No you can ' t . <| sep |> if you want to shoot me an add i can open up a slot for you to help with maxwell <| sep |> They absolutely should have gone for it , disappointing <| sep |> What do you think of Mike Pence ' s ' Law School Daze ' Cartoons ? <| sep |> Sounds like it ' s your conversation skillschoice if it ' s only you they don ' t do it with . <| sep |> I am parsing the initial packet headers and breaking the packet into ' messages '. There are a number of these messages 42 to be precise and each one has it ' s own decoder . The simpler ones I ' ve already basically mastered , I can read them with absolute success and craft and inject my own into the stream . The harder ones , like the ones that update the ingame character information , are far more complex . I ' ve gotten the headers for those messages done , and if I have specifically crafted ingame scenarios I can pull small pieces of data out of them . Roughly , the entire game state is sent at connect . Then each delta packet contains an array of keyvalues , Memory OffsetNew Value , that it updates in the entities memory . The Memory OffsetNew Value is what I ' m currently having issues on . I can read the Value but I can ' t get the Memory Offset right now , which determines the number of bits that the value is encoded in , I can only read the values if I create ingame scenarios where I know precisely what information will be at the first index . it ' s got some funky superspacesaving encoding that the memory offset is encoded with that I ' m having difficulty with . If I sit here and poke at my current code long enough I ' ll eventually get it , but I ' m looking for a tool that will help me figure out the logic behind it easier . Something I can rapidly test code changes on a block of data with . I guess I didn ' t phrase my original question well , because I ' m honestly not sure what would be beneficial at this point . I was hoping someone here may have some ideas of a utility I could use or a methodology that I hadn ' t thoughtheard of .