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Search found 43 matches

by kornto
Mon Jan 21, 2008 6:18 pm
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 226288

Are we talking about the same thing? We talk about decrypting the text strings. They are simply XOR'd, yes, but that was known like already 2 years. Our problem now is to find out what they changed from old to new encryption. Old one was: Every character was XOR'd with another value. The calculatio...
by kornto
Mon Jan 21, 2008 10:43 am
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 226288

Are we talking about the same thing? We talk about decrypting the text strings. They are simply XOR'd, yes, but that was known like already 2 years. Our problem now is to find out what they changed from old to new encryption. Old one was: Every character was XOR'd with another value. The calculatio...
by kornto
Mon Jan 21, 2008 8:52 am
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 226288

No. In msea only some of the folders are encrypted. For example in UI.wz, the images in WindowUI are encrypted but in another folders not. I figured out the encryption of kmst some months ago, and i said that i did it without disassembling. The encryption is still a crap. I keep it private because ...
by kornto
Sun Jan 20, 2008 11:12 pm
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 226288

I checked one of the strings in list.wz, it is just a name of .img folder in one of the wz files. Maybe it is a list of the encrypted folders? because not all the folders encrypted. What do you mean by "not all folders are encrypted"? All the *.img files in all the wz's are packed and enc...
by kornto
Sun Jan 20, 2008 10:42 pm
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 226288

I checked one of the strings in list.wz, it is just a name of .img folder in one of the wz files.
Maybe it is a list of the encrypted folders? because not all the folders encrypted.
by kornto
Sun Jan 20, 2008 9:09 pm
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 226288

But if you find it, please don't leak it, so they won't change it to an hard encryption. There's always a new challenge :) Disassembling the game to get the packet encryption was enough, I don't want more :(. My hint is, that there is a way to figure out the new wz encryption without disassembling.
by kornto
Sun Jan 20, 2008 4:36 pm
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 226288

The blocks from the new file are encrypted strings. I will check it later. The new encryption is a crap. But if you find it, please don't leak it, so they won't change it to an hard encryption. Anyway, i found the encryption of the packets too(by dissembling), i tried to do a litte server on my comp...
by kornto
Sun Dec 30, 2007 9:14 pm
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 226288

If ':' == 10, then ';' could equal 11. That would get to be x.replace(':', '10').replace(etc.)... For now, it would work, since there are no 11's, but it might fail in the future. It isn't 10! It is ':'. the font thing is for the clock. And there are 11 characters in the clock: 0,1,2,3,4,5,6,7,8,9,...
by kornto
Sun Dec 30, 2007 7:48 pm
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 226288

As of this moment, I can only think of one other problem with this python extractor. In UI//UIWindow.img, a file is extracted with the name "Memo.FontTime...png". This causes Windows to not recognize the filename. The actual filename should be "Memo.FontTime.10.png". I looked at...
by kornto
Sun Dec 30, 2007 10:36 am
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 226288

-extract73type doesn't return all the values. Here is the fix: if(iname == "Canvas"): space = rU16(f) ; checkA(space, [0, 256], f) if(space == 256): nil = rU16(f) count = rU8(f) for i in range(count): qname = dumpBlock(f, name, baseOffset) val = dumpEntryValue(f, name + "/" + st...
by kornto
Sat Dec 29, 2007 11:17 pm
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 226288

Hi Fiel, It is koolk. I promised to send you fixes to all the bugs but i forgot, sorry. I see that you fixed two bugs already, nice! So here is more fixes: -In other versions(MSEA for example) there is another problem with Map.WZ. In subBlock, the flag is 0x73. So add this in subBlock before: check(...
by kornto
Tue Jun 26, 2007 3:25 pm
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 226288

oh, you tried it on another version
ok
this should work
by kornto
Sun Jun 24, 2007 10:59 pm
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 226288

i changed the code a little bit
now it extract mp3 files and it skips two files that cause problems in Map.wz
so it extract the Tile folder