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  #21  
Old 11-04-2006, 01:05 PM
Rockair
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Default something is wrong

i found a "base64" reference
http://www.garykessler.net/library/base64.html
and thats says, 1 base64 digit = 6 binary digit = 2 hex digit so maybe i'm wrong and please correct me but i think the converter which was mentioned above is WRONG. so... any idea?
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  #22  
Old 11-04-2006, 07:51 PM
Clone
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Code:
Warrior/Monk

AxAAAAAAAAAAAAAA	03 10 00 00 00 00 00 00 00 00 00 00		All Skills Zero	

AxERMAAAAAAAAAAAAA	03 11 11 30 00 00 00 00 00 00 00 00 00	1 Strength		
AxERUAAAAAAAAAAAAA	03 11 11 50 00 00 00 00 00 00 00 00 00	2 Strength
AxERcAAAAAAAAAAAAA	03 11 11 70 00 00 00 00 00 00 00 00 00	3 Strength		

AxEhMAAAAAAAAAAAAA	03 11 21 30 00 00 00 00 00 00 00 00 00	1 Axe			
AxEhUAAAAAAAAAAAAA	03 11 21 50 00 00 00 00 00 00 00 00 00	2 Axe			
AxEhcAAAAAAAAAAAAA	03 11 21 70 00 00 00 00 00 00 00 00 00	3 Axe			

AxExMAAAAAAAAAAAAA	03 11 31 30 00 00 00 00 00 00 00 00 00	1 Hammer		
AxExUAAAAAAAAAAAAA	03 11 31 50 00 00 00 00 00 00 00 00 00	2 Hammer		
AxExcAAAAAAAAAAAAA	03 11 31 70 00 00 00 00 00 00 00 00 00	3 Hammer		

AxERNAAAAAAAAAAAAA	03 11 11 34 00 00 00 00 00 00 00 00 00	1 Tactics		
AxERVAAAAAAAAAAAAA	03 11 11 54 00 00 00 00 00 00 00 00 00	2 Tactics		
AxERdAAAAAAAAAAAAA	03 11 11 74 00 00 00 00 00 00 00 00 00	3 Tactics		

AxEQHAAAAAAAAAAAAA	03 11 10 1c 00 00 00 00 00 00 00 00 00	1 Heal			
AxEQLAAAAAAAAAAAAA	03 11 10 2c 00 00 00 00 00 00 00 00 00	2 Heal			
AxEQPAAAAAAAAAAAAA	03 11 10 3c 00 00 00 00 00 00 00 00 00	3 Heal			

AxEgHAAAAAAAAAAAAA	03 11 20 1c 00 00 00 00 00 00 00 00 00	1 Smite			
AxEgLAAAAAAAAAAAAA	03 11 20 2c 00 00 00 00 00 00 00 00 00	2 Smite			
AxEgPAAAAAAAAAAAAA	03 11 20 3c 00 00 00 00 00 00 00 00 00	3 Smite			

AxEwHAAAAAAAAAAAAA	03 11 30 1c 00 00 00 00 00 00 00 00 00	1 Prot			
AxEwLAAAAAAAAAAAAA	03 11 30 2c 00 00 00 00 00 00 00 00 00	2 Prot			
AxEwPAAAAAAAAAAAAA	03 11 30 3c 00 00 00 00 00 00 00 00 00	3 Prot			



AxIRLiBAAAAAAAAAAAA	03 12 11 2e 20 40 00 00 00 00 00 00 00 00		1 Strenght + 1 Heal
AxIRLiBIAAAAAAAAAAA	03 12 11 2e 20 48 00 00 00 00 00 00 00 00		1 Str + 1 Heal + Rez sig slot 1
AxIRLiBAgAAAAAAAAAA	03 12 11 2e 20 40 80 00 00 00 00 00 00 00		1 Str + 1 Heal + Rez sig slot 2


AxERMABAAAAAAAAAAA		03 11 11 30 00 40 00 00 00 00 00 00 00			1 Str + rez sig slot 1
AxERMAAEAAAAAAAAAA		03 11 11 30 00 04 00 00 00 00 00 00 00			1 Str + rez sig slot 2


AxMRLcRMAAAAAAAAAAAA	03 13 11 2d c4 4c 00 00 00 00 00 00 00 00 00		1 Str + 1 heal + 1 smite
AxQRLcxLiBAAAAAAAAAAAA	03 14 11 2d cc 4b 88 10 00 00 00 00 00 00 00 00		1 Str + 1 heal + 1 smite + 1 prot

AxYRLcxLihMmBAAAAAAAAAAA	03 16 11 2d cc 4b 8a 13 26 04 00 00 00 00 00 00 00 00			1 Point in 6 skills (no tactics no swords)
AxcRLcxLihMmBNAAAAAAAAAAAAA	03 17 11 2d cc 4b 8a 13 26 04 d0 00 00 00 00 00 00 00 00 00		1 Point in 7 skills (no tactics)
AxcRLcxLihMmRNAAAAAAAAAAAAA	03 17 11 2d cc 4b 8a 13 26 04 d0 00 00 00 00 00 00 00 00 00		1 Point in 7 skills (no swords)

AxgRLcxLihMmBNqBAAAAAAAAAAAA	03 18 11 2d cc 4b 8a 13 26 04 da 81 00 00 00 00 00 00 00 00 00		1 Point in all 8 skills
Well, did a bit more playing around and found this. For all of these, the fourth value for the hex is the count of attributes that aren't zero. The strings are also longer if you have points in more attributes, apparently moving the start of the skills further right.
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  #23  
Old 11-04-2006, 09:24 PM
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Quote:
Originally Posted by Rockair View Post
i found a "base64" reference
http://www.garykessler.net/library/base64.html
and thats says, 1 base64 digit = 6 binary digit = 2 hex digit so maybe i'm wrong and please correct me but i think the converter which was mentioned above is WRONG. so... any idea?
base64 encoding = 6 bits, hexadecimal encoding = 4 bits

so, 1 x base64 = 2 x hex .. but 2 x base64 = 3 x hex

the converter works fine

Quote:
Originally Posted by Clone
Well, did a bit more playing around and found this. For all of these, the fourth value for the hex is the count of attributes that aren't zero. The strings are also longer if you have points in more attributes, apparently moving the start of the skills further right.
looks like for each attribute it adds another 2 base64 characters
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  #24  
Old 11-05-2006, 12:37 PM
Rockair
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i played with only the professions. no attributes and no skills.

ABAAAAAAAAAAAAAA 00 10 00 00 00 00 00 00 00 00 00 00 warrior/nothing
AhAAAAAAAAAAAAAA 02 10 00 00 00 00 00 00 00 00 00 00 w/ra
AxAAAAAAAAAAAAAA 03 10 00 00 00 00 00 00 00 00 00 00 w/mo
ABBAAAAAAAAAAAAA 00 10 40 00 00 00 00 00 00 00 00 00 w/n
ARBAAAAAAAAAAAAA 01 10 40 00 00 00 00 00 00 00 00 00 w/me
ARBAAAAAAAAAAAAA 01 10 40 00 00 00 00 00 00 00 00 00 w/e
AxBAAAAAAAAAAAAA 03 10 40 00 00 00 00 00 00 00 00 00 W/ass
ABCAAAAAAAAAAAAA 00 10 80 00 00 00 00 00 00 00 00 00 w/ri
ARCAAAAAAAAAAAAA 01 10 80 00 00 00 00 00 00 00 00 00 w/p
AhCAAAAAAAAAAAAA 02 10 80 00 00 00 00 00 00 00 00 00 w/d


red character = primary profession

1=Warrior
2=Ranger
3=Monk
4=Necromancer
5=Mesmer
6=Elementalist
7=Assassin
8=Ritualist
9=Paragon
a=Dervish

i think this is a unique order of the professions because the order on the character creation patel is the same.

green characters = secondary profession

0 ** 0 = no secondary profession
1 ** 0 = 1
2 ** 0 = 2
3 ** 0 = 3
0 ** 4 = 4
1 ** 4 = 5
2 ** 4 = 6
3 ** 4 = 7
0 ** 8 = 8
1 ** 8 = 9
2 ** 8 = a

obviously the primary and secondary professions can't be same so for example

01 10 00

or

01 50 40

code has no meaning.

well, according to the post above, the secondary prof code is not completely right
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  #25  
Old 11-05-2006, 02:06 PM
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that's some good data to work with Rockair

ABAAAAAAAAAAAAAA 00 10 00 00 00 00 00 00 00 00 00 00 warrior/nothing
AhAAAAAAAAAAAAAA 02 10 00 00 00 00 00 00 00 00 00 00 w/ra
AxAAAAAAAAAAAAAA 03 10 00 00 00 00 00 00 00 00 00 00 w/mo
ABBAAAAAAAAAAAAA 00 10 40 00 00 00 00 00 00 00 00 00 w/n
ARBAAAAAAAAAAAAA 01 10 40 00 00 00 00 00 00 00 00 00 w/me
ARBAAAAAAAAAAAAA 01 10 40 00 00 00 00 00 00 00 00 00 w/e
AxBAAAAAAAAAAAAA 03 10 40 00 00 00 00 00 00 00 00 00 W/ass
ABCAAAAAAAAAAAAA 00 10 80 00 00 00 00 00 00 00 00 00 w/ri
ARCAAAAAAAAAAAAA 01 10 80 00 00 00 00 00 00 00 00 00 w/p
AhCAAAAAAAAAAAAA 02 10 80 00 00 00 00 00 00 00 00 00 w/d


Let's break this down even farther to bit code.. looks like half hex characters are used to select secondary professions


00000000 00010000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 W/nothing
00000001 00010000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 W/R
00000010 00010000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 W/Mo
00000011 00010000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 W/N
00000000 00010000 01000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 W/Me
00000001 00010000 01000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 W/E
00000010 00010000 01000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 W/Ass
00000011 00010000 01000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 W/Ri
00000000 00010000 10000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 W/P
00000001 00010000 10000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 W/D



So.. let's set a color code

red = Primary Profession
SeaGreen = Secondary Profession
DarkOrange = Number of Attributes
Sienna = Name of Attribute (not yet identified)
#0000FF = 1st skill slot
#0022FF = 2nd skill slot
#0044FF = 3rd skill slot
#0066FF = 4th skill slot
#0088FF = 5th skill slot
#00AAFF = 6th skill slot
#00CCFF = 7th skill slot
#00EEFF = 8th skill slot
#0000AA = 1st attribute
#2200AA = 2nd attribute
#4400AA = 3rd attribute
#6600AA = 4th attribute
#8800AA = 5th attribute
#AA00AA = 6th attribute
#CC00AA = 7th attribute
#EE00AA = 8th attribute
#FF00AA = 9th attribute


Every time we identify a new section of the code I'll update the color code on the first post

Also, whenever posting hex or bit code, use the Courier New font which keeps everything in line
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  #26  
Old 11-05-2006, 11:25 PM
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I love this thread, even though I got lost like two pages ago. HA HA!

So, the Base64 code breaks down into Binary?! Is that the native version, or is it a hybrid of binary and hexidecimal?

I wonder if the ArenaNet developers have been watching this one.

Knowledge is power. This information could lead to the theoretical limit of skills in the game, which could suggest a possible roadmap for Guild Wars. It's great to see everyone working together on this.
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  #27  
Old 11-06-2006, 10:20 AM
saracen
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Quote:
Originally Posted by photics View Post
I wonder if the ArenaNet developers have been watching this one.
Problem is, somebody already beat us to it right here.

However, doesn't appear he/she released any information on the format. Somebody could write them an email though?

For me, I'm going to continue working on it, as I like finding things out for myself =). Plus, would be nice to have an open document for the format so anybody could implement this.
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  #28  
Old 11-06-2006, 11:06 AM
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that one is alright .. but I've got better plans for this

working with the community to crack this code is fun.. lets keep going till we get it ourselves

I've almost got the attribute encoding nailed down
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  #29  
Old 11-06-2006, 03:23 PM
judedeath
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Quote:
Originally Posted by photics View Post
I love this thread, even though I got lost like two pages ago. HA HA!
I got lost about there too.
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  #30  
Old 11-07-2006, 02:35 PM
Ronduwil Ronduwil is offline
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Quote:
Originally Posted by photics View Post
So, the Base64 code breaks down into Binary?!
Base64 encoding is a numbering scheme for a base 64 system (i.e. you count to 64 in your 1's place before creating a 64's place and starting over... so the number 64 would be represented as '10' in a base 64 system). This is what wikipedia says about it:

Quote:
Base 64 or quadrosexagesimal is a positional notation using a base of 64. It is the largest power-of-two base that can be represented using only printable ASCII characters. This has led to its use as a transfer encoding for e-mail among other things. All well-known variants that are known by the name Base64 use the characters A?Z, a?z, and 0?9 in that order for the first 62 digits but the symbols chosen for the last two digits vary considerably between different systems.
For further details, you can see the full article here.

Quote:
Originally Posted by photics View Post
Is that the native version, or is it a hybrid of binary and hexidecimal?
Binary, Hexadecimal, and base 64 are different numbering systems, but they are closely related because they are all based on powers of two:

Binary = 2^1
Hexadecimal = base 16 = 2^4
Base 64 = 2^6

One side effect of this is that a single hexadecimal character will map to 4 bits and one single base 64 character will map to 6 bits. For example, F in hexadecimal is 1111 in binary. Similarly, the highest digit in base 64 (which varies between base 64 variants) is 111111 in binary.

For this reason, Hexadecimal and Base 64 are frequently used to represent binary data. And that's probably more than you ever wanted to know about this stuff
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