enjoying vibe-coding
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Runner-up #2
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- Aug 27, 2013
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Here is another one of the fun vibe-coding projects..
This one is a bit more easier in comparison to Cabal 2, as it is possible to get Server response.
Progress:
Current status:
1. Login, portal, character select — 95 %
2. World entry, movement, area of interest, other players — 95 %
3. Combat model — 90 %
4. Skills, presets, quick slots — 85 %
5. Items, inventory, equipment, shops — 80 %
6. Monsters, AI, bosses — 85 %
7. Quests — 90 %
8. Warps, transfers, dungeons — 80 %
9. Achievements, play stats, titles, collections — 80 %
10. Character stats and currencies — 85 %
11. Tutorial — 100 %
12. Social: party, friends, chat, mail, guild — 75 %
13. Live-service systems (all replayed as empty / echo) — 20 %
14. Server infrastructure — 95 %
As of this post, I've been capturing packets while leveling a character on Korean Official and got majority of the mechanics unlocked.
Will keep this thread updated once I'm progressinv further or sharing useful things.
Currently it is run ONLY locally, but once everything that I'm targetting is in to a specific degree, will start implementing the actual networking for multiple users.
A bit about the core emulator:
C++, 64-bit only, MSSQL Database, currently compiles only in Windows.
Has the following services:
- AccountSvc - Aegis-compatible HTTPS/JSON account API, Boost.Beast, argon2id passwords
- LoginSvr - Game socket handshake, RC4 cipher, single-use login codes
- PortalSvr - Realm and character select, world hand-off with signed tickets
- WorldAgent - The "Game World" itself: movement, combat, quests, items, chat, mail, party, friends (ChatSvr wasn't made, as chatting goes through the WorldSvr socket.
A random, but possibly useful note:
This one is a bit more easier in comparison to Cabal 2, as it is possible to get Server response.
Progress:
Video was filmed when I've managed to get past tutorial and into the world, which took a bit of time to get "bones" of the base mechanics working
Current status:
1. Login, portal, character select — 95 %
2. World entry, movement, area of interest, other players — 95 %
3. Combat model — 90 %
4. Skills, presets, quick slots — 85 %
5. Items, inventory, equipment, shops — 80 %
6. Monsters, AI, bosses — 85 %
7. Quests — 90 %
8. Warps, transfers, dungeons — 80 %
9. Achievements, play stats, titles, collections — 80 %
10. Character stats and currencies — 85 %
11. Tutorial — 100 %
12. Social: party, friends, chat, mail, guild — 75 %
13. Live-service systems (all replayed as empty / echo) — 20 %
14. Server infrastructure — 95 %
As of this post, I've been capturing packets while leveling a character on Korean Official and got majority of the mechanics unlocked.
Will keep this thread updated once I'm progressinv further or sharing useful things.
Currently it is run ONLY locally, but once everything that I'm targetting is in to a specific degree, will start implementing the actual networking for multiple users.
A bit about the core emulator:
C++, 64-bit only, MSSQL Database, currently compiles only in Windows.
Has the following services:
- AccountSvc - Aegis-compatible HTTPS/JSON account API, Boost.Beast, argon2id passwords
- LoginSvr - Game socket handshake, RC4 cipher, single-use login codes
- PortalSvr - Realm and character select, world hand-off with signed tickets
- WorldAgent - The "Game World" itself: movement, combat, quests, items, chat, mail, party, friends (ChatSvr wasn't made, as chatting goes through the WorldSvr socket.
A random, but possibly useful note:
AES Encryption Key of the Client:
Using this key - client can be fully unpacked.
Code:
0x20E9CFC52C211E3D6D12746461CEC9D01F5496EE5191993B350FC606703E826A
Using this key - client can be fully unpacked.
Here is a small discord where I post stuff on what I'm doing and just random chit-chats:
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