Hackshield Server/Packet

05/07/2013 15:28 lukas2abc#1
Hey community!

I am trying to get my bot work with iSro and only the stupid hackshield packet let my client disconnect. So i wanted to understand the structure of the Hackshield packet and decompiled the Hackshield server of iBot. But the source doesnt make any sense to me...

Does any1 know how the packet(s) is/are built?

Thanks in advance!!
05/07/2013 20:21 amra85#2
Hmm.. u want us to feed u ready to use solution or u want an advice? if second then i got one: pick ollydbg, reverse hackshields functions, emulate em in ur bot.
At this point ur bot is able to generate valid answers for gameserver so ur free to cut the hackshield off game client :)
05/08/2013 12:19 lukas2abc#3
just advice - need to try myself to learn such things ;)
Thanks for the advice! :)
But why doesnt it work to just forward the Packet from the client through the SilkroadProxy to joymax?
05/08/2013 15:15 pergian#4
Quote:
Originally Posted by lukas2abc View Post
just advice - need to try myself to learn such things ;)
Thanks for the advice! :)
But why doesnt it work to just forward the Packet from the client through the SilkroadProxy to joymax?
if u have a client that generate the responds for u you can forward it yes. should work fine unless you changed something in the client/ some other files then the client could generate a wrong responds and dc u.
06/05/2013 22:42 Yo123#5
that info was released some time ago on projecthax if i remember correctly..
06/07/2013 20:15 churiganji#6
a friend of mine got a fix for that. I will ask him and reply when i got the anwser.
06/09/2013 16:18 lukas2abc#7
Quote:
Originally Posted by Yo123 View Post
that info was released some time ago on projecthax if i remember correctly..
Thanks i'll take a look :)

Quote:
Originally Posted by churiganji View Post
a friend of mine got a fix for that. I will ask him and reply when i got the anwser.
would be cool ;)
06/09/2013 23:17 amra85#8
i guess theres no working solution atm. they updated hackshield & added some more checks in client.
also gameserver spams hackshield reqest packet every minute...that adds some difficulties :)
i decided not to deal with all this crap))
06/09/2013 23:58 qkuh#9
Quote:
Originally Posted by amra85 View Post
i guess theres no working solution atm. they updated hackshield & added some more checks in client.
also gameserver spams hackshield reqest packet every minute...that adds some difficulties :)
i decided not to deal with all this crap))
I guess you missunderstood something. The only thing you've todo is to fake the HS packet reply. The other stuff is unimportant and does not make it more difficult.
06/10/2013 09:23 amra85#10
try to load more than 1 client urself then, sir :)
06/10/2013 11:38 qkuh#11
I wouldn't call that difficult. It's kinda easy to patch those things.
06/10/2013 12:05 amra85#12
still, i think we are talking about different hackshield versions, sir. the actual one have added some difficulties, and if they are planning to update such way thats gonna be pain in the ass :(
06/14/2013 09:38 miamidolphin#13
If you wont work a lot as hell or you doesnt know a lot of HS than ill give you some tricks you can do and im sure you will find the answers in that way. Always try to solve problems easy but accurate. These days sro is very nice to intermediate programmers whos want to learn game programming and making mmo hacks, bots etc, since there are quite no secrets already with sro. The only little magic is the HS, but think about that you know fast everything except the wall of HS. Thats the base of my idea which could help you, im sure i made that for other game because im no more interested in sro, but with sro2 ill come back to code hard and broke the sec keys etc. So what you could do is, filter all of the packets are sent and received from or to the server. Build a database from them (in your program some dynamic datastructures within you can iterate accurate). Instantly remove the known packets for example sit packet, attack, damage received packet etc etc... BUT and thats very important to make your way less painful try to store the "events" happened before and after all unknown packets. After you are done with this, your datastructure will include all necessary infos to know exactly how the client builds the right HS packets. You just have to make some test collect infos, and trust me, you are going to see what you should do exactly.
06/14/2013 11:13 amra85#14
Quote:
Originally Posted by miamidolphin View Post
If you wont work a lot as hell or you doesnt know a lot of HS than ill give you some tricks you can do and im sure you will find the answers in that way. Always try to solve problems easy but accurate. These days sro is very nice to intermediate programmers whos want to learn game programming and making mmo hacks, bots etc, since there are quite no secrets already with sro. The only little magic is the HS, but think about that you know fast everything except the wall of HS. Thats the base of my idea which could help you, im sure i made that for other game because im no more interested in sro, but with sro2 ill come back to code hard and broke the sec keys etc. So what you could do is, filter all of the packets are sent and received from or to the server. Build a database from them (in your program some dynamic datastructures within you can iterate accurate). Instantly remove the known packets for example sit packet, attack, damage received packet etc etc... BUT and thats very important to make your way less painful try to store the "events" happened before and after all unknown packets. After you are done with this, your datastructure will include all necessary infos to know exactly how the client builds the right HS packets. You just have to make some test collect infos, and trust me, you are going to see what you should do exactly.
huh, thanks for info sir, but i didnt get ur point :(
if i nop hackshield the client crash at char loading screen, i thought it happens when client try to parse some incoming packet, tried to block some, to see if its true, but client crash anyway. also failed to trace with ollydbg to the place where it crash(yeah, im pretty noobish reverser) :confused:
07/24/2013 14:56 EmpireCore#15
Quote:
Originally Posted by Yo123 View Post
that info was released some time ago on projecthax if i remember correctly..
yep :) right