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Chnossos

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  1. For others that would like to understand in more details: The login server also uses a protocol (sent by the server to the client in the very first packet). For instance, the C4 client (the one I'm developing my emulator for) expects the protocol number `50721` (or `0xc621`) which works as follow (from what I've gathered): Preamble: L2 packets are divided into two parts: size and payload; As mentioned, every packet starts with two bytes containing the whole packet size (thus including those two bytes, e.g. a packet of size 15 will have the number `15` written onto its first two bytes and a following payload of 13 bytes); For login server, first byte of the payload is the opcode (game server must deal with variable-sized opcodes); Next bytes are the packet content; Before sending the packet, its buffer size (minus the initial two bytes) is padded to 8 bytes (required by upcoming Blowfish encoding); A checksum of the packet is appended at the end, then the payload is again padded to 8 bytes; If the opcode is not `0` (also written as `0x00`), then the payload is encoded by Blowfish; Packet is sent over the network. You can have a look at my implementation (in C++) here (do note I'm assuming little-endian). In this protocol, the auth packet (`0x00`) sent back by the client is RSA encrypted using the RSA modulus sent in the first server packet, inserted right after the protocol number.
  2. Sadly, it seems the author removed all its valuable work from the internet…
  3. Question is in the title. I'm using the 656 C4 client and developing my own server in C++. When I send the StatusUpdate packet with experience, the %xp bar changes, so the client knows about the amount of experience for each level. Where can I find this and extract it? I am not interested in using another server/datapack experience table, only looking to learn where/how to extract this myself. Thank you.
  4. Any chance someone can name (or link) the software from this screenshot?
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