[Development] Webgame MuOnline

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  1. #16
    Valued Member Draculap16 is offline
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    Re: [RELEASE] webgame MuOnline

    Quote Originally Posted by slander View Post
    @k0d0k

    I'm having an error on s1 and I have not changed anything in the file

    https://prnt.sc/ivxbp9


    I discovered the error if someone knows how to fix this error and share thanks

    Screenshot by Lightshot

    jetty.jar
    Same error ...

  2. #17
    Proficient Member HappyDay is offline
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    Re: [RELEASE] webgame MuOnline

    Quote Originally Posted by Draculap16 View Post
    Same error ...
    That error caused by "Invariant Culture" code missing in that server, and some regional values in your OS. I've got the same error. Well, that is should help:
    (modify params in batch file): -Duser.language=en-US

    Also, you can try to change system region settings.



    And then:


    I.e. in your system, display leading zeros should be through 0,7 instead of 0.7
    Reboot and this should works.

  3. #18
    Proficient Member slander is offline
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    Re: [RELEASE] webgame MuOnline

    @HappyDay thx man work game


    now the problem I have and I just managed to make use of internet explorer and I could not decompile the swf to try to translate the game

  4. #19
    Enthusiast miwswingza is offline
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    Re: [RELEASE] webgame MuOnline

    Quote Originally Posted by slander View Post
    now the problem I have and I just managed to make use of internet explorer and I could not decompile the swf to try to translate the game
    No tool unpack swf file

  5. #20
    PwrGames PwrDex is online now
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    Re: [RELEASE] webgame MuOnline

    This like a korean Mu Igniton..
    Would be nice if files can be translated..

  6. #21
    Proficient Member slander is offline
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    Re: [RELEASE] webgame MuOnline

    need translation game

  7. #22
    Enthusiast jedytyler is offline
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    Re: [RELEASE] webgame MuOnline

    Only black screen after choosing server , no errors in DB or CMD, checked in 9 browsers and nothing work, only black screen everywhere

  8. #23
    Proficient Member HappyDay is offline
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    Re: [RELEASE] webgame MuOnline

    I only have this error:

    "?????????,????
    oid = null"

    Something wrong with locale and etc... -_-'' too lazzy for fix them by my self. But game really works.

    I know how to unpack this swf files, they are encrypted. Any SWF file should have "FWS","CWS" or "ZWS" handler. But those files has: "FΩî" header. Well:

    Code:
    package
    {
       import avm2.intrinsics.memory.lf32;
       import avm2.intrinsics.memory.lf64;
       import avm2.intrinsics.memory.li16;
       import avm2.intrinsics.memory.li32;
       import avm2.intrinsics.memory.sf32;
       import avm2.intrinsics.memory.sf64;
       import avm2.intrinsics.memory.si16;
       import avm2.intrinsics.memory.si32;
       import avm2.intrinsics.memory.si8;
       import avm2.intrinsics.memory.sxi1;
       import avm2.intrinsics.memory.sxi16;
       import avm2.intrinsics.memory.sxi8;
       import flash.display.DisplayObject;
       import flash.display.DisplayObjectContainer;
       import flash.display.Loader;
       import flash.display.LoaderInfo;
       import flash.display.MovieClip;
       import flash.display.Sprite;
       import flash.display.Stage;
       import flash.events.Event;
       import flash.events.ProgressEvent;
       import flash.system.ApplicationDomain;
       import flash.system.LoaderContext;
       import flash.system.Security;
       import flash.utils.ByteArray;
       import flash.utils.Endian;
       
       public dynamic class ǻ extends MovieClip
       {
          
          private static const LOADING_BAR_CLASS:String = "_doswf_package.LoadingBarBase";
           
          
          private var uiSWFBytes;
          
          private var context;
          
          private var loadingBar;
          
          private var init#24:Boolean;
          
          private var key#4:uint;
          
          private var key#25:uint;
          
          private var key#20:uint;
          
          private var bytesLen#4:uint;
          
          private var progressEvent;
          
          private var enterFrameHandler#22;
          
          private var garbageBytes#4;
          
          public function ǻ()
          {
             super();
             if(Security.sandboxType != "application")
             {
                Security.allowDomain("*");
             }
             if(stage)
             {
                this.init#4();
             }
             else
             {
                addEventListener(Event.ADDED_TO_STAGE,this.init#4);
             }
          }
          
          private function init#4(param1:Event = null) : void
          {
             var _loc2_:* = null;
             _loc2_ = null;
             if(param1)
             {
                removeEventListener(Event.ADDED_TO_STAGE,this.init#4);
             }
             this.context = new LoaderContext(false,ApplicationDomain.currentDomain);
             if(this.context.hasOwnProperty("allowLoadBytesCodeExecution"))
             {
                Object(this.context).allowLoadBytesCodeExecution = true;
             }
             if(this.context.hasOwnProperty("parameters"))
             {
                Object(this.context)["parameters"] = stage.loaderInfo.parameters;
             }
             DisplayObject.prototype["@doswf__s"] = stage;
             DisplayObject.prototype.setPropertyIsEnumerable("@doswf__s",false);
             LoaderInfo.prototype["@doswf__u"] = stage.loaderInfo.url;
             LoaderInfo.prototype.setPropertyIsEnumerable("@doswf__u",false);
             LoaderInfo.prototype["@doswf__p"] = stage.loaderInfo.parameters;
             LoaderInfo.prototype.setPropertyIsEnumerable("@doswf__p",false);
             if(ApplicationDomain.currentDomain.hasDefinition(LOADING_BAR_CLASS))
             {
                _loc2_ = ApplicationDomain.currentDomain.getDefinition(LOADING_BAR_CLASS) as Class;
                this.loadingBar = new _loc2_() as DisplayObject;
                addChild(this.loadingBar);
                stop();
                addEventListener(Event.ENTER_FRAME,this.enterFrameHandler#4);
             }
             else
             {
                this.bytesLen#23();
             }
          }
          
          private function bytesLen#23() : void
          {
             var _loc7_:* = null;
             var _loc6_:* = null;
             var _loc5_:* = null;
             var _loc4_:* = null;
             var _loc3_:* = null;
             var _loc2_:* = null;
             var _loc1_:* = null;
             _loc7_ = uint(0);
             _loc1_ = new §̳Ǵ§();
             _loc1_.endian = Endian.LITTLE_ENDIAN;
             _loc1_.position = 0;
             this.key#25 = _loc1_.readUnsignedByte() - 1;
             this.key#4 = _loc1_.readUnsignedByte() - 5;
             this.key#20 = _loc1_.readUnsignedInt() - 7;
             this.bytesLen#4 = _loc1_.readUnsignedInt() - 3;
             _loc2_ = new ByteArray();
             _loc2_.writeBytes(_loc1_,_loc1_.length - this.bytesLen#4,this.bytesLen#4);
             _loc3_ = uint(0);
             do
             {
                _loc7_ = uint(0);
                while(_loc7_ < this.key#25)
                {
                   _loc2_[_loc3_] = _loc2_[_loc3_] ^ this.key#4;
                   _loc3_++;
                   if(_loc3_ >= this.bytesLen#4)
                   {
                      break;
                   }
                   _loc7_ = uint(_loc7_ + 7);
                }
                _loc3_ = uint(_loc3_ + this.key#20);
             }
             while(_loc3_ < this.bytesLen#4);
             
             _loc2_.uncompress();
             _loc2_.endian = Endian.LITTLE_ENDIAN;
             _loc2_.position = 0;
             if(_loc2_.readBoolean())
             {
                this.garbageBytes#21(_loc2_);
             }
             this.init#24 = _loc2_.readBoolean();
             _loc4_ = uint(_loc2_.readUnsignedInt());
             _loc5_ = new ByteArray();
             _loc2_.readBytes(_loc5_,0,_loc4_);
             this.uiSWFBytes = new ByteArray();
             _loc2_.readBytes(this.uiSWFBytes);
             _loc6_ = new Loader();
             _loc6_.contentLoaderInfo.addEventListener(Event.INIT,this.loaderEventsHandler);
             _loc6_.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS,this.loaderEventsHandler);
             _loc8_[String(String(_loc6_).split(/[\s\]]+/g)[1]).toLocaleLowerCase().substr(0,-2) + "Bytes"](_loc5_,this.context);
          }
          
          private function loaderEventsHandler(param1:Event) : void
          {
             var _loc6_:* = null;
             var _loc5_:* = null;
             var _loc4_:* = null;
             var _loc3_:* = null;
             var _loc2_:* = null;
             _loc4_ = null;
             _loc5_ = 0;
             _loc6_ = undefined;
             if(param1 is ProgressEvent)
             {
                this.progressEvent = param1 as ProgressEvent;
                return;
             }
             _loc2_ = param1.target as LoaderInfo;
             _loc2_.removeEventListener(Event.INIT,this.loaderEventsHandler);
             _loc2_.removeEventListener(ProgressEvent.PROGRESS,this.loaderEventsHandler);
             _loc3_ = _loc2_.loader;
             if(this.uiSWFBytes)
             {
                _loc3_ = new Loader();
                _loc3_.contentLoaderInfo.addEventListener(Event.INIT,this.loaderEventsHandler);
                _loc3_.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS,this.loaderEventsHandler);
                _loc3_[String(String(_loc3_).split(/[\s\]]+/g)[1]).toLocaleLowerCase().substr(0,-2) + "Bytes"](this.uiSWFBytes,this.context);
                this.uiSWFBytes = null;
                return;
             }
             if(parent is Stage)
             {
                if(this.init#24)
                {
                   parent.addChildAt(_loc3_.content,0);
                   parent.removeChild(this);
                }
                else
                {
                   addChild(_loc3_);
                }
             }
             else if(this.init#24)
             {
                addChildAt(_loc3_.content,0);
             }
             else
             {
                addChildAt(_loc3_,0);
             }
             if(this.init#24 && this.progressEvent)
             {
                _loc4_ = _loc2_.content as DisplayObjectContainer;
                if(_loc4_.hasOwnProperty("@doswf__lph"))
                {
                   Object(_loc4_)["@doswf__lph"](this.progressEvent);
                }
                else
                {
                   _loc5_ = 0;
                   while(_loc5_ < _loc4_.numChildren)
                   {
                      _loc6_ = _loc4_.getChildAt(_loc5_);
                      if(_loc6_.hasOwnProperty("@doswf__lph"))
                      {
                         _loc6_["@doswf__lph"](this.progressEvent);
                         break;
                      }
                      _loc5_++;
                   }
                }
             }
          }
          
          private function enterFrameHandler#4(param1:Event) : void
          {
             var _loc2_:* = null;
             _loc2_ = Number(loaderInfo.bytesLoaded / loaderInfo.bytesTotal);
             Object(this.loadingBar).setProgress(this,_loc2_);
             if(_loc2_ == 1)
             {
                removeEventListener(Event.ENTER_FRAME,this.enterFrameHandler#4);
                removeChild(this.loadingBar);
                gotoAndStop(2);
                this.bytesLen#23();
             }
          }
          
          private function garbageBytes#21(param1:ByteArray) : void
          {
             var _loc4_:* = null;
             var _loc3_:* = null;
             var _loc2_:* = null;
             this.enterFrameHandler#22 = [];
             _loc2_ = uint(param1.readUnsignedInt());
             _loc3_ = uint(param1.readUnsignedInt());
             _loc4_ = new ByteArray();
             param1.readBytes(_loc4_,0,_loc3_);
             this.garbageBytes#4 = new ByteArray();
             this.garbageBytes#4.endian = Endian.LITTLE_ENDIAN;
             this.enterFrameHandler#22 = [_loc2_,_loc4_];
             addEventListener(Event.ENTER_FRAME,this.garbageBytes#26);
             this.garbageBytes#26(null);
          }
          
          private function garbageBytes#26(param1:Event) : void
          {
             var _loc7_:* = null;
             var _loc6_:* = null;
             var _loc5_:* = null;
             var _loc4_:* = null;
             var _loc3_:* = null;
             var _loc2_:* = null;
             _loc5_ = null;
             _loc6_ = null;
             _loc7_ = uint(0);
             _loc2_ = uint(this.enterFrameHandler#22[0]);
             _loc3_ = this.enterFrameHandler#22[1];
             _loc4_ = 3;
             while(_loc4_-- > 0)
             {
                _loc5_ = new ByteArray();
                _loc5_.writeBytes(_loc3_);
                _loc5_.position = _loc5_.length;
                _loc5_.endian = Endian.LITTLE_ENDIAN;
                _loc6_ = new ByteArray();
                _loc7_ = uint(Math.random() * Math.min(_loc2_,2 * 1024 * 1024));
                while(_loc6_.length < _loc7_)
                {
                   _loc6_.writeBytes(_loc3_,Math.random() * _loc3_.length / 3);
                }
                _loc6_.length = _loc7_;
                if(_loc6_.length >= 63)
                {
                   _loc5_.writeShort(87 << 6 | 63);
                   _loc5_.writeUnsignedInt(_loc6_.length);
                }
                else
                {
                   _loc5_.writeShort(87 << 6 | _loc6_.length);
                }
                _loc5_.writeBytes(_loc6_);
                _loc5_.writeShort(1 << 6);
                _loc5_.writeShort(0);
                _loc5_.position = 4;
                _loc5_.writeUnsignedInt(_loc5_.length);
                this.garbageBytes#4.writeBytes(_loc5_);
                if(this.garbageBytes#4.length > 30 * 1024 * 1024)
                {
                   removeEventListener(Event.ENTER_FRAME,this.garbageBytes#26);
                   break;
                }
             }
          }
       }
    }
    Answer is on GL.swf file ;) They already do decrypt of those files. Source of them is above. Goodluck

  9. #24
    Cypher WireShark is offline
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    Re: [RELEASE] webgame MuOnline

    Quote Originally Posted by k0d0k View Post
    take swf in webzen, same file, but different version
    Which webzen exactly i dont see any english server of this

    Easy Repack: https://drive.google.com/open?id=1kJ...ZaJNM4IP2oMX58
    password: ambot
    Features: run batch file with easy 1 2 3 steps
    Open browser to 127.0.0.1/index.php

    *Dont forget to enable Flash if your using Chrome Browser
    Credits: Tuan565

    Additional Note: Tools to unpack .swf file not working


    Last edited by WireShark; 26-03-18 at 04:31 PM.

  10. #25
    Apprentice calvinsyrus is offline
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    7Posts

    Re: [RELEASE] webgame MuOnline

    i need tool unpack file swf, plz share :(

  11. #26
    Coxiez barakuda21 is online now
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    Re: [RELEASE] webgame MuOnline

    if your pc is win10 think its work look what win_version he use! if you win7 good luck ^_^ only work in win7 is run the .java not the batch.exe to avoid error

  12. #27
    Cypher WireShark is offline
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    Re: [RELEASE] webgame MuOnline

    Quote Originally Posted by barakuda21 View Post
    if your pc is win10 think its work look what win_version he use! if you win7 good luck ^_^ only work in win7 is run the .java not the batch.exe to avoid error
    No its working with Win7 without any problems check the one that I upload it was different setup and files. Running on Win7

  13. #28
    PwrGames PwrDex is online now
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    Re: [RELEASE] webgame MuOnline

    It working on win 10 too. Btw this is a chinese version of Mu Igniton (2 months released in europe..)

  14. #29
    Cypher WireShark is offline
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    Re: [RELEASE] webgame MuOnline

    Quote Originally Posted by DeXtR View Post
    It working on win 10 too. Btw this is a chinese version of Mu Igniton (2 months released in europe..)
    No its not like Mu Ignition it is a Mu Online game on browser its a flash webgame in 3d not in 2.5d check the difference. This game is way better than Mu Ignition in terms of gameplay and graphics

    Mu Ignition Gameplay
    https://www.youtube.com/watch?v=j4phkhXmZJc

  15. #30
    Valued Member ubirajara is offline
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    106Posts

    Re: [RELEASE] webgame MuOnline

    Password is on the filename


    does not work



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