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Diablo in-game packet help

Started by drivehappy, July 06, 2003, 05:29 PM

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drivehappy

I wanted to write some functions to read and send packets to battle.net and the client while in the game. I've found that client->server packets aren't encrypted while the server->client ones are. I'm wondering if there is an example or source somewhere that will decrypt the packets. If not, could someone direct me as to how I would find the algorithm?

dxoigmn

It's been posted before, use the search function of the forum.

drivehappy

I have looked and couldn't find anything pertaining to my question.

dxoigmn


drivehappy

Thanks a bunch, wonder why I didn't find that. You wouldn't happen to know where a VB version is do you? In the meantime I'll try converting :(.

dxoigmn

Quote from: drivehappy on July 06, 2003, 11:01 PM
Thanks a bunch, wonder why I didn't find that. You wouldn't happen to know where a VB version is do you? In the meantime I'll try converting :(.

I'm sure someone has converted it to Visual Basic but just hasn't posted it publically.  Myself, I went the lazy way and added it to a my dll.

Noodlez

Quote from: kamakazie on July 06, 2003, 11:05 PM
Quote from: drivehappy on July 06, 2003, 11:01 PM
Thanks a bunch, wonder why I didn't find that. You wouldn't happen to know where a VB version is do you? In the meantime I'll try converting :(.

I'm sure someone has converted it to Visual Basic but just hasn't posted it publically.  Myself, I went the lazy way and added it to a my dll.

Do you have in-game support kama? If so, I'm curious to know how far you've gone, and if you can generate a map based on the map seed? I can do pretty much everything except that :(.

dxoigmn

Quote from: Noodlez on July 07, 2003, 03:56 AM
Do you have in-game support kama? If so, I'm curious to know how far you've gone, and if you can generate a map based on the map seed? I can do pretty much everything except that :(.

Nope.  When that code became public I just experimented with games, never doing anything besides chatting with other players.  I've recently had to rebuild everything because of hd failure.  Until my bot comes to the point where I want it to be I'll start working on game support once again.

dxoigmn

Quote from: kamakazie on July 07, 2003, 09:31 AM
Quote from: Noodlez on July 07, 2003, 03:56 AM
Do you have in-game support kama? If so, I'm curious to know how far you've gone, and if you can generate a map based on the map seed? I can do pretty much everything except that :(.

Nope.  When that code became public I just experimented with games, never doing anything besides chatting with other players.  I've recently had to rebuild everything because of hd failure.  Until my bot comes to the point where I want it to be, only then will start working on game support.

EvilCheese

If you're in game and using the regular client it would probably be easier to hook/stub the packet send/receive functions in a place where the data is already decrypted.

Noodlez, if you want to generate a map from a seed, check out the maphack source and reverse the dll exports that it calls, alternatively use the D2 dlls themselves to build your map.

I wouldnt do anything with that until the patch is finalised though, since they're likely to change the system in at least a small way to disable maphack for a while.

drivehappy

I really don't know C++ and I'm having problems getting the DLL I build to work within VB. Could someone send me theirs: [email protected].