add untested support for JP Plus/Ep3 send_function_call
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+11
-6
@@ -1383,12 +1383,17 @@ struct S_ConfirmUpdateQuestStatistics_AB {
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// B2 (S->C): Execute code and/or checksum memory
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// Client will respond with a B3 command with the same header.flag value as was
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// sent in the B2.
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// This command doesn't work on PSO Plus (v1.2) or Episode 3. Sega presumably
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// removed it after taking heat from Nintendo about enabling homebrew on the
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// GameCube. On PSO PC, the code section (if included in the B2 command) is
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// parsed and relocated, but is not actually executed, so the return_value field
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// in the resulting B3 command is always 0. The checksum functionality does work
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// on PSO PC, just like the other versions.
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// On PSO PC, the code section (if included in the B2 command) is parsed and
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// relocated, but is not actually executed, so the return_value field in the
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// resulting B3 command is always 0. The checksum functionality does work on PSO
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// PC, just like the other versions.
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// This command doesn't work on the later JP PSO Plus (v1.5?), US PSO Plus
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// (v1.2), or US Episode 3. Sega presumably removed it after taking heat from
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// Nintendo about enabling homebrew on the GameCube. On the earlier JP PSO Plus
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// (v1.4) and JP Episode 3, this command is implemented as described here, with
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// some additional compression and encryption steps added, similarly to how
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// download quests are encoded. See send_function_call in SendCommands.cc for
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// more details on how this works.
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struct S_ExecuteCode_B2 {
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// If code_size == 0, no code is executed, but checksumming may still occur.
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