| Field | Size (bytes) | Description | | :--- | :--- | :--- | | Packet Length | 2 (ushort) | The total size of the packet (including this header). | | Packet ID | 2 (ushort) | The operation code (e.g., 0x05DC = Login Request). | | Data | Variable | The actual payload (coordinates, item IDs, chat messages). |
Here is a skeleton code for a Proxy-based Logger using System.Net.Sockets.
Note: You will need to find the specific encryption/decryption algorithm for NosTale (publicly available in open-source emulators or previous bot projects) to make this fully functional. nostale packet logger
using System; using System.Net; using System.Net.Sockets; using System.Text; using System.Collections.Generic;namespace NosTalePacketLogger public class ProxyServer private TcpListener _listener; private TcpClient _gameClient; private TcpClient _remoteServer;
// NosTale Login Server IP (Example, verify current one) private string _remoteIp = "79.110.84.75"; private int _remotePort = 4006; // Login Port public void Start(int localPort) _listener = new TcpListener(IPAddress.Any, localPort); _listener.Start(); Console.WriteLine($"[*] Logger listening on port localPort..."); while (true) _gameClient = _listener.AcceptTcpClient(); Console.WriteLine("[*] Game client connected."); // Connect to real server _remoteServer = new TcpClient(_remoteIp, _remotePort); // Start relaying var clientToServer = new StateObject(_gameClient, _remoteServer, "C->S"); var serverToClient = new StateObject(_remoteServer, _gameClient, "S->C"); _gameClient.GetStream().BeginRead(clientToServer.Buffer, 0, clientToServer.Buffer.Length, OnReceive, clientToServer); _remoteServer.GetStream().BeginRead(serverToClient.Buffer, 0, serverToClient.Buffer.Length, OnReceive, serverToClient); private void OnReceive(IAsyncResult ar) var state = (StateObject)ar.AsyncState; try int bytesRead = state.SourceSocket.GetStream().EndRead(ar); if (bytesRead > 0) byte[] receivedData = new byte[bytesRead]; Array.Copy(state.Buffer, receivedData, bytesRead); // --- PACKET PROCESSING --- // 1. Decrypt the packet using NosTale Algorithm // string decryptedPacket = NosCrypto.Decrypt(receivedData, state.Direction); // 2. Log the packet Console.WriteLine($"[state.Direction] Raw: BitConverter.ToString(receivedData)"); // Console.WriteLine($"[state.Direction] Decrypted: decryptedPacket"); // 3. (Optional) Modify packet here // 4. Forward to destination // If sending to server, might need re-encryption depending on flow state.DestSocket.GetStream().Write(receivedData, 0, bytesRead); // Continue reading state.SourceSocket.GetStream().BeginRead(state.Buffer, 0, state.Buffer.Length, OnReceive, state); catch (Exception ex) Console.WriteLine($"Error: ex.Message"); // Helper class to hold connection state public class StateObject public TcpClient SourceSocket; public TcpClient DestSocket; public byte[] Buffer = new byte[8192]; public string Direction; public StateObject(TcpClient source, TcpClient dest, string dir) SourceSocket = source; DestSocket = dest; Direction = dir;
⚠️ Warning: Using packet loggers on official Nostale servers violates the EULA and can result in legal action in some jurisdictions. | Field | Size (bytes) | Description |
Tools like Echo Mirage or custom proxies allow you to modify packets in transit. For example, changing a movement packet's X coordinate from 100 to 10000 could teleport your character.