update decrypt_packets.md
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@ -11,9 +11,9 @@ to what my local login_server instance was sending proved invaluable to me.
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## Network Protocol
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After the initial `0x17` packet sent from the server to the client (which contains the client and server encryption
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keys), all subsequent communication between the server and client is encrypted. When you have the full set of packets,
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beginning with the `0x17` packet, it is pretty trivial to decrypt the entire set of data.
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After the initial `0x02` or `0x17` packet sent from the server to the client (which contains the client and server
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encryption keys), all subsequent communication between the server and client is encrypted. When you have the full set
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of packets, beginning with the `0x02` or `0x17` packet, it is pretty trivial to decrypt the entire set of data.
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```text
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'Welcome' packet. id=17, flags=0, size=276
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@ -40,7 +40,8 @@ server_key = 0x4f4b816b
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client_key = 0x7865a201
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```
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Note, sometimes the `0x17` packet will contain significantly less text than what is shown above. The above output is
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Note, sometimes the packet will contain significantly less text than what is shown above. As well, the first bit of
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text may be slightly different depending on if it was received from a login or ship server, etc. The above output is
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from a Fuzziqer [newserv](https://github.com/fuzziqersoftware/newserv) I was testing with.
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Also of note is that Sylverant's login_server currently seems to always use identical server and client keys (I believe
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@ -73,8 +74,12 @@ I do not have this set up and I cannot be bothered to figure out the janky "Tap"
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because I am lazy. And because I have a router running [OpenWrt](https://openwrt.org/) which allows me to easily set up
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packet mirroring with a special iptables kernel module loaded so that I can capture packets directly from my Gamecube.
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I'm not going to go into details here on setting up either method. If you're knowledgeable enough to be considering
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doing packet capture analysis of any sort in the first place, then you should be able to set up either method yourself.
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If you're running the PSO server yourself, then you can just capture packets from that same machine, no special setup
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required.
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I'm not going to go into details here on setting up any of these methods. If you're knowledgeable enough to be
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considering doing packet capture analysis of any sort in the first place, then you should be able to set up either
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method yourself.
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### Dumping PSO Server/Client Communication Data Dumps with Wireshark
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@ -82,8 +87,7 @@ It is easy to generate packet data dumps containing _just_ the PSO packet data w
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After taking a capture of a PSO server/client session, find the TCP packet sent from the server to the client that
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contains the `0x17` packet. This should be easy enough to find as it will be one of the first TCP packets sent from the
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server to the client and contains the clear-text string `DreamCast Port Map. Copyright SEGA Enterprises. 1999` (for
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non-BB clients anyway, this tool is aimed at GC anyway so that is all I will be covering ...).
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server to the client and contains a clear-text string similar to `DreamCast Port Map. Copyright SEGA Enterprises. 1999`.
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Once you've found this packet, right-click it from the top packet list and select "Follow" then "TCP Stream". This will
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bring up a window that shows the raw data, colour-coded to show data originating from the client and server. Use the
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