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Reverse engineering

Discussion on Reverse engineering within the Need for Speed World forum part of the Other Online Games category.

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Old 11/21/2016, 07:20   #46
 
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Quote:
Originally Posted by leorblx View Post
@ lol, i translated that page into english and they seem to be talking about this...
I know about it, just because I was one of interlocutors. The principal output from everything told is that there is a dedicated server where it is possible to test online.

And my personal request - don't give up please work above online, you do BIG serious work.
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Old 11/21/2016, 13:13   #47
 
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@ I won't give up.

EDIT: Well, unless this turns out to be totally impossible, but I doubt that to be quite honest.
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Old 11/23/2016, 16:44   #48
 
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NOTE: If anyone has a NFSWO_COMMUNICATION_LOG.txt from when the official servers were still up, please send it to me so I can take a look at it.


Silly EA developers...

Multiplayer debug info is logged to NFSWO_COMMUNICATION_LOG.txt, you can use this to decrypt it:


I haven't looked at all of it, but there are references to Pacman, strings which can be found within the executable itself. Maybe this will help, but I don't know yet.


It also contains XML data, so be prepared to scroll through a bit of that.
Here's a little challenge for anyone who's interested: use the normal nfsw.exe, start the Soapbox UDP server, drive around or race, then decrypt the log and see if you can find any errors.

Quote:
Originally Posted by Nilzao View Post
Well, I can send you somehow... But it's useless at this point.
Well, it might be useless, although it would still be interesting.


Quote:
Originally Posted by Nilzao View Post
make udp crc calc/checksum. Can be the official, or inject ours by hooking the process.


I just watched a video on hooking functions. Shouldn't be too hard to make our own checksum, assuming we can't figure out the official one.


Quote:
Originally Posted by Nilzao View Post
implement the full nfsw udp handshake on server, to make 2 players start race without sync problems.

Not quite sure how the handshake works, if you know anything about it please tell me.


Quote:
Originally Posted by Nilzao View Post
And one big problem with my team scape recording...
I have only one player recorded with 3 other racers, I don't know what the other racers are receiving, so it's just like the 2 players race...

I see why you might think that's a problem, but it could actually be useful. Do you absolutely need to know what every client receives?


------------------------------------------------------------------
Even though this may end up being impossible, I'm still hopeful that I can figure this out. But still: Help would be appreciated! This is not easy to do alone!

~ Leo
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Old 11/24/2016, 07:25   #49
 
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Originally Posted by leorblx View Post
NOTE: If anyone has a NFSWO_COMMUNICATION_LOG.txt from when the official servers were still up, please send it to me so I can take a look at it.
To me there is only it, but I don't know whether it will help you or tell where to look for this file?
Attached Files
File Type: rar Log4Net.rar (89.2 KB, 19 views)
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Old 11/24/2016, 12:50   #50
 
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@ No, that's just a logging library they used. In the "Data" folder, there should be a file called NFSWO_COMMUNICATION_LOG.txt.

Assuming you never uninstalled the game, that's what I need.
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Old 11/24/2016, 13:00   #51
 
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He is about txt file in Data of NFSW cache. Here is my communication log from online-era (19.07.2015):


My log from offline:
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Old 11/24/2016, 16:07   #52
 
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NFSWO_COMMUNICATION_LOG.txt 11.07.2015
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Old 11/25/2016, 10:13   #53
 
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comlog doesn't have anything useful in it, it's just lines and lines of function call reflections. Even the github author wrote it clearly:
Quote:
If you're the kind of person that likes reading server communication log files, this is for you; if you're somebody who wants a 'private server', this is not the right place.
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Old 11/25/2016, 14:54   #54
 
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without the source code NFSW not be able to make private server. Only that anyone owned debug files from the compiled nfsw (NFSW.pdb). I doubt that EA unleash on the public source code from NFSW, only if the EA declared bankruptcy.

Unless it some kind of manager who resigned at EA, published codes on Github (unrealistic)
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Old 11/25/2016, 14:57   #55
 
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@ Nothing is impossible... unless it's proven to be impossible. And this has not been proven to be impossible.
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Old 11/25/2016, 15:07   #56
 
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So there are ways to obtain a source code of NFSW.

Let me give one example.
Was released recently STALKER Call of Pripyat (2009), source code was published in August, 2014(Leaked?).

If we had the source code would be more easily modifiable in Github (I mean NFSW not a stalker)

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Old 11/25/2016, 16:01   #57

 
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How it's going boys ?
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Old 11/25/2016, 16:09   #58
 
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lorbix, I wanna ask you something about other P4F games, i have every game files. add me in skype: datoika999. Also if i can understand anything, i just can help you in any aspect
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Old 11/25/2016, 20:22   #59
 
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Quote:
Originally Posted by marek17 View Post
without the source code NFSW not be able to make private server. Only that anyone owned debug files from the compiled nfsw (NFSW.pdb). I doubt that EA unleash on the public source code from NFSW, only if the EA declared bankruptcy.

Unless it some kind of manager who resigned at EA, published codes on Github (unrealistic)
Nilzao and I already created a functioning private server, it only lacks the UDP relay. PDB will only reside with the compiler bot—which I think is already deleted— and will only get you function/void addresses, parameter names and global variables; PDB is meant to help debug the app on the user-side.


Also, I had some sort of faith in this thread, but over its duration it has become overly optimistic and not at all realistic. Someone e-mail me at berkay2578[at]gmail when there has been some actual progress and not some public advertisement to get 'fame', cheers.
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Old 11/25/2016, 20:29   #60
 
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ok
So you can feel free to ignore file NFSW.pdb(whole debug process)
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freeroam, need for speed world, reverse engineering, udp


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