Re: Habbo V1 CSTs w/ Bytecode
Quote:
Originally Posted by
Quackster
You're trying to read a .cct when the function calls for a CST file?
Oops. But I tried with .cst too (which - and correct me if I'm wrong - is just an unprotected .cct file, or is it gotten through a special method?)
Quote:
Originally Posted by
The General
Doesn't matter. Shockwave is still Adobes' IP. Regardless of it being outdated or not.
Got your point, and I agree, partly. It's my opinion I'd think it's stupid if they cared. Like when Nintendo would care about people using a GB emulator. It's not the same principe, but I think you get my point.
But yeah, you definitely got a point.
Re: Habbo V1 CSTs w/ Bytecode
Quote:
Originally Posted by
Glaceon
Oops. But I tried with .cst too (which - and correct me if I'm wrong - is just an unprotected .cct file, or is it gotten through a special method?)
Got your point, and I agree, partly. It's my opinion I'd think it's stupid if they cared. Like when Nintendo would care about people using a GB emulator. It's not the same principe, but I think you get my point.
But yeah, you definitely got a point.
I'm not sure what that part of the project does but it doesn't look so important. You should just use the lscrtoscript project.
If you'd rather not upload anything to your site, just use mine: ProjectorRays
Re: Habbo V1 CSTs w/ Bytecode
hi babe @Cecer they're mentioning you again, are you here? :love:
- @FullmetalPride
Shiet, never thought I'd see this. Thanks for releasing!
What I've never understood though, is, why'd we need the Lingo code?
Re: Habbo V1 CSTs w/ Bytecode
Quote:
Originally Posted by
Dominic
hi babe @
Cecer they're mentioning you again, are you here? :love:
- @
FullmetalPride
Shiet, never thought I'd see this. Thanks for releasing!
What I've never understood though, is, why'd we need the Lingo code?
In order to reach completion, such as adding Snowstorm to v26 etc...
Re: Habbo V1 CSTs w/ Bytecode
Quote:
Originally Posted by
FullmetalPride
I'm not sure what that part of the project does but it doesn't look so important. You should just use the lscrtoscript project.
If you'd rather not upload anything to your site, just use mine:
ProjectorRays
Do i put unprotected CCTs there? (Like with recover_cct) or something else? Sorry if i sound dumb but i tried v7 which didnt work for me but mustve done smth wrong
Re: Habbo V1 CSTs w/ Bytecode
Quote:
Originally Posted by
Glaceon
Do i put unprotected CCTs there? (Like with recover_cct) or something else? Sorry if i sound dumb but i tried v7 which didnt work for me but mustve done smth wrong
recover-cct destroys the bytecode when you use it.
Re: Habbo V1 CSTs w/ Bytecode
Quote:
Originally Posted by
FullmetalPride
How 2 get moar unprotected CSTs? V5? V18? R26?
Not sure. A lot of these came from @
Cecer's generous donations, so he may have a clue.
Sadly I have nothing I can offer in terms of advice. I acquired those files back when there was only really releases for incomplete V1. This was long before I did any real programming or had any real understanding about how Habbo worked internally. I probably got them while trying to set up ThuGie's H-Retro (or whatever the project name was xD)
I might have some other files but I'll have to dig about my archives.
Re: Habbo V1 CSTs w/ Bytecode
Quote:
Originally Posted by
Quackster
recover-cct destroys the bytecode when you use it.
Yes, what I was thinking. So how can I "convert" the .cct to a .cst while still having the bytecode?
Re: Habbo V1 CSTs w/ Bytecode
That's the thing we're trying to solve..
Re: Habbo V1 CSTs w/ Bytecode
Quote:
Originally Posted by
Glaceon
Yes, what I was thinking. So how can I "convert" the .cct to a .cst while still having the bytecode?
CCT = compressed / compiled
CST = source
CXT = encrypted, compressed and compiled.
Lingo bytecode - Just Solve the File Format Problem
You decompress it, most "dcr decompilers" only reverse the image data, they don't "get rid of" the code, they just don't know how to deserialize it to code. If you deserialize (or decompile if you will) the bytecode you can get a pretty damn close representation of the original source that's almost haunting enough. There's been numerous people who've gotten work done on it before including Matthew Parlane and others. There's more "secrets" on my discord if anyone's interested. I'll be taking everything I can find and putting it all under one of my domains when I get the chance.
You can do the same to a Director .exe it just packs it all in the EXE / DMG. Then the embedded interpreter decompresses / interprets the internal contents at runtime from itself.
Re: Habbo V1 CSTs w/ Bytecode
Quote:
Originally Posted by
Moogly
CCT = compressed / compiled
CST = source
CXT = encrypted, compressed and compiled.
Lingo bytecode - Just Solve the File Format Problem
You decompress it, most "dcr decompilers" only reverse the image data, they don't "get rid of" the code, they just don't know how to deserialize it to code. If you deserialize (or decompile if you will) the bytecode you can get a pretty damn close representation of the original source that's almost haunting enough. There's been numerous people who've gotten work done on it before including Matthew Parlane and others. There's more "secrets" on my discord if anyone's interested. I'll be taking everything I can find and putting it all under one of my domains when I get the chance.
You can do the same to a Director .exe it just packs it all in the EXE / DMG. Then the embedded interpreter decompresses / interprets the internal contents at runtime from itself.
Hmm. I guess I kind of understand. Also, can you send a link to the discord? I have a new account.
I just can't seem to understand how to decompress it. From what I understand, something like recover_cct and recover_dir or w/e the .dcr version is called only gets the images but don't decompress it? Or am I wrong?
Sorry if I sound noob I have 0% experience with this stuff.
Re: Habbo V1 CSTs w/ Bytecode
Quote:
Originally Posted by
Quackster
In order to reach completion, such as adding Snowstorm to v26 etc...
There's another problem: it seems every single DCR v26 pack has incomplete SnowStorm files.
Yesterday I started working on the map (.ROOM) files (you know, there're 7 arenas and in every single pack there's only one empty and incomplete arena), such as adding map items and collisions.
SnowStorm's files are this:
v26
hh_game_snowwar: recover-cct crashes when tries to convert this file in CST. So I tried with Offzip and I saw a lot of text (perhaps Lingo scripts?) in .dat files with an Hex Viewer.
hh_game_snowwar_ui: SnowStorm UI is stored here with its field settings (game-bar coords, time windows coords etc.)
hh_game_snowwar_room: this file has just one map (pretty empty) and map's items. Fortunately the other map's items are stored here.
Unfortunately, v28+ packs don't have any single new file, only BB files.