client-server CheckSum
See original GitHub issueHi, i’v emulate client login and select character, then join into world and in some seconds get disconnect from server.
i start investigate and see this packets:
c3 08 03 00 5b cf d2 11
c3 08 03 00 30 31 1f ae
maybe this is checksum? do you know how to get this/create?
this code capture checksum and return to client?
also next packet after is:
c1 05 18 16 5f
and it’s always the same
thanks.
Issue Analytics
- State:
- Created 6 years ago
- Comments:9 (9 by maintainers)
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Well, when I played this game about 8 years ago, I researched a lot about the mu online protocol and game mechanics. The “mu helper” wasn’t there yet, so I developed some packet based bots 😉
You can find some informations about the client checksum here: http://forum.ragezone.com/f197/main-checksum-dat-generator-422560/ http://forum.ragezone.com/f197/multicore-checksum-dat-generator-662748/
GetIndex reverse function: https://github.com/kessiler/muOnline-season6/blob/1e331e5765e102f44c7af29b6834a6bda96fcc2b/gameServer/gameServer/protocol.cpp#L1402
launcher saved me, and i connect to my proxy. and now i have interesting things.
GetIndex from 0x1d28 and 0x1d18 is 673 so Checksum 4 bytes must be similar (or i mistake) but sending this two challenge to client from my proxy give me this:
0x1d18 c3 08 03 0c c0 c7 66 98 (decrypted)
0x1d28 c3 08 03 0c a1 ee 74 47 (decrypted)
i think this server have more complicated secure, so i try get full table from 0x0001 to 0xffff and search for algorithm or so)
thx very much for your help! ❤️