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Packet Generator

Discussion on Packet Generator within the 9Dragons forum part of the MMORPGs category.

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Old   #1
 
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Packet Generator

This here is the c# code that can be used to help you generate the right packets to use when trying to hack 9DVN. These are the methods that are used and not stand alone programs. You will still have to creat the programs to use them.

This is the code that can be used to teliport. You will have to play around with map ID to find the ones you want. The x and y ae simply the coodinates that you see at the top right.
Code:
public static byte[] Teleport(byte mapID, float x, float y)
        {
            byte[] bArr1 = BitConverter.GetBytes(x);
            byte[] bArr2 = BitConverter.GetBytes(y);
            byte[] bArr3 = new byte[] { 35, 0, 250, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 188, 139, 40, 216, 50, 197, 28, 100, 255, 139, 40, 32, 78, 100, 0, 144, 211, 101, 0, 255, 255, 255 };
            bArr3[12] = mapID;
            for (int i = 0; i < 4; i++)
            {
                bArr3[i + 4] = bArr1[i];
                bArr3[i + 8] = bArr2[i];
            }
            return bArr3;
        }
This is the code that can be used to attack mobs. The ID is the ID of the mob. The skill is the skill ID you will attack with. The farAttack is for ranged attacks ( nukers ) or melee (other classes).
Code:
        public static byte[] Attack(ushort id, byte skill, byte level, bool farAttack)
        {
            byte[] bArr1 = new byte[] { 10, 0, 69, 10, 0, 0, 0, 0, 0, 0 };
            if (farAttack)
                bArr1[3] = 8;
            byte[] bArr2 = BitConverter.GetBytes(id);
            bArr1[4] = bArr2[0];
            bArr1[5] = bArr2[1];
            bArr1[6] = skill;
            bArr1[7] = level;
            return bArr1;
        }
This code is to move stuff arround in your bag. It is very simple... from where to where.
Code:
        public static byte[] MoveInventory(byte from, byte to)
        {
            byte[] bArr1 = new byte[12];
            bArr1[0] = 12;
            bArr1[2] = 114;
            byte[] bArr2 = bArr1;
            bArr2[7] = from;
            bArr2[8] = to;
            bArr2[9] = 1;
            return bArr2;
        }
I do appologise if it is not explained properly as I need to go somewhere but for those who can understand they can at least get started. Enjoy and Good luck.
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Old 09/03/2009, 17:08   #2

 
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I'm going to give this a thumbs down. The reason is because it's just pasted code from the Packet Generator used in the Game Utility and it doesn't explain how it works, why it works, how to use it, and how to acquire the data to make it work.

First, the mapID isn't just a random number you'll get through trial and error. They are stored in maps.dat of the Game Utility. Second, the teleport x and y axis are not "simply the numbers in the top right" as you stated. They are:
x = (the first num in the top right) - (mapwidth / 2)
y = (the second num in the top right) - (mapheight / 2)

Also note that none of these will work without a checksum, which you can find here.

Again, I appreciate your effort, but the data here is mostly useless for people.
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Old 09/03/2009, 17:40   #3
 
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I must say, WHAT THE HELL HAPPENED TO YOU...cause bro you changed..
I mean your stricter and harsh (but that's just me lol)...Like give the guy some slack bro..
he ain't much of a hacker or editor, I know that, but GIVE HIM SOME **** SLACK..

He ain't like you the top techi in here, nor me the second one, nor anyone else, he
just thought this be useful for anyone, and wanted some appreciation or acceptance lol..


EDIT: Sorry I flipped off the minute I started to read...
But then came back to finish off reading it after this was already posted >.>"
Don't get angry at me lol
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Old 09/03/2009, 20:04   #4
 
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saweet if you are going to criticise at least do it right.

The map ID is NOT given in the map.dat file. This is exactly what th map.dat file you speak of looks like...
Quote:
Tung Sơn  Thiên Tân  Thái Sơn  Tử Hà Động  Võ Đang Sơn  Viêm Ma Sơn  Trịnh Châu  Thạch Gia Trang   Tế Nam  
Đại Đồng   Nam Xương  
Hàng Châu  Liêu Đông  Hợp Phì  Huyết Sa Bình  Bá Vương Động  Bắc Hải Băng Cung  
I do not see any codes in there do you?? All see is the names.

Secondly the teleport is the numbers in the coner i have tested these and they work pefectly for me.

As for the check sum i agree that is still needed and I forgot about it.

I am sorry if i am being rude and if you can give physical proof that its wrong then i will take back everything i have said and i will appologise to you.
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Old 09/03/2009, 20:19   #5

 
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Quote:
Originally Posted by thegwat View Post
saweet if you are going to criticise at least do it right.

The map ID is NOT given in the map.dat file. This is exactly what th map.dat file you speak of looks like...


I do not see any codes in there do you?? All see is the names.

Secondly the teleport is the numbers in the coner i have tested these and they work pefectly for me.

As for the check sum i agree that is still needed and I forgot about it.

I am sorry if i am being rude and if you can give physical proof that its wrong then i will take back everything i have said and i will appologise to you.
The teleport will NOT work properly if you call that function with the coordinates you see in-game. You MUST subtract the map width and height and divide by 2 as previously stated. If you do not do this, you will teleport to the wrong location. You didn't test it, because it won't work as expected. It works properly within the hack because it does exactly as I just stated before calling that function.
Code:
float x = ((float) this.XAxis.Value) - (this.CurrentMap.Width / 2);
float y = ((float) this.YAxis.Value) - (this.CurrentMap.Height / 2);
byte[] buff = PacketGenerator.Teleport(this.CurrentMap.ID, x, y);
The map ID _is_ in maps.dat, you're viewing it in a text editor. Pop it open in a hex editor to see what's really in it. Each entry in the maps.dat is 32 bytes in length in this format:
[id - 1 byte][name - 27 bytes][width - 2 bytes][height - 2 bytes]
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Old 09/03/2009, 20:33   #6
 
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I dont know what map.dat you are looking at but there are still no map ID.
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Old 09/03/2009, 20:47   #7

 
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Ok, let's try this again:

Red = Map ID
Yellow = Map Name
Green = Map Width
Orange = Map Height

Look at your screenshot, the Hex Editor is in Text mode.
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Old 09/03/2009, 21:07   #8
 
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Well i still punched in random codes and it worked for me. I thought it would be similar to dekaron servers where the maps are mostly in order starting from 01 and going up so my way still works. I just assumed that everyone would start at 01 and move up.

Although i am still partialy correct i do appologise for saying you were wrong. I have only been looking at the code for 1 day so i am still fairly new to it.
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Old 09/04/2009, 03:15   #9
 
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There goes Mr. Ardorius again, you and your techie..
you make me wanna go back to haxing again >.>"
I mean REAL haxing ^^ *thinks..good times, good times*
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Old 10/23/2009, 10:09   #10
 
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Quote:
Ok, let's try this again:

Red = Map ID
Yellow = Map Name
Green = Map Width
Orange = Map Height

Look at your screenshot, the Hex Editor is in Text mode.
but how can you know the structure package in map file (in this example was 32 byte right?)
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Old 10/23/2009, 15:11   #11

 
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Quote:
Originally Posted by ITVietnam View Post
but how can you know the structure package in map file (in this example was 32 byte right?)
You look at the data before and after each map name up until the next map name and stare at the data awhile. It's an extremely simple format. Map IDs are obtained from NDTEXTDB. The only program that uses maps.dat is the viet hack. 9Disciple uses xml instead, if you open up maps.xml you'll see the same data structure just in a human readable format.
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Old 10/24/2009, 14:16   #12
 
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I'll certainly have to agree with saweet. I have no knowledge of the game, yet I have no idea what the primary function of codes thegwat has posted.
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