switch back to original GC versioning convention

This commit is contained in:
Martin Michelsen
2024-01-30 13:57:46 -08:00
parent 34f05e5162
commit 5e2cc6f07f
9 changed files with 31 additions and 29 deletions
+6 -6
View File
@@ -2168,10 +2168,10 @@ struct S_ServerTime_B1 {
// resulting B3 command is always 0. The checksum functionality does work on PSO
// PC, just like the other versions.
// This command doesn't work on some PSO GC versions, namely the later JP PSO
// Plus (v1.05), US PSO Plus (v1.02), or US/EU Episode 3. Sega presumably
// removed it after taking heat from Nintendo about enabling homebrew on the
// GameCube. On the earlier JP PSO Plus (v1.04) and JP Episode 3, this command
// is implemented as described here, with some additional compression and
// Plus (v1.5), US PSO Plus (v1.2), or US/EU Episode 3. Sega presumably removed
// it after taking heat from Nintendo about enabling homebrew on the GameCube.
// On the earlier JP PSO Plus (v1.4) and JP Episode 3, this command is
// implemented as described here, with some additional compression and
// encryption steps added, similarly to how download quests are encoded. See
// send_function_call in SendCommands.cc for more details on how this works.
@@ -2656,8 +2656,8 @@ struct SC_TradeItems_D0_D3 { // D0 when sent by client, D3 when sent by server
// D6 (C->S): Large message box closed (V3)
// No arguments
// DC, PC, and BB do not send this command at all. GC US v1.00 and v1.01 will
// send this command when any large message box (1A/D5) is closed; GC Plus and
// DC, PC, and BB do not send this command at all. GC US v1.0 and v1.1 will send
// this command when any large message box (1A/D5) is closed; GC Plus and
// Episode 3 will send D6 only for large message boxes that occur before the
// client has joined a lobby. (After joining a lobby, large message boxes will
// still be displayed if sent by the server, but the client won't send a D6 when