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Zero Tolerance for Disrespect

Where Winds Meet (NetEase) — offline preservation research: protocol docs + tooling released

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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):

login

open world (movement / teleport / mounts)

skill ("qishu") equip

stable menus and skill pages

wardrobe display

Documented byte-by-byte:

transport layer: per-session RC4 + zstd framing

the server-side "account tree" record model (typed batches, field-ID semantics)

a complete skill equip/unequip case study, including the exact server remove-frame layout

client 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 unconfirmed

some skills stuck in a "story trial" state — the proper-unlock record has never appeared in any collected sample

unequipping a skill never equipped since login may mismatch the slot table

Open problems / help wanted:

LuaLC bytecode decompiler

EZST entropy-coder decoder

protocol coverage for talents and quests

Repo (docs + tools only — no game assets, no account data):

https://github.com/Yorushika-Yorushika/yysls-offline

Offline research only; you still need to own the game; no cheating or online use intended.

Edited by Yorushika

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