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Notably the architecture where this algorithm is used originally is little-endian.
Describe alternatives you've considered
Implemented my own tool for validating known names against all hashes found to maintain lists of valid names, but the objective of that tool isn't really brute forcing so it's not optimized for speed.
Provide an example hash/database/file and a known correct password
seed is typically left as default 0. The following examples are with a seed of 0.
The hashes here are uint64 values in hex, not raw bytes.
It's used in games as a string hashing algorithm for resource related strings (file names, file types, etc) for quick lookup of resources within an archive bundle. The original names are not typically retained in release builds of those games.
The text was updated successfully, but these errors were encountered:
Is your request based on a publicly known cryptographic schema and where can we find information about?
https://github.com/aappleby/smhasher/blob/61a0530f28277f2e850bfc39600ce61d02b518de/src/MurmurHash2.cpp#L96-L137
Notably the architecture where this algorithm is used originally is little-endian.
Describe alternatives you've considered
Implemented my own tool for validating known names against all hashes found to maintain lists of valid names, but the objective of that tool isn't really brute forcing so it's not optimized for speed.
Provide an example hash/database/file and a known correct password
seed
is typically left as default0
. The following examples are with aseed
of0
.The hashes here are uint64 values in hex, not raw bytes.
Where do you typically find the algorithm
It's used in games as a string hashing algorithm for resource related strings (file names, file types, etc) for quick lookup of resources within an archive bundle. The original names are not typically retained in release builds of those games.
The text was updated successfully, but these errors were encountered: