3 hours ago3 hr Hi all — we've been reverse-engineering the client/server protocol of Where Winds Meet (NetEase's open-world ARPG, internal codename H72) for fully-offline single-player preservation.Working offline (verified in-game):loginopen world (movement / teleport / mounts)skill ("qishu") equipstable menus and skill pageswardrobe displayDocumented byte-by-byte:transport layer: per-session RC4 + zstd framingthe server-side "account tree" record model (typed batches, field-ID semantics)a complete skill equip/unequip case study, including the exact server remove-frame layoutclient containers: custom .mpk archives with an unknown entropy-coded compression ("EZST"), and a custom Lua bytecode variant ("LuaLC")Known issues in the implemented features (full list in the repo):skill unequip: reference implementation ready; eids for 3 skill ids still unconfirmedsome skills stuck in a "story trial" state — the proper-unlock record has never appeared in any collected sampleunequipping a skill never equipped since login may mismatch the slot tableOpen problems / help wanted:LuaLC bytecode decompilerEZST entropy-coder decoderprotocol coverage for talents and questsRepo (docs + tools only — no game assets, no account data):https://github.com/Yorushika-Yorushika/yysls-offlineOffline research only; you still need to own the game; no cheating or online use intended. Edited 3 hours ago3 hr by Yorushika
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