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Skilldata, usage without encryption
As might some of the indepth developers and editors know, there is a possibility reading files outside of the PK2s.
As well, there was a possibility removing the encryption check upon all skilldata files.
Like, we all know, by checking new and clean xSRO files that they have a skilldata_####.txt and skilldata_####enc.txt. Meaningless, the regular *####.txt file is just unnecessary, but it was used in the very beginning of Silkroad Online.
Does anyone have the offsets jumping those specific lines or any hex-knowledge, which one does check the condition?
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Re: Skilldata, usage without encryption
I'd love to beable to bypass encrypting the skilldata as well, keeping an eye on this thread.
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Re: Skilldata, usage without encryption
Someone used to say that it is possible by ASM jumping some offsets in the client, someone else said it is otherwise related to the "GFXFileManager.dll" (wasn't able to really search for the constrains, since the Sourcecode of the GFX isn't compatible with my tools, Visual Studio 2013), but cannot remember who's text it was. pushedx, I vaguely guess.
Not only for the purpose of being able to bypass this meaningless encryption (besides, itemdata and chardata are not encrypted ... this doesn't make any sense what Joymax did there), it would be even more an organized and a clean skilldata structure, which I always wanted to have.
If someone wants to edit the 15000, 20000, 25000 & 30000 skilldata files, they will end up crashing, not matter re-encrypting with the weird key or hex editing it.
Some skills even might getting bugged, due to an alternative way adding skills (e.g. Glut Healing, lv 121+ skill series located in the 10k files).
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Apprentice
Re: Skilldata, usage without encryption
Well, while I was seeking at vsro's sro_client I seen that just skilldataenc.txt is loaded, meaning that skilldata.txt (normal one) is simply ignored. As you probably know skilldatas are just splited every 5k of ids. With Chernobyl, we were checking it and seems like it works like I will show here:
- Load skillenc.txt
- > FileOpenA all files inside it by line.
- > Add it to skilldatavirtual.txt (memory)
- > Unecrypt it by lines.
- > Load real skilldata.
Well, that's true, you can add normal skilldata into skilldataenc.txt and jump the encryption we have there, but for sure in unknown reason, we didn't manage to run it without olly. We didn't really check it why, since it was some part of "
fun check" Maybe I will look at it today and give some more details.
By the way, I assume that joymax (as like other creepy devs), added some kind of file length, that's why it may be buggy. I can ensure, that enc/dec functions are in bin, not the dll itself. You can check it making breakpoints at the file I mentioned.
Stay tuned.
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Re: Skilldata, usage without encryption
I was able figuring out, by mistake, adding skills from the lines between 20k and 25k to the 15k file was working pretty well, noted: the skills were completely fullfilling, meaning by, 10000 to 14999 were reserved with skills, every single ID.
Have had to modify some EU skills, and since 20k, 25k and 30k are not safe to encrypt, "bypassing" it with the previously loaded 15k file is working.
But a fully recoded text file loading would be just great.