Hi,
it's great that you still want to accomplish this. But why do you want to look into the Storm.dll? Network and MPQ files are already very good documencted.
On another note, I am currently doing (among other things) a replay parser. The parser itself is finnished, but it doesn't show much information because in replays there is not documented how much dmg one unit deals to another. And also it does not say when a unit gets killed. This gets all calculated during runtime with a SeedValue that is saved in the replay.
I think that would be a great start point to reverse engineer the algorithm that calculates the dmg from the seed and maybe some other data (the time the game is running??) and of course you would help me alot
Wfg
Physaro
it's great that you still want to accomplish this. But why do you want to look into the Storm.dll? Network and MPQ files are already very good documencted.
On another note, I am currently doing (among other things) a replay parser. The parser itself is finnished, but it doesn't show much information because in replays there is not documented how much dmg one unit deals to another. And also it does not say when a unit gets killed. This gets all calculated during runtime with a SeedValue that is saved in the replay.
I think that would be a great start point to reverse engineer the algorithm that calculates the dmg from the seed and maybe some other data (the time the game is running??) and of course you would help me alot

Wfg
Physaro
.
and I am currently stuck in the login process because I always get a wrong password message. Currently I think the problem is how I send the BNLS_LOGONPROOF (0x03) message. I captured SID_AUTH_ACCOUNTLOGON packet and than read the salt and the server key as byte arrays. The documentation for 0x03 say that I have to send Dword so I converted those byte arrays to dwords and send them. Now I think that this is causing my problems because the byte order is changed. Could it be that I should send them as bytes to the BNLS server?