot, since you never worked with such compilers, you'll never know, at least could you give me an 'exact' probe, and not something generic as 'initialised label'

    And clown, sure, maybe should i post the 'smart probes' you gave with fakeman account about the headers

  4. #79
    Valued Member tomatoes is offline
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    Re: New Antihack System !

    oh,Deathway and Fenix still war :D
    @SunLove: you are Vietnamese ? If yes can you send me Yahoo in private message ?

  5. #80
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    Re: New Antihack System !

    Quote Originally Posted by Deathway View Post
    such idiot, since you never worked with such compilers, you'll never know, at least could you give me an 'exact' probe, and not something generic as 'initialised label'

    And clown, sure, maybe should i post the 'smart probes' you gave with fakeman account about the headers
    Man you got shamed yourself, nothing else to say and fakeman was a friend of mine not an account mine idiot. ^^

    But in all cases you just a lier and a idiot that says this kind of shit:


    Code:
    "EXE but not from PDB"

    Smart... O.O


    And now the new one:

    Code:
    "You never work with such compilers"
    So it depends of the compiler the PDB format?... yes deathway, yes... And pigs would fly some day...

    Again for introduction... Deathway the "decompiler"

    PS: I really need to make a signature with all your "Coders Knowledge", it would be a nice laugh for coders, and i mean coders that know at least the format of an Executable file... Wich is not your case...

    ---------- Post added at 01:30 AM ---------- Previous post was at 01:25 AM ----------

    Quote Originally Posted by tomatoes View Post
    oh,Deathway and Fenix still war :D
    @SunLove: you are Vietnamese ? If yes can you send me Yahoo in private message ?
    Not war tomatoes, not war, i am just correcting his lack of knowledge for Portable Executable files.
    Last edited by theunknownguy; 14-06-10 at 03:27 AM.

  6. #81
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    Re: New Antihack System !

    Quote Originally Posted by theunknownguy View Post
    Man you got shamed yourself, nothing else to say and fakeman was a friend of mine not an account mine idiot ^^.

    But in all cases you just a lier and a idiot that says this kind of shit:


    Code:
    "EXE but not from PDB"

    Smart... O.O


    And now the new one:

    Code:
    "You never work with such compilers"
    So it depends of the compiler the PDB format?... yes deathway, yes... And pigs would fly some day...

    Again for introduction... Deathway the "decompiler"
    and the probe, yes no probe....

    Indeed pigs flies on your head, but in any cases where did i said that pdb format depends of compilers? really confused, and ... still missing the probe

  7. #82
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    Re: New Antihack System !

    Quote Originally Posted by Deathway View Post
    and the probe, yes no probe....

    Indeed pigs flies on your head, but in any cases where did i said that pdb format depends of compilers? really confused, and ... still missing the probe
    Pointless you still havent told me how you got the folder names or the exact order of files. (Even if they are not in EXE (PDB))

    But guess what nobody believes you now, so why i am wasting time man?, i already do my job, i just fuck your big lie.

    And next time you post an stupid shit, is not bad too put on google:

    "Portable Executable + PDB"

    Youll get interesting results...

    You just bla bla bla and no knowledge, if pigs fly in my head caused i correct you with a microsoft link, i guess pigs fly then

    This happen when you joyn exetools forum and try to "wannabe unpacker". Learn the PE format first and later come and talk. VIP lammer...

    PS: Prove that you are an idiot http://support.microsoft.com/kb/121366

    Microsoft is your daddy when you have no clue about what to say =D
    Last edited by theunknownguy; 14-06-10 at 03:43 AM.

  8. #83
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    Re: New Antihack System !

    Quote Originally Posted by theunknownguy View Post
    Pointless you still havent told me how you got the folder names or the exact order of files. (Even if they are not in EXE or PDB)

    But guess what nobody believes you now, so why i am wasting time man?, i already do my job, i just fuck your big lie.

    And next time you post an stupid shit, is not bad too put on google:

    "Portable Executable + PDB"

    Youll get interesting results...

    You just bla bla bla and no knowledge, if pigs fly in my head caused i correct you with a microsoft link, i guess pigs fly then

    This happen when you joyn exetools forum and try to "wannabe unpacker". Learn the PE format first and later come and talk. Lammer...

    ... lol,
    For dummy:
    To get the folders names: (in Steps)
    1.- Open Olly
    2.- Open GameServer.exe
    3.- On menu click View -> View Source Files (oh no, the source files and the folders are there oh no )

    About the order ...
    Well lets start, if i start with the first function you will see that is cMonsterClass, and then commes the vector templates, then is a separator

    Code:
    std::ctyp>/> \55            PUSH EBP
    00411C11  |.  8BEC          MOV EBP,ESP
    00411C13  |.  83EC 40       SUB ESP,40
    00411C16  |.  53            PUSH EBX
    00411C17  |.  56            PUSH ESI
    00411C18  |.  57            PUSH EDI
    00411C19  |.  33C0          XOR EAX,EAX
    00411C1B  |.  A0 D4FD9A08   MOV AL,BYTE PTR DS:[??_B?1???id@?$ctype@>
    00411C20  |.  83E0 01       AND EAX,1
    00411C23  |.  85C0          TEST EAX,EAX
    00411C25  |.  75 0F         JNZ SHORT GameServ.00411C36
    00411C27  |.  8A0D D4FD9A08 MOV CL,BYTE PTR DS:[??_B?1???id@?$ctype@>
    00411C2D  |.  80C9 01       OR CL,1
    00411C30  |.  880D D4FD9A08 MOV BYTE PTR DS:[??_B?1???id@?$ctype@G@s>
    00411C36  |>  5F            POP EDI
    00411C37  |.  5E            POP ESI
    00411C38  |.  5B            POP EBX
    00411C39  |.  8BE5          MOV ESP,EBP
    00411C3B  |.  5D            POP EBP
    00411C3C  \.  C3            RETN
    then comes KalimaGate, so its very easy to get the compilation order

    Any othe probe?

    But of course, this isn't well documented on the net, that's why i laught of your 'arguments0 against my decompilation

  9. #84
    Account Upgraded | Title Enabled! theunknownguy is offline
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    Re: New Antihack System !

    Quote Originally Posted by Deathway View Post
    ... lol,
    For dummy:
    To get the folders names: (in Steps)
    1.- Open Olly
    2.- Open GameServer.exe
    3.- On menu click View -> View Source Files (oh no, the source files and the folders are there oh no )

    About the order ...
    Well lets start, if i start with the first function you will see that is cMonsterClass, and then commes the vector templates, then is a separator

    Code:
    std::ctyp>/> \55            PUSH EBP
    00411C11  |.  8BEC          MOV EBP,ESP
    00411C13  |.  83EC 40       SUB ESP,40
    00411C16  |.  53            PUSH EBX
    00411C17  |.  56            PUSH ESI
    00411C18  |.  57            PUSH EDI
    00411C19  |.  33C0          XOR EAX,EAX
    00411C1B  |.  A0 D4FD9A08   MOV AL,BYTE PTR DS:[??_B?1???id@?$ctype@>
    00411C20  |.  83E0 01       AND EAX,1
    00411C23  |.  85C0          TEST EAX,EAX
    00411C25  |.  75 0F         JNZ SHORT GameServ.00411C36
    00411C27  |.  8A0D D4FD9A08 MOV CL,BYTE PTR DS:[??_B?1???id@?$ctype@>
    00411C2D  |.  80C9 01       OR CL,1
    00411C30  |.  880D D4FD9A08 MOV BYTE PTR DS:[??_B?1???id@?$ctype@G@s>
    00411C36  |>  5F            POP EDI
    00411C37  |.  5E            POP ESI
    00411C38  |.  5B            POP EBX
    00411C39  |.  8BE5          MOV ESP,EBP
    00411C3B  |.  5D            POP EBP
    00411C3C  \.  C3            RETN
    then comes KalimaGate, so its very easy to get the compilation order

    Any othe probe?

    But of course, this isn't well documented on the net, that's why i laught of your 'arguments0 against my decompilation

    Lol you just play the idiot part dont you? you just pasting the class constructor, wich doesnt mean that order of compiled code blocks is the actual order of source code...


    How dumb are you man?


    Compiler doesnt assemble in the same order of files where coded, does that means that BloodCastle was coded first? (lame).

    Also what about the folder names? most of the ones you use match in 0.65, but for the most odd cases the folders name are not in PDB, so how you get them smartass?.


    And here the new phrase of deathway:


    Code:
    "Compiler order match source files order"
    Deathway the "decompiler" (my god)

    PS: Now i understand why you dont have nothing in RCE, MASM32 or Internal Undocumented forums, people would kill you with such lame arguments you use for explain things...
    Last edited by theunknownguy; 14-06-10 at 04:10 AM.

  10. #85
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    Re: New Antihack System !

    Quote Originally Posted by theunknownguy View Post
    Lol you just play the idiot part dont you? you just pasting the class constructor, wich doesnt mean that order of compiled code blocks is the actual order of source code...


    How dumb are you man?


    Compiler doesnt assemble in the same order of files where coded, does that means that BloodCastle was coded first? (lame).

    Also what about the folder names? most of the ones you use match in 0.65, but for the most odd cases the folders name are not in PDB, so how you get them smartass?.


    And here the new word of deathway:


    Code:
    "Compiler order match source files order"
    Deathway the "decompiler" (my god)
    Oh LOL, CONSTRUCTOR , thats the best of you in this day, thats a template you idiot, and every template included on files are recompiled again and again, and this is special, because its on the very begginning of the OBJ files.

    Code:
    xlocale:467.  {_Ctype = _Lobj._Getctype(); }
    However in non-template classes it use this one
    Code:
    $E60     >/.  55            PUSH EBP
    00414351  |.  8BEC          MOV EBP,ESP
    00414353  |.  83EC 40       SUB ESP,40
    00414356  |.  53            PUSH EBX
    00414357  |.  56            PUSH ESI
    00414358  |.  57            PUSH EDI
    00414359  |.  E8 9AD9FEFF   CALL GameServ.00401CF8
    0041435E  |.  E8 0D000000   CALL GameServ.$E59
    00414363  |.  5F            POP EDI
    00414364  |.  5E            POP ESI
    00414365  |.  5B            POP EBX
    00414366  |.  8BE5          MOV ESP,EBP
    00414368  |.  5D            POP EBP
    00414369  \.  C3            RETN
    0041436A      CC            INT3
    0041436B      CC            INT3
    0041436C      CC            INT3
    0041436D      CC            INT3
    0041436E      CC            INT3
    0041436F      CC            INT3
    $E59     >/$  55            PUSH EBP
    00414371  |.  8BEC          MOV EBP,ESP
    00414373  |.  83EC 40       SUB ESP,40
    00414376  |.  53            PUSH EBX
    00414377  |.  56            PUSH ESI
    00414378  |.  57            PUSH EDI
    00414379  |.  68 FD1C4000   PUSH GameServ.00401CFD                   ; /func = GameServ.00401CFD
    0041437E  |.  E8 99211B00   CALL GameServ.atexit                     ; \atexit
    00414383  |.  83C4 04       ADD ESP,4
    00414386  |.  5F            POP EDI
    00414387  |.  5E            POP ESI
    00414388  |.  5B            POP EBX
    00414389  |.  8BE5          MOV ESP,EBP
    0041438B  |.  5D            POP EBP
    0041438C  \.  C3            RETN
    This is on the very beginning of the OBJ files also

    Folder names ARE on PDB, at least with the request compilation method, i told you a method. If not just oopen PDB with hex and search 'common'

    Compiler just Compile one file at one time, Linker put them on the order, but the IDE pass the order to the linker, and the order is on .dsp file.

  11. #86
    Account Upgraded | Title Enabled! theunknownguy is offline
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    Re: New Antihack System !

    Quote Originally Posted by Deathway View Post
    Oh LOL, CONSTRUCTOR , thats the best of you in this day, thats a template you idiot, and every template included on files are recompiled again and again, and this is special, because its on the very begginning of the OBJ files.

    Code:
    xlocale:467.  {_Ctype = _Lobj._Getctype(); }
    However in non-template classes it use this one
    Code:
    $E60     >/.  55            PUSH EBP
    00414351  |.  8BEC          MOV EBP,ESP
    00414353  |.  83EC 40       SUB ESP,40
    00414356  |.  53            PUSH EBX
    00414357  |.  56            PUSH ESI
    00414358  |.  57            PUSH EDI
    00414359  |.  E8 9AD9FEFF   CALL GameServ.00401CF8
    0041435E  |.  E8 0D000000   CALL GameServ.$E59
    00414363  |.  5F            POP EDI
    00414364  |.  5E            POP ESI
    00414365  |.  5B            POP EBX
    00414366  |.  8BE5          MOV ESP,EBP
    00414368  |.  5D            POP EBP
    00414369  \.  C3            RETN
    0041436A      CC            INT3
    0041436B      CC            INT3
    0041436C      CC            INT3
    0041436D      CC            INT3
    0041436E      CC            INT3
    0041436F      CC            INT3
    $E59     >/$  55            PUSH EBP
    00414371  |.  8BEC          MOV EBP,ESP
    00414373  |.  83EC 40       SUB ESP,40
    00414376  |.  53            PUSH EBX
    00414377  |.  56            PUSH ESI
    00414378  |.  57            PUSH EDI
    00414379  |.  68 FD1C4000   PUSH GameServ.00401CFD                   ; /func = GameServ.00401CFD
    0041437E  |.  E8 99211B00   CALL GameServ.atexit                     ; \atexit
    00414383  |.  83C4 04       ADD ESP,4
    00414386  |.  5F            POP EDI
    00414387  |.  5E            POP ESI
    00414388  |.  5B            POP EBX
    00414389  |.  8BE5          MOV ESP,EBP
    0041438B  |.  5D            POP EBP
    0041438C  \.  C3            RETN
    This is on the very beginning of the OBJ files also

    Folder names ARE on PDB, at least with the request compilation method, i told you a method. If not just oopen PDB with hex and search 'common'

    Compiler just Compile one file at one time, Linker put them on the order, but the IDE pass the order to the linker, and the order is on .dsp file.
    1.- "Template" lol thats not the right word to use it idiot, "constructor" is how its called and not the C++ typecast constructor. We talking about compilers you idiot, get familiar with the therms...

    2.- Folder names are not in PDB, they are chinnese folder name and they even translated doesnt match yours, by the very good reason that PDB display the GameServer project, and you include folders that are part of the 0.65.

    3.- "Linker" put them in "order" priceless, linker work has a linker for the Import table and export table, and take the already pre compiled OBJ order and link them

    4.- Is the main core compilator (ML on microsoft) that put read per file source code, and it doesnt nessesarie match the source files order (you a C++ coder should know it) since new compilers tend to put the vectored initialiser first of each OBJ and later the procedures.

    5.- You talking with one of the helpers of a compilator idiot, search for JWasm (JWASM compiler).

    And for complete your ignorance about compilers here a source code of a "Linker" fixes the Relocs (if you know whats that):

    Code:
    	;///////////////////////////////////////////////////
    	;
    	;
    	; Mini Loop que fixea todos los relocs de un bloque
    	;
    	;
    	;///////////////////////////////////////////////////
    	  .Repeat
    	;-----------------------------------------------------
    	;Checkeo si el type reloc es IMAGE_REL_BASED_HIGHLOW
    	;-----------------------------------------------------
    	    mov edx, pBlockData
    	    movzx ecx, word ptr [edx] 										;Type Reloc
    	    sar ecx, 0Ch 													;Dejo el primer high bit como el ultimo low bit
    	    .If (ecx == IMAGE_REL_BASED_HIGHLOW) 							;Si el type es IMAGE_REL_BASED_HIGHLOW
    	;-------------------------------------------------------
    	;Obtengo el reloc offset del bloque
    	;Ultimo LowBit (TypeReloc) + pBlockReloc = Offset Reloc
    	;-------------------------------------------------------
    	      movzx ecx, word ptr [edx] 									;Type Reloc
    	      and ecx, 0FFFh 												;Dejo solamente el primer low bit
    	      mov eax, pBlockReloc
    	      mov eax, [eax + ecx] 											;Reloc offset
    	;-----------------------------------------------------
    	;Offset Reloc + RealBase Address = Real Reloc Offset
    	;Y lo guardo de vuelta en el bloque fixeando el reloc
    	;-----------------------------------------------------
    	      add eax, RealBaseAddr
    	      push eax 														;Real Reloc Offset
    	      mov eax, pBlockReloc
    	      pop [eax + ecx] 												;Guardo el Real Reloc Offset en el bloque
    	;---------------------------------------------------------
    	;Checkeo si ya arreglamos todos los relocs de este bloque
    	;---------------------------------------------------------
    	    .Endif
    	    add RelocCounter, 1
    	    add pBlockData, WORD 											;+ SizeOf TypeReloc (WORD) para leer el reloc que viene
    	    mov eax, RelocTotal
    	  .Until (RelocCounter >= eax) 										;Mini Loop hasta que los arreglemos todos los relocs
    	  And RelocCounter, 0												;Limpiamos para evitar bugs
    I am not a lammer like you, i got my own JIT compiler, so you cant fool me...

    If you want to prove your knowledge lets go to MASM32 forum and start this discussion in the discussion subforum, meaby we can get some good coders opinnion ^^.

    Go to sleep lammer, you have no way to beat me with any of your lame excuses and examples, not even knowing how a PE work, or the work of a compiler. You are like light years away from my knowledge. You have no papers on any important forum (wait yes on exetools VIP hhahaha), you fight agaisnt a bullshit called GameGuard and for worst you just copy / paste a source code and add decompiled...
    Last edited by theunknownguy; 14-06-10 at 04:31 AM.

  12. #87
    Account Upgraded | Title Enabled! Deathway is offline
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    Re: New Antihack System !

    Lol, Jwasm isn't the same as microsoft c++ compiler,
    That is a template function, not a constructor (OOP programing), constructor do have __thiscall calling convetion, not the showed above.
    and as your point 3 says, it take a precompiled and fix relocs, yes it do take a precompiled obj, but that obj is a file withs string path is on dsp files enviroment, that's why it got an 'order'.
    In fact the order can be destroyed by changin multithreading options, optimizations, enabling SSE2 instructions and allocating fixed custom data with static, and inline parameters.

    I wouñld go sleep, but sun is rising, so got all the time to unproved your lame arguments
    Last edited by Deathway; 14-06-10 at 04:46 AM.

  13. #88
    Account Upgraded | Title Enabled! theunknownguy is offline
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    Re: New Antihack System !

    Quote Originally Posted by Deathway View Post
    Lol, Jwasm isn't the same as microsoft c++ compiler,
    That is a template function, not a constructor (OOP programing), constructor do have __thiscall calling convetion, not the showed above.
    and as your point 3 says, it take a precompiled and fix relocs, yes it do take a precompiled obj, but that obj is a file withs string path is on dsp files enviroment, that's why it got an 'order'.
    In fact the order can be destroyed by changin multithreading options, optimizations, enabling SSE2 instructions and allocating fixed custom data with static, and inline parameters.

    I wouñld go sleep, but sun is rising, so got all the time to unproved your lame arguments
    1.- JWASM follows the same syntax has ML (microsoft) is in fact most like a copy / paste from old MASM compiler, so you wrong (it just optimised and improved, but the same logic of compilation follows microsoft).

    2.- You cant get the .dsp file from PDB or EXE...

    3.- After linker ends, the .dsp file is erased automatic (on C++ compilers too), so you got the .dsp file?

    4.- Folder names some of them you include in your source doesnt belong to GameServer project, in fact some of them you can find them in 0.65 source in the part of JoinServer coding, since WZ uses this folder name called "common" how you find it?.

    5.- Why you include documents that are present in 0.65 about packets in your relased? but with the differences that say 0.99.60T?...

    In fact the order can be destroyed by changin multithreading options, optimizations, enabling SSE2 instructions and allocating fixed custom data with static, and inline parameters.
    That is the stupid shit you ever, say, multithread options are enabled by the source code you made, compiler have no recognisition on this (and there are no options for a compiler improve a soft that is multithread).

    Optimisation are done by compiler by reading opcode, most of compilers now today uses the "LEA REG32, SCALAR" optimisation, and no optimisation breaks the "order"

    Finally the best of best... SSE2 options are allowed in compiler by specifing the version CPU youll work, in now days compiler its done by default or by command line, but on MASM (ML microsoft) or JWASM, you can input it manually on source code and would never break the order.


    Why? simple caused compiler doesnt give a shit about the set of instruction, so SSE4 should break the order too?


    Anymore information you want to share mr. Decompiler?

    I think you are running out of arguments and i am running out of boring by answer your "knowledge" when you havent even do a compiler. They all work in the same way...

    What you can do is go to bed, keep on university and try to make a real decompilation. Also i can teach you how to make a compiler or teach you some info about PE for do a JIT compiler.

    I gotta go now caused i have a project to develop, but no worry i done my job by proving you just no more than fake lamer.

    Now its up to public to believe you or dont, but has i told you, i talk with some of your "decompilation" partners and got a nice surprise...
    Last edited by theunknownguy; 14-06-10 at 05:15 AM.

  14. #89
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    Re: New Antihack System !

    Responding to your points.

    2 and 3.- dsp file isn't deleted, nor is on the PDB, but is created for any project. Is the file that contains all the files included inthe project, take look on the SOURCE folder, theis a GameServer.dsp, if you open with an text editor, you will find all the files and headers of the project, in 'order', and is Read Onlyy because IDE use to rewrite it on every compilation, so to prevent the changes of this order are on 'read nly'.



    4.- common folder was found by viewing PDB file, how many times do i need to repeat that. Go olly click 'View' on Menu and click 'View Source Files', there is a list of all the cpp files compiled with its corresponding paths, and of course there is a common folder for the zzzitem.cpp (along with other like MyWinsockBase)
    It Do belong to GameServer Project. If it wasn't, it wouldn't appear, like CSimpleModulus class, or CCSauth2 class.

    5.- Wow, a big probe, it was an incomplete documentation that i was mading but I discontinued when Pentium suggest me to use a better PDB dump. so it won't be necessary, and rewriting all the documention would be useless, since most of packets didn't changed
    Last edited by Deathway; 14-06-10 at 05:28 AM.

  15. #90
    Account Upgraded | Title Enabled! theunknownguy is offline
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    Feb 2010 Join Date
    273Posts

    Re: New Antihack System !

    Quote Originally Posted by Deathway View Post
    Responding to your points.

    2 and 3.- dsp file isn't deleted, nor is on the PDB, but is created for any project. Is the file that contains all the files included inthe project, take look on the SOURCE folder, theis a GameServer.dsp, if you open with an text editor, you will find all the files and headers of the project, in 'order', and is Read Onlyy because IDE use to rewrite it on every compilation, so to prevent the changes of this order are on 'read nly'.



    4.- common folder was found by viewing PDB file, how many times do i need to repeat that. Go olly click 'View' on Menu and click 'View Source Files', there is a list of all the cpp files compiled with its corresponding paths, and of course there is a common folder for the zzzitem.cpp (along with other like MyWinsockBase)
    It Do belong to GameServer Project. If it wasn't, it wouldn't appear, like CSimpleModulus class, or CCSauth2 class.

    5.- Wow, a big probe, it was an incomplete documentation that i was mading but I discontinued when Pentium suggest me to use a better PDB dump. so it won't be necessary, and rewriting all the documention would be useless, since most of packets didn't changed
    1.- So you found the .dsp file?, any other shit you want to share with public?

    2.- Lol i watch with olly and olly sucks for view PDB is not complete, IDA works better and there is no common folder, for the last time, also no include folder, just chinnese folders...

    3.- Imcomplete Undocumented, come on, JWASM is source code free, and GNU compiler is too (most advanced compiler) compiler will never break the order for some SSE2 set instruction, multithread, etc. (And will never change PDB format idiot)

    And the documentation is the same has the 0.65, you dont even bother to change the author name, how lame is that, you post the document called LOGIN.txt and got WZ team leader project name. My god...

    Anyway i am out of here, but take a look to my attachment ^^

    Kilsup, Song DD/MM/YY

    Javier dedicate yourself to another shit, you really have no clue about what you talk, you only do it caused this is MUOnline, but this bullshit can work you here, or in exetools lame forum, but on MASM32 they wont work i bet ya...


    Out of here and good work letting that LOGIN document on the release, you really are a sinic bastard.


    READ ATTACHMENT
    Attached Files Attached Files
    Last edited by theunknownguy; 14-06-10 at 06:00 AM.



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