reverse-engineer subcommands sent during game join
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+85
-4
@@ -3224,12 +3224,93 @@ struct G_EnemyDropItemRequest_PC_V3_BB_6x60 : G_EnemyDropItemRequest_DC_6x60 {
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// 68: Telepipe/Ryuker
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// 69: Unknown (supported; game only)
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// 6A: Unknown (supported; game only; not valid on Episode 3)
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// 6B: Sync enemy state (used while loading into game)
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// 6C: Sync object state (used while loading into game)
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// 6D: Sync item state (used while loading into game)
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// 6B: Sync enemy state (used while loading into game; same header format as 6E)
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// 6C: Sync object state (used while loading into game; same header format as 6E)
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// 6D: Sync item state (used while loading into game; same header format as 6E)
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// 6E: Sync flag state (used while loading into game)
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struct G_SyncGameStateHeader_6x6B_6x6C_6x6D_6x6E {
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uint8_t subcommand;
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parray<uint8_t, 3> unused;
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le_uint32_t subcommand_size;
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le_uint32_t unknown_a1;
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le_uint32_t data_size; // Must be <= subcommand_size - 0x10
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// BC0-compressed data follows here (use bc0_decompress from Compression.hh)
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};
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// 6F: Unknown (used while loading into game)
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// 70: Unknown (used while loading into game)
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// 70: Sync player disp data and inventory (used while loading into game)
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// Annoyingly, they didn't use the same format as the 65/67/68 commands here,
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// and instead rearranged a bunch of things.
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// TODO: Some missing fields should be easy to find in the future (e.g. when the
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// sending player doesn't have 0 meseta, for example)
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struct G_Unknown_6x70 {
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// Offsets in this struct are relative to the overall command header
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/* 0004 */ uint8_t subcommand; // == 0x70
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/* 0005 */ uint8_t basic_size; // == 0
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/* 0006 */ le_uint16_t unused;
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/* 0008 */ le_uint32_t subcommand_size;
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/* 000C */ parray<le_uint16_t, 2> unknown_a1;
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// [1] and [3] in this array (and maybe [2] also) appear to be le_floats;
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// they could be the player's current (x, y, z) coords
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/* 0010 */ parray<le_uint32_t, 7> unknown_a2;
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/* 002C */ parray<le_uint16_t, 4> unknown_a3;
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/* 0034 */ parray<parray<le_uint32_t, 3>, 5> unknown_a4;
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/* 0070 */ le_uint32_t unknown_a5;
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/* 0074 */ le_uint32_t player_tag;
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/* 0078 */ le_uint32_t guild_card_number;
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/* 007C */ parray<le_uint32_t, 2> unknown_a6;
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/* 0084 */ struct {
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parray<le_uint16_t, 2> unknown_a1;
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parray<le_uint32_t, 6> unknown_a2;
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} unknown_a7;
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/* 00A0 */ le_uint32_t unknown_a8;
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/* 00A4 */ parray<uint8_t, 0x14> unknown_a9;
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/* 00B8 */ le_uint32_t unknown_a10;
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/* 00BC */ le_uint32_t unknown_a11;
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/* 00C0 */ parray<uint8_t, 0x14> technique_levels; // Last byte is uninitialized
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/* 00D4 */ struct {
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parray<uint8_t, 0x10> name;
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uint64_t unknown_a2; // Same as unknown_a2 in PlayerDispDataDCPCV3, presumably
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le_uint32_t name_color;
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uint8_t extra_model;
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parray<uint8_t, 0x0F> unused;
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le_uint32_t name_color_checksum;
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uint8_t section_id;
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uint8_t char_class;
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uint8_t v2_flags;
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uint8_t version;
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le_uint32_t v1_flags;
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le_uint16_t costume;
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le_uint16_t skin;
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le_uint16_t face;
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le_uint16_t head;
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le_uint16_t hair;
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le_uint16_t hair_r;
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le_uint16_t hair_g;
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le_uint16_t hair_b;
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le_uint32_t proportion_x;
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le_uint32_t proportion_y;
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} disp_part2;
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/* 0124 */ struct {
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PlayerStats stats;
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parray<uint8_t, 0x0A> unknown_a1;
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le_uint32_t level;
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le_uint32_t experience;
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le_uint32_t meseta;
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} disp_part1;
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/* 0148 */ struct {
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le_uint32_t num_items;
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// Entries >= num_items in this array contain uninitialized data (usually
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// the contents of a previous sync command)
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parray<PlayerInventoryItem, 0x1E> items;
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} inventory;
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/* 0494 */ le_uint32_t unknown_a15;
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};
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// 71: Unknown (used while loading into game)
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// 72: Unknown (used while loading into game)
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// 73: Invalid subcommand (but apparently valid on BB; function is unknown)
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