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  1. #1
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    ROTMG Mod Selector Updated as of 10/20/2012

    Edit: Updated program. It uses different libraries for the gui. Hopefully fixed problem with 64-bit machines.

    Well I've been working on this for almost a week now. The idea came from Basillius' Patcher released a little while ago. While a great program, it didn't allow for an easy way to add new hacks without making a whole new client to support them. Realizing the need for such a program that would allow for easy adding/removing of hacks (like Basillius' Patcher) but also allow for new hacks to be added without the need for a special client, I decided to make this. This Mod Selector allows one to add hacks by saving the little code bits in text files and linking those text files to the disassembled .asasm by way of an .xml file. It is good for those that don't really enjoy making clients (like me ). It will allow people like me to focus on making hacks while at the same time allow others to easily add them.



    A little disclaimer

    While the program works perfectly fine, this should be treated like an alpha, alpha, alpha version. There is plenty of room for improvement. A couple of things worth mentioning:

    - This is the first java program I made (and only started coding in it a week ago). Thus, a lot of the code is picked up from the internet and made to work. This means that it isn't really optimized.
    - Exception handling is awful. Since this program deals with a lot of files on the hard drive, errors can happen for any little thing. I didn't take time learn how and to apply proper exception handling in this program.
    - GUI is extremely basic. It provides just the bare minimum to get the job done.
    - The program only supports an original .swf file in the directory of the mod selector (one can get around this with modification of the .ini file).
    - Since the program uses windows executables (RABCDAsm programs), this program is windows only.
    - Hack conflicts can happen (like having two sets of files that does the same hack in the mod folder). No code was written to help prevent this.
    - Only supports inserting of code. It can't delete lines from the .asasm files. Since this is a stack based language this isn't much of a problem.
    - No support for hack options (a big feature that is missing).



    How to use
    Just extract the downloaded .zip to a folder. Open the folder and double click the rotmgModSelector.bat file. It will open up the console and gui. In the gui, select the hacks you would like in the modded client by checking them. Once you are satisfied with your selection, click build. It will take a little bit of time (you can see the progress being made in the cmd window). Once finished, in the cmd window you'll see "Finished!" then below it the location of the modified file. The modified file is setup to be made in the Mod Selector directory by default. Open the modded swf file with your swf program of choice (I prefer Adobe Flash Projector). Play rotmg.



    How to add/remove hacks from list
    All hack files should be placed in the mod folder of the mod selector directory. The Mod Selector will automatically parse the directory for hacks and display them in the gui when loaded. If you wish to get rid of a hack, simply move the associated files out of the directory (or delete them). When an update comes around and we move to the new client people will need to delete the old hacks and point the program to the new unmodified client.



    Writing new hacks
    If you are interested in adding hacks of your own to the Mod Selector take a look that the contents of the .zip files in the mod directory. Basically every hack will have a .xml associated with it. The .xml file tells the mod selector how to apply the hack. The <mod> tag adds a unique hack. There can be multiple <mod> tags in an .xml (an example can be found in the noDebuffs.zip). Inside the <mod> tags you'll find <code> tags. Each code is responsible for insertion of a block of code at one particular area in one .asasm file. There can be multiple <code> tags for a particular hack. The attributes file2mod and line of the <code> tag tells the program what file to place the code in and line number to place it at. One important thing to note is that the line number is the line number of the unmodified .asasm file from the unmodified client. Inside the <code> tag is a reference to a txt file (can be any text based file really). The txt file referenced here must be in the same folder as the .xml file. In the .txt file is the actual code to insert for that particular <code> tag.

    That pretty much explains everything you need to know about the format. Just stick the .xml and associated .txt files in the mod folder (or .zip them up if you wish). The Mod Selector will find it and add it to the list on load up.



    The source
    My eclipse project folder has been included in the .zip file in the source folder for those who are interested.



    One final note
    The program is packaged with the first version of the v1.0 client. Wild Shadow has updated the client already without changing the version number so those looking to use the newer client will have to start from scratch as the hacks will not function with it. I decided that I'm going to stick with and develop on the first version of the client till they decide to change the version number.



    Thanks
    I would like to thank JustAnoobROTMG for his work on updating the codes for the original v1.0 client. I used them to add most of the hacks found in this program.

    Try this .jar file. It is compiled with jre6. Hopefully this will help those who can't get the latest version of java to work. Just replace the .jar file in the mod selector folder with this one.
    Virus scans :
    https://virusscan.jotti.org/en/scanre...155d98cb93d6fd
    https://www.virustotal.com/file/c3c5...is/1350736433/
    <b>Downloadable Files</b> Downloadable Files
    Last edited by Janitor; 10-20-2012 at 03:34 PM.

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  3. #2
    website123's Avatar
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    i love u nilly u are awesome...
    i realy do hacks only for nfsonline for my friends!
    but u are my inspiration to one day be great

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    thank you so much nilly

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    what is a production server?

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    It's there so people who want to play on the test server can. Most clients here hack the client to connect to production servers as standard (the normal servers everyone plays on).

  8. #6
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    Impressive. Thanks Nilly.

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    @nilly will this work for every updated patch rotmg comes out with? just wondering :P

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    It will work but hacks will need to be redone.

    One interesting thing is someone could release a hack for this program to change the version number so people could still use the old hacks (providing nothing changed with the packets).
    Last edited by nilly; 10-07-2012 at 09:38 PM.

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    @nilly Can't you just insert "pop, pushfalse" to be changed to production, since you will be downloading the new assembled swf file to use this mod, then mod can just do the rest, am i right? o.o

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    Yer the best as always nilly!

  13. #11
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    Quote Originally Posted by pokie View Post
    @nilly Can't you just insert "pop, pushfalse" to be changed to production, since you will be downloading the new assembled swf file to use this mod, then mod can just do the rest, am i right? o.o
    Not sure I get what you mean. The codes made are exclusive to one version of the client. If a new version comes around, as we all know, old codes don't function anymore. That's why when a new version comes around the hacks will need to be redone.

    The mod can work on a client that is already patched for production but there is no need when one can just write the .xml file and .txt file for the hack. It is important that we work from one version of the client otherwise hacks created will run the chance of being incompatible with one another. The client that everyone can readily get is the one downloaded from realm servers (at least till they decided to do secret patches :/). That's why the unmodified version of the client is used to base all hacks on.

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    @nilly ahhh ic, but what about updates that may contain new dungs, etc, wouldn't that make you not see them, like using older client w/o having ghost ship spawns, etc will result u seeing a black screen and breaking ammy, that is if you use the same client to insert/patch the codes.

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    also will this be usable with kong?

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    Quote Originally Posted by pokie View Post
    @nilly ahhh ic, but what about updates that may contain new dungs, etc, wouldn't that make you not see them, like using older client w/o having ghost ship spawns, etc will result u seeing a black screen and breaking ammy, that is if you use the same client to insert/patch the codes.
    You are right. Staying with an older version will cause those problems. When a new official version comes out, I'll be migrating to that one and making hacks for that. The program will work with a new version, just the existing hacks wont. We'll all have to go through the same process of updating them.

    On a side note, I'm not sure what Wild Shadow is planing on doing with their version updates now that we got a wonky v1.0 client and they already secretly updated it. Not sure if this is the new normal for updates or not. I decided I'm going to work on the client that I have till an official update or problems happen. Then I'll migrate to the newest version.

    ---------- Post added at 11:17 PM ---------- Previous post was at 11:15 PM ----------

    Quote Originally Posted by Dragonlord3344 View Post
    also will this be usable with kong?
    No, it doesn't currently work with kong. Perhaps in the future it will work if someone manages to make a hack for connecting to kong on standalone clients.

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    @nilly Ahh ic, sounds good, that's why I wanted to manually go in and find the _-variables and update them, as if you know where to look for, it might take 30mins-2hrs to update everything if it goes well. But your mod looks pretty good, keep up the good work, and yea I don't know what their planing with their version #'s, maybe they will secretly update their codes w/o saying it out to the public? One way to fight their stupid constant updates it to make a fully hacked client right after the update came out, have everything on it, then they can do whatever they want with their codes tbh, as it won't effect the modified client you already made after the update came out.

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