Is there a way that we can make a fan project server for skysaga?

This is late, and I'm not active here by any means, but here's what I have:

The short version: I've tried. I don't think it's happening, sorry.

The long version: Like many other people here, I'm royally pissed that this game got shut down. So much so that I decided to dedicate a great score of time to attempting decompilation of the client. I have IDA, which is basically the best tool on the market for disassembly.

The unfortunate part - and this comes at no surprise given the background of the founders, The Oliver Twins (tl;dr they had problems with piracy when they were first making games back in the 80s and 90s) - is that the assemblies are obfuscated. Generally, obfuscation is only used on interpreted languages (like Java and C#) where the bytecode for that information can be translated back into its source language. The point of obfuscation is to scramble the code so that average Joe wastes most of his time trying to clean up the code so that he can read it in the first place. There's no way to actually stop someone from getting a hold of a program's code, so the next best thing is to waste as much of their time as possible; It deters the newer people, and makes the lives of the experienced people miserable. The issue with SkySaga is that it was written in C++ -- This language is NOT interpreted (so no freebies and turning it into a higher level programming language which is what most programmers deal with), and is instead directly compiled into real-deal x86/x64 bytecode. The developers employed usage of assembly obfuscation. Needless to say, there are no words in the English language capable of even remotely explaining how difficult, irritating, and outright infuriating the usage of assembly obfuscation is. I'm not going to get into the guts of why this is the case, but someone I do enjoy watching a lot did a great video on the topic in his video How I Fixed a 10 Year Old Guitar Hero Bug Without the Source Code (n.b. SkySaga does not use Securom, but the concept of obfuscation he goes over is similar with how it's all scrambled and overcomplicated).

I've spent a great deal of time trying to bust my way into SkySaga's EXE to try to find out where the network handling code is. With that, I can at least start feeding the client bogus packets from a fake server application and see what happens. The issue is that progress has been very very very slow because of this obfuscation, and even if it wasn't obfuscated, finding that code would take a very long time.

/r/skysaga Thread