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Translation of the Robot Code [Technical]

Posted on October 5, 2014 at 3:45 PM

Translation of The Robot Code

Game: We Are The Robots

by ZName, 05.10.2014

(THIS PAPER DOES NOT VIOLATE THE NEW 'NO CHEAT RESEARCH' POLICY)

 

Abstract. The game is known for the its simple textures, motions and goals. Is the code of the game simple as well? This question has been asked by many players, however, the curiosity did not start great research projects, instead, it turned this question into a mystery - viewed by many players as a complex topic, and therefore not worth researching. It is the instruction code for every aspect of the game, in this paper we will focus on the code of the robots and for the first time start a serious attempt on translating the encrypted code of the game, which will boost our capabilities greatly.


Introduction. The program used for this research project is the packet editor WPE Pro. The old school program C.E. was considered, but rejected based upon its function, editing values of the game - which would not help any in the code research project. Packet editors on the other hand are helpful when we want to scan, edit and perform research on the code that is being sent to the server and from the server. The code consists of standard letters and numbers. In this research project I will explore the code from the start to the end by carefully editing the code on clones and mapping the results, from which I will draw conclusions.


The Code Project

The standard code as revealed by WPE Pro

r.........4../[email protected]...F......rot....J........P.......wea.......pistol......type......GI

Starting the examination of the code, we begin with the very first meaningful part of the code, where. ‘where’ is the code that reveals to us whether the player is alive or present at a location. It can be changed to ‘dead’, the results will produce a clone that is ‘dead’ while the original player will be alive. The word ‘where’ has 5 letters while the word ‘dead’ has 4 letters. When re writing ‘where’ to ‘dead’ the last remaning letter ‘e’ or ‘65’ in hexadecimal has to be replaced with ‘00’. You can also change it to ‘talk’ and it will spell out information about the player. ‘znameOP’ is the name that I was using while performing this. Changing this will make an independent clone that will disconnect in short time. ‘@level1’ is a code that reveals to us what level / room the player is at. Cityscape 1 is @level1 Powerstation 1 is @level2 etc. ‘pos’ is the code for position. The fourth, eighth, ninth, twelfth and thirteenth letter after ‘pos’ determines the position of the player. The fourth letter will produce a clone that is east of the player. The eight letter will produce a clone that is north of the player. The ninth letter will produce a clone that is south of the player. The twelfth letter will produce a clone above the player. The thirteenth letter will produce a clone above the player. The distance of the clone is determined by the letter position in the alphabet. The distance between A / B multiplied by 3 is the distance between B / C. The distance between B / C x 3 is the distance between C / D etc. Illustration:

‘rot’ is the code for rotation. To point north the twelfth, thirteenth and fourteenth letter after rot are changed to A, to point west the twelfth, thirteenth and fourteenth letter are changed to F, to point east the twelfth letter is changed to F, to point north-west the twelfth, thirteenth and fourteenth letter are changed to B. To point south-west the twelfth, thirteenth and fourteenth letter are changed to K. To point south the twelfth, thirteenth and fourteenth are changed to C. To point south-east the twelfth, thirteenth and fourteenth letter are changed to R. The rotation degree is determined by the letter position in the alphabet. Changing the twenty first letter will result in a shockwave error. ‘wea’ represents weapon. The weapon type that the player uses will be displayed in the text after ‘wea’. These weapons may appear: pistol, spas12, ak47, rg6, rpg and dragunov. ‘type’ is the code for the type of the robot that you have chosen. Blue or Red. GI2 (with an i) is the code for the blue robot and Gl (with an L) is the code for the red robot. Note: the speculation that 'talk' performance might be associated with the code is verified. Further research should be able to crack the new discovery.

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