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[Guide] Basics of Packet Editing in BnS
Discussion on [Guide] Basics of Packet Editing in BnS within the Blade & Soul Hacks, Bots, Cheats & Exploits forum part of the Blade & Soul category.
02/20/2016, 02:38
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#16
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I'm glad to see this thread hasn't gone south as I thought it was going too Kappa
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02/20/2016, 02:40
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#17
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Quote:
Originally Posted by Izeliae
Butthurt much?
Lmao you even copied it from a completely different thread. I'm impressed with your stupidity. Go to school
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I am pretty sure it was sarcasm.....
here are some headsup.
For thoes who understand
a0y3e7lbWzrrwKP7NUHrVNlSs5Ur6ew9 <- package
If you are premium you can abuse the Premium Shop as wel as the currency exchange. (Got banned after 1 day doing that so it is not save but feel free to try)
If you know IDEA you can use the above "package" and have fun.
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02/20/2016, 03:00
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#18
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Quote:
Originally Posted by ExerlosMyst
I am pretty sure it was sarcasm.....
here are some headsup.
For thoes who understand
a0y3e7lbWzrrwKP7NUHrVNlSs5Ur6ew9 <- package
If you are premium you can abuse the Premium Shop as wel as the currency exchange. (Got banned after 1 day doing that so it is not save but feel free to try)
If you know IDEA you can use the above "package" and have fun.
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Kinda a pointless post if you ask me without any type of explanation, other then the fact for those who know.
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02/20/2016, 03:13
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#19
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Quote:
Originally Posted by ExerlosMyst
I am pretty sure it was sarcasm.....
here are some headsup.
For thoes who understand
a0y3e7lbWzrrwKP7NUHrVNlSs5Ur6ew9 <- package
If you are premium you can abuse the Premium Shop as wel as the currency exchange. (Got banned after 1 day doing that so it is not save but feel free to try)
If you know IDEA you can use the above "package" and have fun.
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Nope. Don't understand
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02/20/2016, 03:29
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#20
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yea thats not just vague its beyond vague. it looks like a key, but those change.
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02/20/2016, 03:39
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#21
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Join Date: Mar 2014
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Quote:
Originally Posted by ExerlosMyst
I am pretty sure it was sarcasm.....
here are some headsup.
For thoes who understand
a0y3e7lbWzrrwKP7NUHrVNlSs5Ur6ew9 <- package
If you are premium you can abuse the Premium Shop as wel as the currency exchange. (Got banned after 1 day doing that so it is not save but feel free to try)
If you know IDEA you can use the above "package" and have fun.
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i know Izeliae anti ban successful
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02/20/2016, 12:53
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#22
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Link broken on CCProxy 7.2
I tried looking for it on the internet but i mostly find 8.0, would it not work?
Edit: Nvm found. (was a link from Brothersoft, just google it)
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02/21/2016, 01:49
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#23
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No one still answered me though. Are BnS packets not time-stamped?
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02/21/2016, 08:59
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#24
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Quote:
Originally Posted by killzone
No one still answered me though. Are BnS packets not time-stamped?
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no they are not. im not sure ive seen timestamped packets before on any game though tbh. most games use a rotating key which updates every time a packet is sent, which means you cant resend old packets, but timestamped? thats new.
you will get a new key when you restart the game though, so session to session your same packet probably wont work.
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02/22/2016, 18:27
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#25
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Quote:
Originally Posted by Izeliae
no they are not. im not sure ive seen timestamped packets before on any game though tbh. most games use a rotating key which updates every time a packet is sent, which means you cant resend old packets, but timestamped? thats new.
you will get a new key when you restart the game though, so session to session your same packet probably wont work.
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By any chance, since you already unencrypted the packets. What does the packet format look like?
For example, in the game I used to play Mabinogi the packet format looked like
[OPCODE][CharID][Parameter1][Parameter2]..etcetc
what does it look like in blade and soul?
This is just to give me an idea when I'm reverse engineering the game.
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02/22/2016, 18:51
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#26
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Quote:
Originally Posted by [P2933]Step29
By any chance, since you already unencrypted the packets. What does the packet format look like?
For example, in the game I used to play Mabinogi the packet format looked like
[OPCODE][CharID][Parameter1][Parameter2]..etcetc
what does it look like in blade and soul?
This is just to give me an idea when I'm reverse engineering the game.
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Code:
class PacketBase
{
public:
unsigned short length;
unsigned short opcode;
};
then extend it
Code:
class MyPacket : public PacketBase
{
public:
char data[1];
};
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02/23/2016, 11:25
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#27
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Quote:
Originally Posted by Izeliae
Code:
class PacketBase
{
public:
unsigned short length;
unsigned short opcode;
};
then extend it
Code:
class MyPacket : public PacketBase
{
public:
char data[1];
};
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What am I looking at right now? How did hex packets turn into C++ classes?
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02/23/2016, 15:07
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#28
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Quote:
Originally Posted by atsay714
What am I looking at right now? How did hex packets turn into C++ classes?
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what did you expect them to be?
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02/24/2016, 04:10
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#29
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Anybody knows how to get again and again the reward of a dynamic quest in a dungeon with wpe pro..? It would be the best way to earn gold selling those items
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02/24/2016, 05:06
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#30
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This is what I have so far, I don't consider myself an expert on reversing so hopefully someone can help.
Packets are sent from another thread and there is a loop repeatedly calling WSASend. I haven't been able to locate the place where it is grabbing the uncrypted packets yet.
struct NetworkObject {
+16 = socket
+32 = pUnknown1
+44 = pWSAObject
+56 = bytes sent?
}
struct WSAObject {
+4 = LPWSAOVERLAPPED
+20 = unk1
+24 = LPWSABUF
}
Code:
C26A90
char __thiscall SendPacket2(int this, int AnotherObject)
{
int that; // esi@1
int v3; // ebx@1
void *v4; // esp@1
int v5; // ecx@1
int size3; // eax@1
int size2; // ebx@1
char result; // al@2
int v9; // ecx@5
void *v10; // esp@8
int unknownFunc; // ecx@8
int size1; // eax@10
int v13; // eax@12
DWORD BytesSent; // ecx@14
int buffer; // [sp+0h] [bp-24h]@1
int integer; // [sp+10h] [bp-14h]@9
int pBuffer; // [sp+14h] [bp-10h]@8
int integer2; // [sp+18h] [bp-Ch]@1
int size4; // [sp+1Ch] [bp-8h]@1
that = this;
v3 = *(_DWORD *)(this + 88);
v4 = alloca(*(_DWORD *)(this + 88));
v5 = *(_DWORD *)(this + 4);
LOBYTE(integer2) = 0;
size3 = (*(int (__stdcall **)(int, int *, int))(*(_DWORD *)v5 + 72))(AnotherObject, &buffer, buffer_size_4096);// write unecrypted? LoadPacket c2b630
size2 = size3;
size4 = size3;
if ( size3 <= 0 )
return 0;
*(_DWORD *)(that + 72) += size3;
if ( *(_DWORD *)(that + 80) )
{
if ( *(_BYTE *)(that + 84) )
{
v9 = *(_DWORD *)(that + 4);
if ( v9 )
{
(*(void (**)(void))(*(_DWORD *)v9 + 4))();// not called
size2 = size4;
}
}
}
if ( *(_DWORD *)(that + 64) )
{
v10 = alloca(*(_DWORD *)(that + 88));
unknownFunc = *(_DWORD *)(that + 68);
pBuffer = (int)&buffer;
if ( unknownFunc )
{
integer = 0;
(**(void (__stdcall ***)(int *, int *, int *, int *))unknownFunc)(&integer, &integer2, &buffer, &size4);// not called
size2 = size4;
}
size1 = (*(int (__stdcall **)(int *, int, int, _DWORD, int))(**(_DWORD **)(that + 64) + 24))(// c58a20, this calls AES
&buffer,
size2,
pBuffer,
*(_DWORD *)(that + 88),
integer2);
if ( size1 < 0 || !size1 )
return 0;
v13 = WritePacket(*(_DWORD *)(that + 44), pBuffer, size1);
}
else
{
v13 = WritePacket(*(_DWORD *)(that + 44), (int)&buffer, size2);
}
if ( v13 <= 0 )
{
result = 1;
}
else if ( (unsigned __int8)(*(int (**)(void))(*(_DWORD *)AnotherObject + 8))() )
{
result = 1;
++*(_DWORD *)(that + 56);
}
else
{
result = SendPacket(BytesSent, (unsigned int)&buffer, that); // calls wsasend
}
return result;
}
int __thiscall LoadPacket(void *this, int AnotherObject, int buffer, int maybelength)
{
int that; // esi@1
__int16 v5; // ax@4
int result; // eax@4
that = (int)this;
if ( (signed __int16)(*(int (__thiscall **)(int))(*(_DWORD *)AnotherObject + 12))(AnotherObject) >= 0
&& (signed int)(signed __int16)(*(int (__thiscall **)(_DWORD))(*(_DWORD *)AnotherObject + 12))(AnotherObject) < *(_DWORD *)(that + 44)
&& *(_DWORD *)(that + 48) )
{
v5 = (*(int (__thiscall **)(int))(*(_DWORD *)AnotherObject + 12))(AnotherObject);
result = TouchesPacket(maybelength, *(_DWORD *)(that + 48) + 20 * v5, AnotherObject, buffer, that);
}
else
{
result = sub_C2B720(buffer, AnotherObject, maybelength);// not called
}
return result;
}
Code:
struct OpenStoragePacket {
unsigned short length = 0xC; // length of entire struct
unsigned short opcode = 0x036C
int id1 // NPC id or Area id
int id2 // NPC id or Area id
}
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