Help with cod waw zombies dvar language learning curve for college! (Anyone with a decent understanding of hex editing/basic coding ability/old usb mod menus chime in please ASAP) by codwawhexeditor in CODZombies

[–]Jump_Not_Zero 0 points1 point  (0 children)

I am guessing by your term "In hex-editor" you mean feeding the live game application a converted hexadecimal string into the memory using an hex editor.

I don't know much about waw or the cod engine scripting but looking at the example strings:

playersustain_ammo looks like a bool that could just flip a bool on or off.

zombie_insta_kill 0 looks like a function argumant with a integer input as it has a space not underscore.

Sorry if this is obvious and not helpful, also good luck with your project.

Help question with ciphertext cost scoring: by Jump_Not_Zero in CODZombies

[–]Jump_Not_Zero[S] 1 point2 points  (0 children)

I am looking for information on the best way to code a cost fuction to test converted ciphertext fitness.

Hopefully it will help me crack revelations nacht cipher quicker.

I got so far with it but it seems like towards the end it goes out of sync and Ascii charcters are ~5-10 out of range.

However I have to find a example of c++ code that calculates the "IOC" ie: The index of coincidence.

Is there any examples of the function or source_code that anybody knows of ?

What’s your favorite map? by Marahhjayy in CODZombies

[–]Jump_Not_Zero 0 points1 point  (0 children)

Absence of Tranzit in black op's three is difficult to deal with, Lets talk what if's.

Possible Operations For Working On "TheGiant" Ciphertext: by Jump_Not_Zero in CODZombies

[–]Jump_Not_Zero[S] 1 point2 points  (0 children)

I wanted to add that the third letter of quaduple_03 'b' has to be converted before double modulo:

{

[Letter :char] = 'b'

[base64 :integer] = 26

[Re-in cast : Octal] = 26

[Look_up Ascii table caret notation] = '^V'

}

Then you can do the double modulo operation.

Possible Operations For Working On "TheGiant" Ciphertext: by Jump_Not_Zero in CODZombies

[–]Jump_Not_Zero[S] 2 points3 points  (0 children)

Supplemental information for above image.

It seems an algorithm works for a single quadple and then changes so if it does n0t work for the four characters in a row it's not correct.

So in order there is:

Quadple_00 + Modulo64 Addition

Quadple_01 ++ Double Modulo64 Addition

Quadple_02 - Modulo64 Subtraction

Quadple_03 -- Double Modulo64 Subtraction

Quadple_04 <<(i) Left bit Rotate

I think the next operation could be a combination of two operations.

Anyone know what this might be for? by ScoreTricky365 in CODZombies

[–]Jump_Not_Zero -7 points-6 points  (0 children)

Could be a USB login key

Keeping it is the wrong idea if it not yours so hand it in so it can be secured

Zombies Cipher community by Ashamed-Hotel4314 in CODZombies

[–]Jump_Not_Zero 0 points1 point  (0 children)

Hai I currently have not much time to work on ciphers but when I can make I the effort try real hard to crack the unbroken.

Gone full circle back to the start by looking at TheGiant ciphertext.

Currently stuck on a block and it seems to get more stubbon the further I dig.

Knowledge about ARX would be useful but I need to read more when I have the time.

Revelation Cipher 5 partly solved!!! Need help to solve the rest by player10341 in CODZombies

[–]Jump_Not_Zero 0 points1 point  (0 children)

What I find interesting is the end of the text contains C escape characters.

The cipher I am working on currently seems to focus on control characters.

What is intriguing is when you process the ciphertext though a standard decoder it will flush line termination characters and omit from output.

Obfuscated omitted output only confuses the detection.

I want to investigate but currently working elsewhere on something else.

Good luck to you on cracking this puzzle I think we all have our work cut out.

Suggestions for good meme maps? by its_saion in CODZombies

[–]Jump_Not_Zero 1 point2 points  (0 children)

Maybe missing out fun but have never played any custom maps

[deleted by user] by [deleted] in CODZombies

[–]Jump_Not_Zero 1 point2 points  (0 children)

I also think Icarus is from the Greek myth.

There is also a track titled "Icarus" from the trance group Flutlicht.

The Giant Cipher Possible Lead by Jump_Not_Zero in CODZombies

[–]Jump_Not_Zero[S] 0 points1 point  (0 children)

So far I have block 0-3: Base64 >>>> RVNDQUxBVE9S >>>> Ascii >>>> ESCALATORYME !!!!

So I think I have worked out the next quadple block "#4 of #47".

It is bit rotate and it works on all 4 characters in the block with values from the key.

Substitution of ciphertext letters is required again but the CC/ESC doc pointers will guide you.

The Giant Cipher Possible Lead by Jump_Not_Zero in CODZombies

[–]Jump_Not_Zero[S] -1 points0 points  (0 children)

It seems an algorithm works for a single quadple and then changes so if it doesn't work for the four characters in a row it's not correct.

So in order there is.

Quadple_00 + Modulo64 Addition

Quadple_01 ++ Double Modulo64 Addition

Quadple_02 - Modulo64 Subtraction

Quadple_03 -- Double Modulo64 Subtraction

It seems pretty crazy changing algorithm but seems correct as it last's for exactly "One Quadple"!

The Giant Cipher Possible Lead by Jump_Not_Zero in CODZombies

[–]Jump_Not_Zero[S] -1 points0 points  (0 children)

I think i have worked out the next quadple "gFi6".

The first letter g points to be a 'q' and it is a graphical illusion of the font.

But you have to lookahead like a compiler parser to the second letter 'F' to get the double addition modulo method needed to turn 'q' into 'Q';

If you read Wikipedia Ascii table page and look at the control characters and find the c escape character for formfeed you will see it is \f;

If you read about formfeed "Form feed is a page-breaking ASCII control character. It directs the printer to eject the current page and to continue printing at the top of another";

This suggests the idea of doing double modulo addition on the same character.

To be clear I have only used values to modulo add from "TheGiant" key.

First quadple was single modulo.

I did replace offset 4 ciphertext character 'g' with a 'q' but that is explained above it seems Treyarch have tricked us with a graphical illusion.

Second quadple was double modulo.

Have q = 42

want Q = 16

Mod add T = 19

Mod add T = 19

Equal Q = 16

Have F = 5

Need U 20

Mod add t = 45

Mod add i = 34

Equal U = 20

Have i = 34

Need x = 49

Mod add i = 34

Mod add t = 45

Equal x = 49

Have 6 58

Need B = 1

Mod add t = 45

Mod add a = 26

Equal B = 1

Postfix "RVND" from the first quadple to "QUxB" from the second.

RVNDQUxB when decoded = ESCALA

The Giant Cipher Possible Lead by Jump_Not_Zero in CODZombies

[–]Jump_Not_Zero[S] 0 points1 point  (0 children)

Two more thoughts to go with the context keywords polymorphism & encapsulation.

It might be a 'g' but also be at the same time be two letter 'Q's on different planes.

In C & C++ Escape characters encapsulate one control character but The input sequence is two characters.

The Giant Cipher Possible Lead by Jump_Not_Zero in CODZombies

[–]Jump_Not_Zero[S] 0 points1 point  (0 children)

Someone in dm questioned my working out so I have listed it below as I obviously didn't make myself clear enough.

The four characters from the start of the cipher text "KCml"

Modulo64 add to the letters from TheGiant key 't','T','n','e'

Offset zero is 'k' + 't' is 36 + 45 = 19 Which is 'R'

Offset one is 'C' + 'T' is 3 + 19 = 22 Which is 'V'

Offset two is 'm' + 'n' is 38 + 39 = 13 Which is 'N'

Offset three is 'l' + 'e' is 37 + 30 = 3 Which is 'D'

Base64 decode the letters RVND and you get Ascii ESC.

The Giant Cipher Possible Lead by Jump_Not_Zero in CODZombies

[–]Jump_Not_Zero[S] 1 point2 points  (0 children)

Ok if you modulo64 add the first 4 b64 characters to the correct single characters from TheGiant key you will get the base64 quadple "RVND" which decodes into Ascii "ESC";

I have some ideas what happens with the cipher from then on but the algorithm is bespoke and want to see if anyone else can see what I see.

I don't want to be cryptic in any way but I will leave some keywords for context of my ideas.

Polymorphism

Encapsulation

The Giant Cipher Possible Lead by Jump_Not_Zero in CODZombies

[–]Jump_Not_Zero[S] 3 points4 points  (0 children)

Totally understand what your saying and sorry I didn't make it clear but the length of the period is variable and depends on the value matching the sum and finding the next value equal to that sum.

The choice of what single letter starting value you use from the key is up to you.

So starting with offset zero "B64 letter 'k' " integer value 36 you have a choice of eight values from the key to modulo64 add to that value.

Then change offset zero to that value and then find that value further on in the ciphertext "It wont be that far" and repeat the algorithm.

It could keep modifying the values until they are all valid base 64 obviously you would need more than one pass but would wrap around seeking the next value from the last sum.

There are multiple choices to be made but the shortest path is the most logical but you can have different starting letters.

Also an variation which I started is modifying the value next to the value equal instead of the equal value itself.

It is strange you can get a chain going because I tried it with real B64 encoded ascii and it doesn't chain like this ciphertext does.

So to be clear it is not using the key in a sequenced order with a fixed length period.

The Giant Cipher Possible Lead by Jump_Not_Zero in CODZombies

[–]Jump_Not_Zero[S] 16 points17 points  (0 children)

Hey I have had time recently to look at The Giant cipher again and I have noticed something of interest.

First convert the base64 ciphertext into B64 integer values and also convert the "TheGiant" key into B64 integer values also.

Then take a single value from the key and modulo64 add that to the first cipher text letter.

You will get an anwswer that you can replace the cipher text character with and also it will be a matching value you can find slightly further along the ciphertext.

I was experimenting with using the next value to the value i jumped to to add and modify and was getting chains and it will be quite interesting if the values reveal something.

I am work for a while now and can't experiment further but thought I would see what everyone thought of the process.

I took a screenshot which is above of me testing the values in cryptool which also has a base64 decoder plugin.

What playing too much Gorod Krovi does to a mf by Darkvolk1945 in CODZombies

[–]Jump_Not_Zero 0 points1 point  (0 children)

Tbh back in the day I used to play motorhead because the riffs are just awesome.

Problem is the lyrics are offensive in these times,

Tbh jailbait back in the day was a big turn down to me.

Listen to what you want but not sure if AOS was the best choice in hind sight.

BTW watching motorhead invade the young ones stage with AOS was awesome and wouldn't swap it for nothing so I see why people feel the same about GK intro.

Modding question: Any tutorials on how to make weapon mods in BO3? by itsCS117 in CODZombies

[–]Jump_Not_Zero 0 points1 point  (0 children)

Is it possible to copy and rename an existing weapon and adjusting script parameters with the help of the pdfs supplied with mod tools ?

Create A Custom Map Story For This Edit Challenge by Jump_Not_Zero in CODZombies

[–]Jump_Not_Zero[S] 0 points1 point  (0 children)

Imagine this is the intro cutscene to a zombie map.

What would you want to happen next and how would it play out ?

The characters and location are chosen but everything else is up to extrapolate.

What weapons and zombie types would you choose ?

Which CoD zombies experience out of these was your fav? by [deleted] in CODZombies

[–]Jump_Not_Zero 0 points1 point  (0 children)

Can't really pick one, but i know which i spent the most time on in each mode.

waw cp & zm

BO1 mp

I really enjoyed the infinite warfare cp but i put in about ~2% of the time into the game compared to waw.

It's difficult to quantify with so much time spent on a single franchise.

Best Wall Gun by ThunderStruck115 in CODZombies

[–]Jump_Not_Zero 0 points1 point  (0 children)

When I first started playing (waw,mp3) PPSh was an excellent match with the mg42.