Un-encoding the .m and .h files |
Mon, 26 January 2004 06:02 |
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schpat | | Crewman 2nd Class | Messages: 19
Registered: January 2004 Location: Cape Town, South Africa | |
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Hey all,
I was just wondering if there was a way to see the "source" information that is passed in the .m file and stored in the .h file. IE does anyone know how to un-emcode these files?
Thanks
Schpat
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Re: Un-encoding the .m and .h files |
Mon, 26 January 2004 07:15 |
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True-Chaos | | Crewman 1st Class | Messages: 26
Registered: October 2003 Location: Canada | |
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I think the quick and easy answer for the .m is no.
LEit has mentioned in FreeStars! that the encoding on the files was never released.
For the host file Maim has decoded parts of it, so has some not so truefull people... (Summer's Game)
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Re: Un-encoding the .m and .h files |
Tue, 27 January 2004 07:49 |
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For the host file Maim has decoded parts of it, so has some not so truefull people... (Summer's Game)
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Actually.. As far as I know I'm the only one to do anything with the HST files.. The Summer incident was (as I understand) done using Stars Ed to cheapen things to zero cost.. Therefore the cheaters would have to be A) the host or B) in league with the host... Which is probably why you thought it was done via host file editing.
[Updated on: Tue, 27 January 2004 21:18] by Moderator
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Re: Un-encoding the .m and .h files |
Tue, 27 January 2004 08:34 |
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schpat | | Crewman 2nd Class | Messages: 19
Registered: January 2004 Location: Cape Town, South Africa | |
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>If you can decode the .m#, then you can see everyone else's >turn.
>If you can't figure out how that could break the game...
Hey, I understand that there would be a problem with seeing everybody else's turns if the .M# file was unencoded, but surely not if the .H# file was. All I basically want is all the information that I can see in the UI dumped to txt file. Now if someone were to write unencode the file and write a util that required a password to dump that info, would that be so bad?
Now personally I don't have the skills to unencode the file, but I would be willing to learn them if someone was able to give me a starting point.
The problem I have is that so many people are worried about other players cheating. I've only been playing Stars! for about 3 months now so I'm new to the comunity, but is cheating really that prevalent? Other multi-player turn based games that I have played have been far less secure than Stars!, but I never found a cheater in any of the games that I played. Basically I tink that the vast majority of players are honest and really wouldn't cheat, after all that takes the fun out of the game.
Just my opinnion
schpat
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Re: Un-encoding the .m and .h files |
Tue, 27 January 2004 14:54 |
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Well from what I understand from expirence, the H file contains approximately this:
1) Planet data (no big deal), Not even sure it stores anything besides planets you can't now but have at one point seen.
2) enemy fleet data (ships you've seen, designs you've fought, etc...)
3) graph histories. (Probably a series of points...)
4) Filter & probably other minor settings (how do I know? Logic. Plus I know they aren't in the M files.)
5) some sort of racial Identifyer so you can't just rename it to see someone elses data.
6) almost curtainly the same encryption scheme used in ALL encrypted stars files. (But I haven't verified this, though I suspect it to be the case)
7) The year.. (I wrote something to check years for ALL dated Stars files, wrote it to keep my ally's H files upto date and to inform me when I'd slacked off. Also says when someone's been skipping turns.)
I'm not sure what else is in the H files, but I haven't so much as checked to see if they used the same encryption for 2 simple reasons:
1) I don't see the point in trying. (Minimal useful information)
2) it would be a real pain to figure out.
That's my take on it.. Also as for ship data, you could probably have an easier job writing a program to use keystrokes and auto visually record and scan through all designs and then do a visual analisys on the images and pick out the parts that way.. Probably be easier than trying to find the same data and decrpyt it in the H file.
That's my 3.14 cents on the matter
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Re: Un-encoding the .m and .h files |
Tue, 27 January 2004 21:22 |
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Ron | | Commander Forum Administrator Stars! AutoHost Administrator | Messages: 1232
Registered: October 2002 Location: Collegedale, TN | |
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schpat wrote on Tue, 27 January 2004 08:34 |
Hey, I understand that there would be a problem with seeing everybody else's turns if the .M# file was unencoded, but surely not if the .H# file was. All I basically want is all the information that I can see in the UI dumped to txt file. Now if someone were to write unencode the file and write a util that required a password to dump that info, would that be so bad?
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The encryption scheme is the same for all Stars! files. If one is cracked, they all are. If someone released a tool to decode .h files, it could easily be reverse-engineered to decode .m and .x files, and that would mean (almost) the end of all multiplayer Stars! games.
IF that happened, I would have to require a password entry to download .m files, .m files would not be publically available anymore, and ONLY .def and .r files would be accepted to start new games.
Ron Miller
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Re: Un-encoding the .m and .h files |
Wed, 28 January 2004 10:00 |
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There are a number of existing utilites out there that generate useful output based on importing information from those .pxx files. (A few older ones work on .pla format too I think.)
Search around a little bit here in the downloads section and forums, on the web, and maybe a Google search in the "rec.games.computer.stars".
You might also want to find a copy of "Posey's Spreadsheet" and/or the "Stars! Calculator" since they both contain useful calculators for various facets.
"Posey's" also has a list of the turn order of events that is fairly accurate (wormhole exit shifting being incorrect for one). I put the name in quotes since there are different versions of it about and some have additional worksheets. The version I have is mainly used for calculating overgating damage - and I can vouch for the general accuracy of the calculation from experience.
- Kurt
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Re: Un-encoding the .m and .h files |
Wed, 28 January 2004 10:23 |
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Another thing P## files have that PLA don't is Stargate and Packet Launcher statistics. Which allow a program such as Xtreme Boarders to accurately plot out multi-racial stargate networks... The only thing the F## files really lack is 1) to perfectly seporate spesific designs out of mixed fleets and 2) details on the designs themselves.. Oh.. and they don't show Wormhole, MT, packets or debris.. So sad. But there's no easy way I know of to search for these things either. Except visually.
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