Some time ago I worked quite a bit on cFlyFF (called 新飞飞 or FF in China) and I managed to circumvent client checks, implement the packet encryption, edit client files (music, scripts, UI), implement a game file packer/unpacker, enable debug output and more interesting stuff. Note that this allows you to translate the whole client and with enough effort probably even add custom stuff.
Edit: If you don't know cFlyFF, please research it. A good place to start is the
I also have a ton of game packets (probably about 95% of all game packets fully parsed) and I have created a small emulator for cFlyFF with which you can create a character and get ingame and walk around. It's written in C# and it's full of 'TODO' comments, ugly hacks and even some flawed logic, because I mostly made it as a quick tool to understand the game's packet system and some object structure.
I basically abandoned this project due to lack of time and interest. So if anyone is interested in continuing my work, and by this I mean active development, not like eFlyFF/kFlyFF emulators in the past, I might consider releasing all my stuff on it. The only thing I want in return is credit for my work. While most of it is indeed my work, thanks also go out to Duotone, pushedx and Windrius for some help in the early stages of the project.
If there is not enough interest in this and I decide not to release it to the public (which are mostly leechers >.<), but you still think you should have it, please PM me.
Some proof:
Edit: If you don't know cFlyFF, please research it. A good place to start is the
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. It's a game originally based on eFlyFF/kFlyFF, but it's nothing like it any more. It has its own team of developers that made it a completely different game with much more features than eFlyFF/kFlyFF.I also have a ton of game packets (probably about 95% of all game packets fully parsed) and I have created a small emulator for cFlyFF with which you can create a character and get ingame and walk around. It's written in C# and it's full of 'TODO' comments, ugly hacks and even some flawed logic, because I mostly made it as a quick tool to understand the game's packet system and some object structure.
I basically abandoned this project due to lack of time and interest. So if anyone is interested in continuing my work, and by this I mean active development, not like eFlyFF/kFlyFF emulators in the past, I might consider releasing all my stuff on it. The only thing I want in return is credit for my work. While most of it is indeed my work, thanks also go out to Duotone, pushedx and Windrius for some help in the early stages of the project.
If there is not enough interest in this and I decide not to release it to the public (which are mostly leechers >.<), but you still think you should have it, please PM me.
Some proof:
Character spawn (emulator):
GM command parsing (emulator):
GM commands with description (client):
In-game screenshot 1 (old version of emulator):
In-game screenshot 2 (slightly newer version of emulator):
Old client debug log (client with edited scripts):
GM command parsing (emulator):
GM commands with description (client):
In-game screenshot 1 (old version of emulator):
In-game screenshot 2 (slightly newer version of emulator):
Old client debug log (client with edited scripts):
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