Does anybody have them?
Do the community a service!
Does anybody have them?
Do the community a service!
I think no one have, developing is dead, xsense, lyzerk not working on it for more(or anybody else)
and old codes(much of it) will not work(i tryed with srx revo for latest isro client)
There will never be a good emulator until this becomes public.
Just forget about ISRO. They are updating to Silkroad-R, which changes quite a few things about the way Silkroad works so you will once again face the uphill battle of trying to research + develop on a moving target.
Grab the leaked VSRO server files instead and work with them. You have everything you need from a server and client perspective to come up with all the packet formats and data. Since you control the server, you can easily give yourself items, levels, and everything else that is needed to get all of the necessary data for an emulator. No more trying to borrow accounts from other people to just and try to get certain packets.
Once you get a VSRO emulator done and fully understand everything there is about Silkroad, there's no real need to mess with ISRO at that point because you are working on an emulator and you will be doing custom stuff anyways. Depending on how far you want to go, client limitations in VSRO aren't even a concern because you can just work on your own client.
If you really want to get an emulator done, there's no reason not to use the leaked VSRO files. Alternatively, there are some BlackRogue server files leaked, the super old SWSRO files leaked, but I think the VSRO ones are your best bet. Nothing changes since you control the client and server, so now it's just a matter of time and determination to get the task done.
What made you come back to Silkroad?
The idea is to have an emulator that works with the latest version of the client, not necessarily some super old version. People want new stuff. And this solves the distribution problem, just download the game like you're going to play official but run this launcher.
All we need is the information people have already figured out rather than re-discovering it, even if it can be done more easily instead of being ignorant about reversing techniques like others have been.
Last edited by jMerliN; 09-05-12 at 07:49 PM.
Sorry, but what are the new things could be done with Silkroad if you created the emulator (let’s say you have built it) ...
I would like to see what these things, so I could be interested also ...
Cheers ,,
It isn't worth spending time on it if your only goal is to monetize it rather than making a decent emulator for people to play with or using it as a playground to develop technology. Primarily because you haven't access to sufficiently capable resources.
The same thing will hold for any game. The only ones with truly decent emulators have this information freely available, essentially. It's an odd pattern, for sure a real mind boggler, right? Being unable to harness enough resources to get something done properly in total secrecy versus throwing the information into a gigantic pit of resources and having something decent magically appear. I call this technology gravity. If you keep the Higgs Boson field separate from other particles, nothing special happens. As soon as you introduce it, though, BANG.
ProjectHax
Maybe this tool helps?
I'm glad to see old awesome guys coming back to the sro scene,or probably just being active again..:)
I doubt anybody has a list of the structures of all the packets,probably the guys from Zelos,or Windrius has them,but as far as I know Windrius is not willing to share it with anybody,and no idea about the Zelos team.
However,I'm working on a silkroad emulator with a few people,you could join us instead of starting to work on your own ^^
If any programmer is interested in joining here,feel free to send me a PM or something :)
I was actually going to build it in Node.js, extending my previous project, Camaro.js (get it, car name on top of V8, kik). I build this back before Node.js was a publicly known project, it's a very basic extension of V8 to include raw heap buffers for reading/writing to network sockets, a basic TCP/IP socket class, and some basic File API. It worked, as I could get in-game and run around, and it was super easy to prototype in. Now Node.js exists, and it's pretty much better in every way to that project.
Additionally, it has the added beauty that you can toss up a simple HTTP(S) server to show server stats and real-time information about what's going on in the game, as well as an admin/GM panel so you can remotely administrate. This is like.. 0 added effort. Compare that with writing a server then writing a back-door essentially, then a web app to control things by either calling into the back-door or doing some weird message passing system.
All I need are packet structures, and I'd even do it on github under the MIT license. But this community it appears is not mature enough to share information, because kids still grasp to that dream that their time spent in Wireshark and looking at packet dumps is going to make them a millionaire.
I gave my archive to Windrius before I delete them since I knew I wouldn't be touching Silkroad development again since it is just a bore now and the game is really old-hat. Much more fun games out and coming out, why keep going on with this. The gameplay dynamics are faulty, so it is boring playing it anyway if we did develop a successful emulator again.
Zelos Online emulator was fun, but you can do that stuff with the server files now.
So if your really that desperate jMerliN ask Windrius and he might give them to you. The time you spent dilly dallying around with this game and trying to get packets in the past, you could of done something pretty decent with your skills somewhere else. Diablo III, Guild Wars 2. I would be happy working on a project other than Silkroad.
It doesn't matter where you hammer nails into wood, in a poor broken down neighborhood or a shiny new 20 million dollar home, the process of hammering a nail into wood is the same. You don't fundamentally understand that emulator development has nothing to do with the game itself and everything to do with platform engineering. If you go work on D3, GW2, or Tera, all you'll have is the communications protocol between the client and the server, not the infrastructure to do anything with it. Using SRO as a simple low-risk environment to develop a framework for future use should be the primary goal of any project, not to make money. This is why this community has utterly failed to produce anything of value. The SW engineering community at large does not value one-off projects, they value frameworks that enable the construction of more complex projects in a timely fashion, and this is for a very good reason.