Hb Usa Unpacked ^^
lol close this posted this sint working why post if it dosnt even work come on now
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- DBfiller
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thought you were talking about the one klks gave me like a month agocharlie wrote: no proof.
i told you and you didnt know it existed
Joshua - NIGATOR says:
unpacked 382
Joshua - NIGATOR says:
sex
adam- NIGATOR says:
80% unpacked
adam- NIGATOR says:
doesnt run
NOOD
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doesn't run for meScale wrote:Huh? it doesnt work?juggalo2 wrote: lol close this posted this sint working why post if it dosnt even work come on now
Runs fine for me....
(and to solve the other problem i saw the post frist kek)
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i opened, black screen appear, then closed automaticKLKS wrote: most prob its because of the hardcoded API offsets but this looks 99% completely unpacked, way better than what i did
u guys should post where it crashes so he can debug it
oh ya scale, on which tutorial did she do api redirection clearing ?
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same for me and otheres i talkied withSlammeR wrote:i opened, black screen appear, then closed automaticKLKS wrote: most prob its because of the hardcoded API offsets but this looks 99% completely unpacked, way better than what i did
u guys should post where it crashes so he can debug it
oh ya scale, on which tutorial did she do api redirection clearing ?
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Arcivhe .rar Fail :S
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Just saw the 1st one, it's great!wish someone had told me of lena before.. so much better then those weird tuts ghost used to give me
<a href='http://www.tuts4you.com/tutorials/lena/' target='_blank'>http://www.tuts4you.com/tutorials/lena/</a>
I was thinking it took me mounths to understand what can be found there !
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Ahhh i dont have hb installed just the .exe, (then u just get the msg box saying u need to update)
and it ran after unpacking so that means that its one of 3 things (i hope).
Security check (crc / filesize etc)
incorrect jump
incorrect api
Since it closes without a error msg.
Now my problem is i cant see it lol hb pops up and then i cant see my olly nomore
and it ran after unpacking so that means that its one of 3 things (i hope).
Security check (crc / filesize etc)
incorrect jump
incorrect api
Since it closes without a error msg.
Now my problem is i cant see it lol hb pops up and then i cant see my olly nomore
1- There is a HB windower around. Not perfect but may help...
2- there is a local command: /enabletogglescreen. It's in the 382 client too. If it's activated, you may use it... You may even call the "m_DDraw.ChangeDisplayMode(G_hWnd);" in earlly loading stage.
Here is a call sample from your client: ( from ::OnSysKeyUp(..) )
3- Found strange bytes:
// Generated by Hex Workshop
// HelGame 382 Scale.exe - Starting Offset: 809816 (0x000C5B58) Length: 30 (0x0000001E)
unsigned char rawData[30] = {
0xBF, 0xB9, 0xBB, 0xF3, 0xC4, 0xA1, 0x20, 0xBE, 0xCA, 0xC0, 0xBA, 0x20, 0xB9, 0xF6, 0xB1, 0xD7,
0xC0, 0xD4, 0xB4, 0xCF, 0xB4, 0xD9, 0x2E, 0x20, 0xA4, 0xD0, 0x2E, 0x2E, 0xA4, 0xD0,
} ;
Those bytes are suposed to be a string, and explain a reason for not obtaining a Pandent.
As I don't know what are suposed to be those "stolen bytes" ....
2- there is a local command: /enabletogglescreen. It's in the 382 client too. If it's activated, you may use it... You may even call the "m_DDraw.ChangeDisplayMode(G_hWnd);" in earlly loading stage.
Here is a call sample from your client: ( from ::OnSysKeyUp(..) )
Code: Select all
00452A34 |. A1 14925700 MOV EAX,DWORD PTR DS:[579214]
00452A39 |. 50 PUSH EAX ; /Arg1 => 00000000
00452A3A |. 81C1 2C8D0000 ADD ECX,8D2C ; |
00452A40 |. E8 7BF5FAFF CALL 00401FC0 ; \HelGame_.
3- Found strange bytes:
// Generated by Hex Workshop
// HelGame 382 Scale.exe - Starting Offset: 809816 (0x000C5B58) Length: 30 (0x0000001E)
unsigned char rawData[30] = {
0xBF, 0xB9, 0xBB, 0xF3, 0xC4, 0xA1, 0x20, 0xBE, 0xCA, 0xC0, 0xBA, 0x20, 0xB9, 0xF6, 0xB1, 0xD7,
0xC0, 0xD4, 0xB4, 0xCF, 0xB4, 0xD9, 0x2E, 0x20, 0xA4, 0xD0, 0x2E, 0x2E, 0xA4, 0xD0,
} ;
Those bytes are suposed to be a string, and explain a reason for not obtaining a Pandent.
As I don't know what are suposed to be those "stolen bytes" ....
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Reversing goes on, here a list of new MSGIDs....
And here is reversed client side functions:
NB: I did not test all this stuff as I'd need to code it server side too. Any ways, all Angel code released her (even mine) don't use the msg above.
Edit:
As I go on Crafting functions, I enconter a strange behaviour....
- Crafting uses a cfg, client side as Manuf, functions are coded to check if correct parts are present...
- But the Crft Box, is merelly a clip & paste from Alchemy bowl (even the positions are exactelly the sames...) It never cares to check if uses parts are part of a crafting receipe or not!
At this point, either I'm missing something important, or Siementec intended in the 1st place to build a full box system as for Manuf, but never finished it. . .
Code: Select all
// reversed 3.60+ MSGIDs by Snoopy
#define DEF_NOTIFY_SLATE_BERSERK 0x0BED // Berserk magic casted!
#define DEF_NOTIFY_LOTERY_LOST 0x0BEE // You draw a blank. Please try again next time..
#define DEF_NOTIFY_0BEF 0x0BEF // Strange behaviour, but Crafting related
#define DEF_NOTIFY_CRAFTING_SUCCESS 0x0BF0 // Crafting ok
#define DEF_NOTIFY_CRAFTING_FAIL 0x0BF1 // Crafting failed
#define DEF_NOTIFY_ANGELIC_STATS 0x0BF2 // Sends m_iAngelicStr, Int, Dex, Mag to client
#define DEF_NOTIFY_ITEM_CANT_RELEASE 0x0BF3 // "Item cannot be released"
#define DEF_NOTIFY_ANGEL_FAILED 0x0BF4 // Failed receiving an Angel pandent
#define DEF_NOTIFY_ANGEL_RECEIVED 0x0BF5 // "You have received the Tutelary Angel"
#define DEF_NOTIFY_SPELL_SKILL 0x0BF6 // Loads Speell list skill list silentlly
#define DEF_COMMONTYPE_CRAFTITEM 0x0A28 // Craft item
Code: Select all
case DEF_NOTIFY_SLATE_BERSERK: // reversed by Snoopy: 0x0BED
AddEventList( DEF_MSG_NOTIFY_SLATE_BERSERK, 10 );//"Berserk magic casted!"
m_bUsingSlate = TRUE;
break;
case DEF_NOTIFY_LOTERY_LOST: // reversed by Snoopy: 0x0BEE:
AddEventList( DEF_MSG_NOTIFY_LOTERY_LOST, 10 );//"You draw a blank. Please try again next time.."
break;
case DEF_NOTIFY_0BEF: // 0x0BEF: // Snoopy: ? (Crafting related)
// I'm noot sure at all of this function's result,
// It should be a function like:
_bCheckCraftItemStatus();
break;
case DEF_NOTIFY_CRAFTING_SUCCESS: //reversed by Snoopy: 0x0BF0:
DisableDialogBox(25);
AddEventList(NOTIFY_MSG_HANDLER42, 10); // "Item manufacture success!"
PlaySound('E', 23, 5);
switch (m_sPlayerType) {
case 1:
case 2:
case 3:
PlaySound('C', 21, 0);
break;
case 4:
case 5:
case 6:
PlaySound('C', 22, 0);
break;
}
break;
case DEF_NOTIFY_CRAFTING_FAIL: //reversed by Snoopy: 0x0BF1:
cp = (char *)(pData + DEF_INDEX2_MSGTYPE + 2);
ip = (int *)cp;
iV1 = *ip; // Error reason
switch (iV1) {
case 1:
AddEventList(DEF_MSG_NOTIFY_CRAFTING_NO_PART, 10); // "There is not enough material"
PlaySound('E', 24, 5);
break;
case 2:
AddEventList(DEF_MSG_NOTIFY_CRAFTING_NO_CONTRIB, 10); // "There is not enough Contribution Point"
PlaySound('E', 24, 5);
break;
default:
case 3:
AddEventList(DEF_MSG_NOTIFY_CRAFTING_FAILED, 10); // "Crafting failed"
PlaySound('E', 24, 5);
break;
}
break;
case DEF_NOTIFY_ANGELIC_STATS: // reversed by Snoopy: 0x0BF2
cp = (char *)(pData + DEF_INDEX2_MSGTYPE + 2);
ip = (int *)cp;
m_iAngelicStr = *ip; // m_iAngelicStr
cp +=4;
ip = (int *)cp;
m_iAngelicInt = *ip; // m_iAngelicInt
cp +=4;
ip = (int *)cp;
m_iAngelicDex = *ip; // m_iAngelicDex
cp +=4;
ip = (int *)cp;
m_iAngelicMag = *ip; // m_iAngelicMag
break;
case DEF_NOTIFY_ITEM_CANT_RELEASE: // reversed by Snoopy: 0x0BF3
AddEventList(DEF_MSG_NOTIFY_NOT_RELEASED , 10 );//"Item cannot be released"
cp = (char *)(pData + DEF_INDEX2_MSGTYPE + 2);
ItemEquipHandler(*cp);
break;
case DEF_NOTIFY_ANGEL_FAILED: // reversed by Snoopy: 0x0BF4
cp = (char *)(pData + DEF_INDEX2_MSGTYPE + 2);
ip = (int *)cp;
iV1 = *ip; // Error reason
switch (iV1) {
case 1: // "BFB9BBF3C4A120BECAC0BA20B9F6B1D7C0D4B4CFB4D92E20A4D02E2EA4D0" (Stolen bytes ?)
AddEventList(DEF_MSG_NOTIFY_ANGEL_FAILED , 10 ); //"Impossible to get a Tutelary Angel." // Invented by Snoopy.
break;
case 2: //
AddEventList(DEF_MSG_NOTIFY_ANGEL_MAJESTIC , 10 );//"You need additional Majesty Points."
break;
case 3: //
AddEventList(DEF_MSG_NOTIFY_ANGEL_LOW_LVL , 10 ); //"Only Majesty characters can receive Tutelary Angel"
break;
}
break;
case DEF_NOTIFY_ANGEL_RECEIVED: // reversed by Snoopy: 0x0BF5:
AddEventList(DEF_MSG_NOTIFY_ANGEL_RECEIVED, 10 );// "You have received the Tutelary Angel."
break;
case DEF_NOTIFY_SPELL_SKILL: // reversed by Snoopy: 0x0BF6
cp = (char *)(pData + DEF_INDEX2_MSGTYPE + 2);
for (i = 0; i < DEF_MAXMAGICTYPE; i++)
{ m_cMagicMastery[i] = *cp;
cp++;
}
for (i = 0; i < DEF_MAXSKILLTYPE; i++)
{ m_cSkillMastery[i] = (unsigned char)*cp;
if (m_pSkillCfgList[i] != NULL)
m_pSkillCfgList[i]->m_iLevel = (int)*cp;
cp++;
}
break;
Edit:
As I go on Crafting functions, I enconter a strange behaviour....
- Crafting uses a cfg, client side as Manuf, functions are coded to check if correct parts are present...
- But the Crft Box, is merelly a clip & paste from Alchemy bowl (even the positions are exactelly the sames...) It never cares to check if uses parts are part of a crafting receipe or not!
At this point, either I'm missing something important, or Siementec intended in the 1st place to build a full box system as for Manuf, but never finished it. . .
_\_ _<br> / , \__/ . \ Admin of Equilibrium Project<br> II\ \___ . O<br> III \_/ \ _ / <a href='http://www.equiprojet.com' target='_blank'>http://www.equiprojet.com</a><br> II I¯I
link to hb windower if you need it
<a href='http://www.unadvised.net/modules.php?na ... load&cid=5' target='_blank'>http://www.unadvised.net/modules.php?na ... d&cid=5</a>
<a href='http://www.unadvised.net/modules.php?na ... load&cid=5' target='_blank'>http://www.unadvised.net/modules.php?na ... d&cid=5</a>
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