Build 0.3.0
Config: https://images.habbo.com/habbo-webgl...obal-prod.json
data: https://images.habbo.com/habbo-webgl....data.unityweb
wasm Code: https://images.habbo.com/habbo-webgl....code.unityweb
wasm Framework: https://images.habbo.com/habbo-webgl...ework.unityweb
Loader Url (=dj.matias=): https://images.habbo.com/habbo-webgl...0-global-prod/
Mirror:
Spoiler:
Furni Url Format: https://images.habbo.com/habbo-asset...n%/%furniname%
Furni Manifest Url Format: https://images.habbo.com/habbo-asset...name%.manifest
hh_human_body: https://images.habbo.com/habbo-asset.../hh_human_body
hh_human_item: https://images.habbo.com/habbo-asset.../hh_human_item
Client seems to have been written in C# and compiled using il2cpp to webassembly (wasm).
Last edited by The General; 28-10-20 at 06:11 PM.
Here is all the decompiled assets.
https://mega.nz/file/sToWRKIB#04eVsU...EpdrgQRlBuznp0
Let the games begin.. websockets at the ready.
![]()
Anyone have loader?
EDIT: fount it on root dir https://images.habbo.com/habbo-webgl...0-global-prod/
wss://game-s2.habbo.com:30001/websocket
looks like it using TLS Websockets
Last edited by =dj.matias=; 28-10-20 at 12:58 PM.
Woah.
This was fast. Thank you for the assets Beny.
Does anyone have any documentation on unity data structures?
What tool did you use to export this?
I tried this but it doesnt export the json files. It does include some meta data files.
https://github.com/mafaca/UtinyRipper
https://ci.appveyor.com/project/Perf...ster/artifacts
However, all code is in the .wasm.code.unityweb, which is basically compiled wasm. And it's, ughh... not really decompilable (https://i.imgur.com/YVY63U7.png)
So waiting for mobile versions with mono libraries, lol
Yep wasm2c gives really messy code.
How are the investigations going?
Works pretty well