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Anyone knowledgeable with DirectPlay8?

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I've got a small project that I'm working on to re-create an old MMO. Been digging around in wireshark and finding out that the game client used DirectPlay8 to connect to a server. It's an older game from 2008 a casino MMO to be exact. Not sure where to start from here. I can see the client sends out a DPNET packet with a UDP packet that follows with it. From what I've come to assume is that the game client handled 90% of the stuff used online, thinking the server host was just a lobby type deal interconnecting every other client together in a giant casino. But I'm to also assume the server side had a database of every players stats.
Zach Orberson - Anyone knowledgeable with DirectPlay8? - RaGEZONE Forums

I have also decompiled the client exe as well if it's of any use.

 
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It seems like there is a lot of documentation available for the newer versions of the protocol.



This might be able to help you.
 
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It seems like there is a lot of documentation available for the newer versions of the protocol.



This might be able to help you.

Thanks for that, main thing I need to figure out is decrypting the packets it sends.
 
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The structure of the protocol seems to be listed inside that document. You should get a connection with the client. The payload might not even be encrypted.
 
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The structure of the protocol seems to be listed inside that document. You should get a connection with the client. The payload might not even be encrypted.

You may be right about it not being encrypted, I'm just not sure where to go from here. I noticed that even the games prelauncher (a launcher for checking updates and logging in) has similar packets that the client sends



I'd be willing to compensate anyone that could help me get this off the ground. I'm knowledgeable in C++ just don't know squat about directplay. I know there's some documentation but not a lot about 8. I also had an old thread in this section more in depth.
 
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