EP8 AuthAccount

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Hello,

since EP8, ESTsoft changed some and added a few new packets for player auth(Login side).
They added packet "2002" with opcode 0x7D2 and "2001" with opcode 0x7D1.
First one (2002) contains player ID(which one was typed in client) and idk, i think it checks in NetCafeBilling to see if player exists in that db.

And about AuthAccount with opcode 0x67, its changed, a lot... Or maybe not.
Lets take a look at EP7 AuthAccount packet, with details (id, pw) "normal" and "pass":

Code:
E2 B7 16 00 00 00 00 00 67 00 0A 06 6E 6F 72 6D 
61 6C 70 61 73 73

0A = 10, it's id+pw length, so normalpass has 10 length.
06 = 6 , it's id length

and after 0x06 it's id+pw till the end. It's not encrypted or something.


And for this example, let's take a look at "new" AuthAccount EP8 packet, with details (id, pw) "normal" and "pass":

Code:
E2 B7 0C 01 00 00 00 00 67 00 00 01 54 D2 6C 1E 
FB 19 1D 36 0A E3 28 80 1E D9 98 BF 6B 67 24 93 
4B 9B FC F2 EE 4C 14 7A 22 50 2A BA 10 F7 51 02 
C0 D7 D8 1E C7 D0 8F A6 73 D7 66 7C 2C 64 67 D1 
3B FB 82 25 0A FA 99 5C AB 72 4B 88 4E 08 50 87 
94 53 29 66 77 52 BA 20 D8 4D 0F 87 73 53 75 56 
68 C0 F9 B8 4E 2F 21 A0 B3 DA 52 A7 E9 BA 15 16 
61 85 A6 D2 CE 6D D2 3B 88 05 B7 DB 68 EF 5A 01 
DD 75 6A 04 3D D5 EE BD 96 13 62 95 4A 81 E7 EE 
A6 86 5E D7 78 0D 76 E2 BD 52 B7 6A B8 0B 02 EF 
C4 C7 6A 18 7A 8F 30 0D 8C F2 6F 4B 77 54 C7 EB 
78 CE 40 88 32 3B 02 BC A0 66 2B 8A CC 9F A7 6E 
4F 67 CE B7 73 9A 56 B9 28 51 B0 19 8B AE 4B 95 
85 35 9E 9B DA 9F C3 D8 D5 25 07 FA C1 31 35 A9 
57 83 94 F4 1F 4D A2 AB D7 13 70 A0 DD 3A F4 E9 
F1 87 4A 74 E8 47 BE 92 EC 0F F6 1A E3 C8 B4 7F 
AC 72 16 54 13 FD 80 82 DF 2F 50 09

Can't see any id/pw or other information. And everytime this packet will be random, so it's definately encrypted somehow...

So, my question is, if it's possible to figure out which encryption method is used and decrypt this packet to get id and pw? Maybe debugging via ollydbg(heh, i don't know how to use ollydbg and i don't know asm :/) or something... Im not use this for a hack, i and some other guy(who knows, maybe he will reply on this thread :P) thinking about resurrect Minerva, and here i(we) stopped, can't make a fully working login side.

Thanks for any advice.
 
Code:
public class Cryption
{
	#region Private Fields

	uint[] keys2 = { 0xFFFFFFFF, 0xFFFFFF00, 0xFFFF0000, 0xFF000000 };

	#endregion

	#region Public Fields

	public byte[] Keychain;

	public uint Key;
	public uint Step;
	public uint Mul;

	#endregion

	#region Constructor

	public Cryption()
	{
		Keychain = new byte[0x20000];
		GenerateKeychain(0x8F54C37B, 0, 0x4000);

		Key = 0x6EC03CB4;
		Step = 0;
		Mul = 1;
	}

	#endregion

	#region Public Methods

	public void Encrypt(ref byte[] packet)
	{
		uint size = (uint)packet.Length;
		Array.Resize(ref packet, packet.Length + 4);
		uint i = 4;
		BitConverter.GetBytes(BitConverter.ToInt32(packet, 0) ^ 0x7AB38CF1).CopyTo(packet, 0);
		uint Key = BitConverter.ToUInt32(Keychain, (BitConverter.ToInt32(packet, 0) & 0x3FFF) * 4);
		uint t = (size - 4) >> 2; //Shift right 2 = divide by 4
		uint t1;
		while (t > 0)
		{
			t1 = BitConverter.ToUInt32(packet, (int)i);
			t1 = Key ^ t1;
			BitConverter.GetBytes(t1).CopyTo(packet, i);
			t1 = t1 & 0x3FFF;
			Key = BitConverter.ToUInt32(Keychain, (int)(t1 * 4));
			i += 4;
			t--;
		}
		t1 = keys2[((size - 4) & 3)];
		t1 = ~t1;
		t1 = t1 & Key;
		BitConverter.GetBytes(BitConverter.ToUInt32(packet, (int)i) ^ t1).CopyTo(packet, i);
		Array.Resize(ref packet, (int)size);
	}

	public void Decrypt(ref byte[] packet)
	{
		uint size = (uint)packet.Length;
		Array.Resize(ref packet, packet.Length + 4);
		uint i = 8;           
		Key = (uint)(BitConverter.ToInt32(packet, 0) ^ ((size * 0x10000) + 0xB7E2));
		uint token = (BitConverter.ToUInt32(packet, 0) & 0x3FFF) * (uint)Mul;
		token = BitConverter.ToUInt32(Keychain, (int)(token * 4));
		byte[] blah = new byte[4];
		BitConverter.GetBytes((uint)(BitConverter.ToInt32(packet, 0) ^ Key)).CopyTo(blah, 0);
		blah.CopyTo(packet, 0);

		uint t = (size - 8) >> 2; //Shift right 2 = divide by 4
		uint t1;
		uint t2;

		while (t > 0)
		{
			t1 = BitConverter.ToUInt32(packet, (int)i);
			t2 = t1 ^ token;
			BitConverter.GetBytes(t2).CopyTo(packet, i);
			t1 = (t1 & 0x3FFF) * (uint)Mul;
			token = BitConverter.ToUInt32(Keychain, (int)(t1 * 4));
			i += 4;
			t--;
		}

		t1 = keys2[((size - 8) & 3)];
		t1 = ~t1;
		t2 = (t1 & token) ^ BitConverter.ToUInt32(packet, (int)i);
		BitConverter.GetBytes(t2).CopyTo(packet, i);
		Array.Resize(ref packet, packet.Length - 4);
		BitConverter.GetBytes(0).CopyTo(packet, 4);

		Step = ((Step + 1) & 0x3FFF);
		Key = BitConverter.ToUInt32(Keychain, (int)((Step * Mul) * 4));
	}

	public void GenerateKeychain(uint key, int position, int size)
	{
		uint ret2;
		uint ret3;
		uint ret4;
		for (int i = position; i < position + size; i++)
		{
			ret4 = key * 0x2F6B6F5;
			ret4 += 0x14698B7;
			ret2 = ret4;
			ret4 = ret4 >> 0x10;
			ret4 = ret4 * 0x27F41C3;
			ret4 += 0x0B327BD;
			ret4 = ret4 >> 0x10;

			ret3 = ret2 * 0x2F6B6F5;
			ret3 += 0x14698B7;
			key = ret3;
			ret3 = ret3 >> 0x10;
			ret3 = ret3 * 0x27F41C3;
			ret3 += 0x0B327BD;
			ret3 = ret3 >> 0x10;
			ret3 = ret3 << 0x10;

			ret4 = ret4 | ret3;
			BitConverter.GetBytes(ret4).CopyTo(Keychain, i * 4);
		}
	}

	public void ChangeKey(uint key, uint step)
	{
		Mul = 2;
		Step = (uint)(step - 1);
		if ((int)Step < 0)
			Step = (uint)((int)Step + 0x4000);

		GenerateKeychain(key, 0x4000, 0x4000);

		Key = BitConverter.ToUInt32(Keychain, (int)(Step * Mul * 4));
	}

	#endregion
}
 
I'll ask it in this topic as it is related, the question is:

How can we retrieve the username and password from AuthAccount ep8 packet, also
this decryption with different key doesnt work.

Note: This is not for hacking, we need to know so we can complete the loginsvr ep8 on minerva, thanks.

If we knew how Minerva wouldn't be stuck on ep7 ;p
 
login system has not changed since EP8 so far (ep10). All packetes are encrypted with a different key each time? or only the ones who interact with login server? we could login using the compiled loginsvr EP8 and make the rest of the servers interact with this. We can discover how they communicate looking at the source code of EP3. After all its only task is logging of accounts. I'm wrong?
 
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login system has not changed since EP8 so far (ep10). All packetes are encrypted with a different key each time? or only the ones who interact with login server? we could login using the compiled loginsvr EP8 and make the rest of the servers interact with this. We can discover how they communicate looking at the source code of EP3. After all its only task is logging of accounts. I'm wrong?


We don't know if login system has been changed, but in this case some packets of login system were changed. We can't get details of AuthAccount(0x67) packet, which is encrypted maybe with different key... If we use EP8 LoginSvr - Minerva won't run on Windows(never).

I think the best way is to find addresses in ollydbg where username and password are stored and create a dll who gets them and sents to Login server after 2002(0x7D2) packet, which contains username.

Well, goldenheaven is working with it, and i continuing developing Minerva, i can provide a few screenshots, what has been done.





Character management(you can create them and it loads all characters from db) works, except character deletion(as soon as i'll done with it, i'll make subpass management(create, change, use, etc) and after subpass - enter the world.
 
We don't know if login system has been changed, but in this case some packets of login system were changed. We can't get details of AuthAccount(0x67) packet, which is encrypted maybe with different key... If we use EP8 LoginSvr - Minerva won't run on Windows(never).

I think the best way is to find addresses in ollydbg where username and password are stored and create a dll who gets them and sents to Login server after 2002(0x7D2) packet, which contains username.

Well, goldenheaven is working with it, and i continuing developing Minerva, i can provide a few screenshots, what has been done.





Character management(you can create them and it loads all characters from db) works, except character deletion(as soon as i'll done with it, i'll make subpass management(create, change, use, etc) and after subpass - enter the world.

Servers dont need to be on the same pc/vm. The problem with doing what you say. Is that you will have unpack each main that comes out for each episode in order to work with it.

PS: cheers for the progress
 
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Servers dont need to be on the same pc/vm. The problem with doing what you say. Is that you will have unpack each main that comes out for each episode in order to work with it.

PS: cheers for the progress

But what if in some episode ESTsoft changes login side packets, where we will get that episode LoginSvr?
There are a lot of work to do, my point is do not switch from one episode to second. Use one for develop, when server emulator will be finished - do some updates and give support to new episode.
Dunno, both procedures are tricky, but possible.
 
But what if in some episode ESTsoft changes login side packets, where we will get that episode LoginSvr?
There are a lot of work to do, my point is do not switch from one episode to second. Use one for develop, when server emulator will be finished - do some updates and give support to new episode.
Dunno, both procedures are tricky, but possible.

Yup, you're right. Initially, Yamachi's plan was to finish Minerva for ep2 only, full working and after that he wanted to go directly to EP7. In conclusion, stay on an episode, when its done and works all features you can start with the next episode.
 
We don't know if login system has been changed, but in this case some packets of login system were changed. We can't get details of AuthAccount(0x67) packet, which is encrypted maybe with different key... If we use EP8 LoginSvr - Minerva won't run on Windows(never).
Well, goldenheaven is working with it, and i continuing developing Minerva, i can provide a few screenshots, what has been done.

ubis - EP8 AuthAccount - RaGEZONE Forums

ubis - EP8 AuthAccount - RaGEZONE Forums

ubis - EP8 AuthAccount - RaGEZONE Forums


Character management(you can create them and it loads all characters from db) works, except character deletion(as soon as i'll done with it, i'll make subpass management(create, change, use, etc) and after subpass - enter the world.

Good work so far :) Keep it up

I think the best way is to find addresses in ollydbg where username and password are stored and create a dll who gets them and sents to Login server after 2002(0x7D2) packet, which contains username.
No, it's not nor it's proper/normal way to do it.
 
Loginsvr interacts with GlobalDBAgent (ACCOUNT db) and GlobalMgrSvr. The idea is to use Estsoft's LoginSvr (and GlobalDBAgent) for login on Ep8 to Ep10 so far (At least until someone figures out the encryption method). LoginSvr will interact with minerva's master server instead of GlobalMgrSvr (will be connected to port 9001 of ms instead of 38170). So master server needs to respond appropriately to requests from LoginSvr.

This is what i get so far About LoginSvr and GlobalMgrSvr interactions.
First of all login server sends an "im alive" packet to global server and global answers with a "welcome packet"

Code:
Login > Global: E2-B7-0E-00-00-00-00-00-05-00-C3-80-01-00

Global > Login: E2-B7-1E-00-00-00-00-00-06-00-2C-01-00-00-00-00-00-00-F6-00-00-00-00-80-01-00-00-00-00-01-E2-B7-10-00-00-00-00-00-62-00-80-01-20-00-00-00

then it constantly sends a packet with opcode 34 and global answer with one of opcode 35. If one of the servers stop sending those packets, it generates a "time out" error. so its functionality is to check the status of the other server. (i think)

Code:
login > global : E2-B7-B4-01-00-00-00-00-34-00-80-01-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00

and...
Code:
global > login : E2-B7-5D-04-00-00-00-00-35-00-01-01-10-00-00-00-00-02-01-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-FF-2C-01-BE-01-0D-BE-DF-94-01-00-00-00-02-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-FF-2C-01-BE-01-0D-BE-E0-94-08-00-00-00-80-10-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00

And finally they send each other packets when login, when discconects, when an account is already connected and when you click to disconnect that already connected account (indicating [UserNum] from [ACCOUNT].[dbo].[cabal_auth_table] on data)

Code:
On login usr num 01

login > global : E2-B7-1D-00-00-00-00-00-15-00-00-00-00-00-00-00-00-00-00-00-00-00-01-00-00-00-09-00-00
global > login : E2-B7-1D-00-00-00-00-00-16-00-00-00-00-00-00-00-00-00-00-00-00-00-01-00-00-00-09-00-00

On disconnect usr1.

login > global : E2-B7-4B-01-00-00-00-00-1C-00-01-00-00-00-F0-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-01-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-14-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00

when usr 1 is already connected.

login > global : E2-B7-1D-00-00-00-00-00-15-00-00-00-00-00-00-00-00-00-00-00-00-00-01-00-00-00-01-00-00
global > login : E2-B7-1D-00-00-00-00-00-16-00-00-00-00-00-00-00-00-00-00-00-00-00-01-00-00-00-01-00-00

when click on yes  (to disconnect usr1)
login > global : E2-B7-12-00-00-00-00-00-7C-0C-01-00-00-00-F3-00-00-00
global > login : E2-B7-12-00-00-00-00-00-7D-0C-01-00-00-00-F3-00-00-00

On connect usr 2

login > global : E2-B7-1D-00-00-00-00-00-15-00-00-00-00-00-00-00-00-00-00-00-00-00-02-00-00-00-09-00-00
global > login : E2-B7-1D-00-00-00-00-00-16-00-00-00-00-00-00-00-00-00-00-00-00-00-02-00-00-00-09-00-00

on disconnect usr 2

login > global : E2-B7-4B-01-00-00-00-00-1C-00-02-00-00-00-03-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-01-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-14-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00

when connected usr 2

login > global : E2-B7-1D-00-00-00-00-00-15-00-00-00-00-00-00-00-00-00-00-00-00-00-02-00-00-00-01-00-00
global > login : E2-B7-1D-00-00-00-00-00-16-00-00-00-00-00-00-00-00-00-00-00-00-00-02-00-00-00-01-00-00

click on yes usr2

login > global : E2-B7-12-00-00-00-00-00-7C-0C-02-00-00-00-04-00-00-00
global > login : E2-B7-12-00-00-00-00-00-7D-0C-02-00-00-00-04-00-00-00
 
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Good work so far :) Keep it up


No, it's not nor it's proper/normal way to do it.


Well, i finished subpass management(able to create, use, change subpass and change q/a).
I'm able to enter world via sending Initialize packet. Currently, need to find how much information is stored in Initialize packet and load character correctly from database. Since EP8, Initialize packet was changed and i need to rewrite it, can't use Yamachi's coded for EP7.

I think maybe it's time to create a new thread for Minerva progress.
 
@ubis, ya creating a new thread will be nice.
 
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