I'm pretty sure he knows that? Conquer's up to what? 5260 or something now?
You're post was totally irrelevant.
Anyways... move/ attack aren't encrypted at all. Just send them straight threw.
Auth server is encrypted with RC5, the keys are public, if you can get a hold of a copy of qoproxy just use a java decompiler and check it out for the keys.
I believe there are spell packet encryption/ decryption algo's around somewhere.
Just use the search button, may not be any on this site however.
EDIT: and .Summer I can't believe you already have more posts than me and you just signed up this month! hahaha.
******* incredible.
Haha thanks for the warning but I'm not giving up. I just want to be able to decrypt the packets being sent back and forth so I can figure out the packet structures.
Right now my packets don't have any consistent form at all... the first short doesn't give me the size and the next short doesn't give me the type. If move/attack packets aren't encrypted then why are my packets all structureless =[
Thanks for the help, everyone. Really appreciate it.
Right now my packets don't have any consistent form at all... the first short doesn't give me the size and the next short doesn't give me the type. If move/attack packets aren't encrypted then why are my packets all structureless =[
After you have successfully decrypted an incoming packet. How are you forming those shorts? Conquer Online uses the Little Endian byte order. Most classes in Java only offer Big Endian.
The packets themselves are encrypted using the Blowfish encryption, but the data in those packets are not encrypted any further, AFAIK. However, after decrypting the magic packet, the spell type still needs to be decrypted further by use of another algorithm.
Could someone clear a few things up for me?
Doesn't TQ use a modified version of RC5 in order to cipher the passwords, and don't they use a cipher built in-house in order to encrypt and decrypt the (edit: AUTH) packets? I didn't think it was entirely RC5, or perhaps I misread Ian*'s post.
Thanks for your time.
Eh.. im logging packets i receive after decryption and packets i send are before encryption, so I couldn't be totally sure on the whole blowfish thing.
But yeah, they could be.
The packets should follow a structure pattern.
For example a General Data packet... 0x271A, it's used for lots of different things,
attacking, using portals, umm.. idk there are like 20 or more subtypes to just that one packet.
A lot of packet id's are used for the same things. just check for subtypes, remember that
Eh.. im logging packets i receive after decryption and packets i send are before encryption, so I couldn't be totally sure on the whole blowfish thing.
But yeah, they could be.
The packets should follow a structure pattern.
For example a General Data packet... 0x271A, it's used for lots of different things,
attacking, using portals, umm.. idk there are like 20 or more subtypes to just that one packet.
A lot of packet id's are used for the same things. just check for subtypes, remember that
Yeah. Way the hell easier to test **** out on, the constant logging in and out on a full proxy is irritating and not only is it a longer process to set up, but there's no benefits besides the possibility of going clientless.
I don't really even bot, I just like exploits and such :>
[HELP] Makeing a hax for a game useing packets/sockets 10/23/2009 - General Coding - 1 Replies Hello you might have seen my other post, where i was trying to finde out how to use packets/sockets.
Anyways i think i'm almost there, and now i need some once help to fix a few errors. Please look at this peace of code =)
Imports:
Imports System.IO
Imports System.Net
Imports System.Net.Sockets
Imports System.Threading
Imports Microsoft.VisualBasic
Imports System.Text
[help]blowfish 10/15/2009 - Lineage 2 - 0 Replies hello i haven't idea how to find blowfish in server
any idea?
[Question] Reading Game Server Packets 08/16/2009 - CO2 Programming - 12 Replies What is the packet structure of the FIRST packet sent from the game server to the client? I'm referring to the packet that is sent before receiving the client's handshake and that includes a random key used by the client to decrypt future packets. Ultimately this information will be used to find out the structure of the individual packets that the server sends.
Any help is appreciated.