https://github.com/alsch092/ncshark
Pcap Driver Packet Analyzer for Night Crows
https://github.com/alsch092/ncshark
game-hacking packet-capture pcap-analyzer reverse-engineering
Last synced: 5 months ago
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Pcap Driver Packet Analyzer for Night Crows
- Host: GitHub
- URL: https://github.com/alsch092/ncshark
- Owner: AlSch092
- License: cc0-1.0
- Created: 2024-03-27T22:44:10.000Z (about 1 year ago)
- Default Branch: main
- Last Pushed: 2024-04-09T04:39:22.000Z (about 1 year ago)
- Last Synced: 2024-11-09T05:08:22.310Z (6 months ago)
- Topics: game-hacking, packet-capture, pcap-analyzer, reverse-engineering
- Language: C#
- Homepage:
- Size: 1.09 MB
- Stars: 14
- Watchers: 3
- Forks: 5
- Open Issues: 0
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Metadata Files:
- Readme: README.md
- License: LICENSE
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README
# NCShark: PCap Packet Logger for Night Crows

## Credits
- AlSch092 @ Github for porting to Night Crows Global
- Diamondo25 @ Github for MapleShark## What is this?
NCShark is a pcap driver powered packet logging tool made in C# (fork of MapleShark) for the game Night Crows. This program bypasses any anti-cheat mechanisms to bring you ban-free data logging. All game packet payloads are Protobuf structures, which means they must be deserialized in order to properly interpret parameter field values.## Requirements
- You must have WinPCap drivers installed
- Proxy/VPN must be turned off while using this program (unless you know how to set this up properly)## How to Use
Open NCShark.exe after ensuring WinPCap drivers are installed. Under File -> NCShark Setup, select your wireless or ethernet interface, and leave the rest of the defaults. Click 'OK' and then enter in-game and if all is correct, a new logging session should be created.## Features
- Full outbound and inbound data logging
- Ignoring inbound or outbound data for times of high traffic
- Data converter: highlighting bytes with the mouse will display their values as byte, short, int, string, etc on the bottom-left docked pane.
- Pcap session file loading: save and load .pcap files for further inspection## Limitations
- Data sending is not supported in this project to prevent general abuse towards the game servers
- The program can become overwhelmed with data in areas of high inbound data activity (hundreds of entities moving nearby at once, for example)
- A new session must be entered in-game to begin logging data due to the nature of the game's encryption method
- Inbound packets above a certain length (1452 bytes) are fragmented by the game server and split into multiple chunks, and this program does not repack them into a single packet currently.
- Protobuf contracts from the game are not included in this project, you can fork and add deserialization yourself if needed