#pragma once #include #include #include #include #include "Episode3/DataIndex.hh" #include "Episode3/DeckState.hh" #include "Episode3/MapState.hh" #include "Episode3/PlayerStateSubordinates.hh" #include "PSOProtocol.hh" #include "Player.hh" #include "Text.hh" #define __packed__ __attribute__((packed)) // This file is newserv's canonical reference of the PSO client/server protocol. // For the unfamiliar, the le_uint and be_uint types (from phosg/Encoding.hh) // are the same as normal uint types, but are explicitly little-endian or // big-endian. The parray and ptext types (from Text.hh) are the same as // standard arrays, but have various safety and convenience features so we don't // have to use easy-to-mess-up functions like memset/memcpy and strncpy. // Struct names are like [S|C|SC]_CommandName_[Versions]_Numbers // S/C denotes who sends the command (S = server, C = client, SC = both) // If versions are not specified, the format is the same for all versions. // The version tokens are as follows: // DCv1 = PSO Dreamcast v1 // DCv2 = PSO Dreamcast v2 // DC = Both DCv1 and DCv2 // PC = PSO PC (v2) // GC = PSO GC Episodes 1&2 and/or Episode 3 // XB = PSO XBOX Episodes 1&2 // BB = PSO Blue Burst // V3 = PSO GC and PSO XBOX (these versions are similar and share many formats) // For variable-length commands, generally a zero-length array is included on // the end of the struct if the command is received by newserv, and is omitted // if it's sent by newserv. In the latter case, we often use StringWriter to // construct the command data instead. // Structures are sorted by command number. Long BB commands are placed in order // according to their low byte; for example, command 01EB is in position as EB. // Text escape codes // Most text fields allow the use of various escape codes to change decoding, // change color, or create symbols. These escape codes are always preceded by a // tab character (0x09, or '\t'). For brevity, we generally refer to them with $ // instead in newserv, since the server substitutes most usage of $ in player- // provided text with \t. The escape codes are: // - Language codes // - - $E: Set text interpretation to English // - - $J: Set text interpretation to Japanese // - Color codes // - - $C0: Black (000000) // - - $C1: Blue (0000FF) // - - $C2: Green (00FF00) // - - $C3: Cyan (00FFFF) // - - $C4: Red (FF0000) // - - $C5: Magenta (FF00FF) // - - $C6: Yellow (FFFF00) // - - $C7: White (FFFFFF) // - - $C8: Pink (FF8080) // - - $C9: Violet (8080FF) // - - $CG: Orange pulse (FFE000 + darkenings thereof) // - - $Ca: Orange (F5A052; Episode 3 only) // - Special character codes (Ep3 only) // - - $B: Dash + small bullet // - - $D: Large bullet // - - $F: Female symbol // - - $I: Infinity // - - $M: Male symbol // - - $O: Open circle // - - $R: Solid circle // - - $S: Star-like ability symbol // - - $X: Cross // - - $d: Down arrow // - - $l: Left arrow // - - $r: Right arrow // - - $u: Up arrow // This is the format of newserv's security data, which we call the client // config. This data is opaque to the client, so this structure is not // technically part of the PSO protocol. Because it is opaque to the client, we // can use the server's native-endian types instead of being explicit as we do // for all the other structs in this file. enum ClientStateBB : uint8_t { // Initial connection; server will redirect client to another port INITIAL_LOGIN = 0x00, // Second connection; server will send client game data and account data DOWNLOAD_DATA = 0x01, // Third connection; client will show the choose character menu CHOOSE_PLAYER = 0x02, // Fourth connection; used for saving characters only. If you do not create a // character, the server sets this state during the third connection so this // connection is effectively skipped. SAVE_PLAYER = 0x03, // Fifth connection; redirects client to login server SHIP_SELECT = 0x04, // All other connections IN_GAME = 0x05, }; struct ClientConfig { uint64_t magic; uint32_t flags; uint32_t specific_version; uint32_t proxy_destination_address; uint16_t proxy_destination_port; parray unused; } __packed__; struct ClientConfigBB { ClientConfig cfg; uint8_t bb_game_state; uint8_t bb_player_index; parray unused; } __packed__; //////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// // PATCH SERVER COMMANDS /////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// // The patch protocol is identical between PSO PC and PSO BB (the only versions // on which it is used). // A patch server session generally goes like this: // Server: 02 (unencrypted) // (all the following commands encrypted with PSO V2 encryption, even on BB) // Client: 02 // Server: 04 // Client: 04 // If client's login information is wrong and server chooses to reject it: // Server: 15 // Server disconnects // Otherwise: // Server: 13 (if desired) // Server: 0B // Server: 09 (with directory name ".") // For each directory to be checked: // Server: 09 // Server: (commands to check subdirectories - more 09/0A/0C) // For each file in the directory: // Server: 0C // Server: 0A // Server: 0D // For each 0C sent by the server earlier: // Client: 0F // Client: 10 // If there are any files to be updated: // Server: 11 // For each directory containing files to be updated: // Server: 09 // Server: (commands to update subdirectories) // For each file to be updated in this directory: // Server: 06 // Server: 07 (possibly multiple 07s if the file is large) // Server: 08 // Server: 0A // Server: 12 // Server disconnects // 00: Invalid command // 01: Invalid command // 02 (S->C): Start encryption // Client will respond with an 02 command. // All commands after this command will be encrypted with PSO V2 encryption. // If this command is sent during an encrypted session, the client will not // reject it; it will simply re-initialize its encryption state and respond with // an 02 as normal. // The copyright field in the below structure must contain the following text: // "Patch Server. Copyright SonicTeam, LTD. 2001" struct S_ServerInit_Patch_02 { ptext copyright; le_uint32_t server_key = 0; // Key for commands sent by server le_uint32_t client_key = 0; // Key for commands sent by client // The client rejects the command if it's larger than this size, so we can't // add the after_message like we do in the other server init commands. } __packed__; // 02 (C->S): Encryption started // No arguments // 03: Invalid command // 04 (S->C): Request login information // No arguments // Client will respond with an 04 command. // 04 (C->S): Log in (patch) // The email field is always blank on BB. It may be blank on PC too, so this // cannot be used to determine the game version used by a patch client. struct C_Login_Patch_04 { parray unused; ptext username; ptext password; ptext email; } __packed__; // 05 (S->C): Disconnect // No arguments // This command is not used in the normal flow (described above). Generally the // server should disconnect after sending a 12 or 15 command instead of an 05. // 06 (S->C): Open file for writing struct S_OpenFile_Patch_06 { le_uint32_t unknown_a1 = 0; le_uint32_t size = 0; ptext filename; } __packed__; // 07 (S->C): Write file // The client's handler table says this command's maximum size is 0x6010 // including the header, but the only servers I've seen use this command limit // chunks to 0x4010 (including the header). Unlike the game server's 13 and A7 // commands, the chunks do not need to be the same size - the game opens the // file with the "a+b" mode each time it is written, so the new data is always // appended to the end. struct S_WriteFileHeader_Patch_07 { le_uint32_t chunk_index = 0; le_uint32_t chunk_checksum = 0; // CRC32 of the following chunk data le_uint32_t chunk_size = 0; // The chunk data immediately follows here } __packed__; // 08 (S->C): Close current file // The unused field is optional. It's not clear whether this field was ever // used; it could be a remnant from pre-release testing, or someone could have // simply set the maximum size of this command incorrectly. struct S_CloseCurrentFile_Patch_08 { le_uint32_t unused = 0; } __packed__; // 09 (S->C): Enter directory struct S_EnterDirectory_Patch_09 { ptext name; } __packed__; // 0A (S->C): Exit directory // No arguments // 0B (S->C): Start patch session and go to patch root directory // No arguments // 0C (S->C): File checksum request struct S_FileChecksumRequest_Patch_0C { le_uint32_t request_id = 0; ptext filename; } __packed__; // 0D (S->C): End of file checksum requests // No arguments // 0E: Invalid command // 0F (C->S): File information struct C_FileInformation_Patch_0F { le_uint32_t request_id = 0; // Matches request_id from an earlier 0C command le_uint32_t checksum = 0; // CRC32 of the file's data le_uint32_t size = 0; } __packed__; // 10 (C->S): End of file information command list // No arguments // 11 (S->C): Start file downloads struct S_StartFileDownloads_Patch_11 { le_uint32_t total_bytes = 0; le_uint32_t num_files = 0; } __packed__; // 12 (S->C): End patch session successfully // No arguments // 13 (S->C): Message box // Same format and usage as commands 1A/D5 on the game server (described below). // On PSOBB, the message box appears in the upper half of the screen and // functions like a normal PSO message box - that is, you can use color escapes // (\tCG, for example) and lines are terminated with \n. On PSOPC, the message // appears in a Windows edit control, so the text functions differently: line // breaks must be \r\n and standard PSO color escapes don't work. The maximum // size of this command is 0x2004 bytes, including the header. // 14 (S->C): Reconnect // Same format and usage as command 19 on the game server (described below), // except the port field is big-endian for some reason. template struct S_Reconnect { be_uint32_t address = 0; PortT port = 0; le_uint16_t unused = 0; } __packed__; struct S_Reconnect_Patch_14 : S_Reconnect { } __packed__; // 15 (S->C): Login failure // No arguments // The client shows a message like "Incorrect game ID or password" and // disconnects. // No commands beyond 15 are valid on the patch server. //////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// // GAME SERVER COMMANDS //////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// // 00: Invalid command // 01 (S->C): Lobby message box // Internal name: RcvError // A small message box appears in lower-right corner, and the player must press // a key to continue. The maximum length of the message is 0x200 bytes. // Internally, PSO calls this RcvError, since it's generally used to tell the // player why they can't do something (e.g. join a full game). // This format is shared by multiple commands; for all of them except 06 (S->C), // the guild_card_number field is unused and should be 0. struct SC_TextHeader_01_06_11_B0_EE { le_uint32_t unused = 0; le_uint32_t guild_card_number = 0; // Text immediately follows here (char[] on DC/V3, char16_t[] on PC/BB) } __packed__; // 02 (S->C): Start encryption (except on BB) // Internal name: RcvPsoConnectV2 // This command should be used for non-initial sessions (after the client has // already selected a ship, for example). Command 17 should be used instead for // the first connection. // All commands after this command will be encrypted with PSO V2 encryption on // DC, PC, and GC Episodes 1&2 Trial Edition, or PSO V3 encryption on other V3 // versions. // DCv1 clients will respond with an (encrypted) 93 command. // DCv2 and PC clients will respond with an (encrypted) 9A or 9D command. // V3 clients will respond with an (encrypted) 9A or 9E command, except for GC // Episodes 1&2 Trial Edition, which behaves like PC. // The copyright field in the below structure must contain the following text: // "DreamCast Lobby Server. Copyright SEGA Enterprises. 1999" // (The above text is required on all versions that use this command, including // those versions that don't run on the DreamCast.) struct S_ServerInitDefault_DC_PC_V3_02_17_91_9B { ptext copyright; le_uint32_t server_key = 0; // Key for data sent by server le_uint32_t client_key = 0; // Key for data sent by client } __packed__; template struct S_ServerInitWithAfterMessage_DC_PC_V3_02_17_91_9B { S_ServerInitDefault_DC_PC_V3_02_17_91_9B basic_cmd; // This field is not part of SEGA's implementation; the client ignores it. // newserv sends a message here disavowing the preceding copyright notice. ptext after_message; } __packed__; // 03 (C->S): Legacy register (non-BB) // Internal name: SndRegist struct C_LegacyLogin_PC_V3_03 { le_uint64_t unused = 0; // Same as unused field in 9D/9E le_uint32_t sub_version = 0; uint8_t is_extended = 0; uint8_t language = 0; le_uint16_t unknown_a2 = 0; // Note: These are suffixed with 2 since they come from the same source data // as the corresponding fields in 9D/9E. (Even though serial_number and // serial_number2 have the same contents in 9E, they do not come from the same // field on the client's connection context object.) ptext serial_number2; ptext access_key2; } __packed__; // 03 (S->C): Legacy register result (non-BB) // Internal name: RcvRegist // header.flag specifies if the password was correct. If header.flag is 0, the // password saved to the memory card (if any) is deleted and the client is // disconnected. If header.flag is nonzero, the client responds with an 04 // command. Curiously, it looks like even DCv1 doesn't use this command in its // standard login sequence, so this may be a relic from very early development. // Even more curiously, DCv2 (and no other PSO version) has a behavior that // appears to be some kind of anti-cheating mechanism: if any byte in the memory // range 8C004000-8C007FFF is not zero, the handler for this command loops // infinitely doing nothing. // No other arguments // 03 (S->C): Start encryption (BB) // Client will respond with an (encrypted) 93 command. // All commands after this command will be encrypted with PSO BB encryption. // The copyright field in the below structure must contain the following text: // "Phantasy Star Online Blue Burst Game Server. Copyright 1999-2004 SONICTEAM." struct S_ServerInitDefault_BB_03_9B { ptext copyright; parray server_key; parray client_key; } __packed__; template struct S_ServerInitWithAfterMessage_BB_03_9B { S_ServerInitDefault_BB_03_9B basic_cmd; // As in 02, this field is not part of SEGA's implementation. ptext after_message; } __packed__; // 04 (C->S): Legacy login // Internal name: SndLogin2 // Curiously, there is a SndLogin3 function, but it does not send anything. // See comments on non-BB 03 (S->C). This is likely a relic of an older, // now-unused sequence. Like 03, this command isn't used by any PSO version that // newserv supports. // header.flag is nonzero, but it's not clear what it's used for. struct C_LegacyLogin_PC_V3_04 { le_uint64_t unused1 = 0; // Same as unused field in 9D/9E le_uint32_t sub_version = 0; uint8_t is_extended = 0; uint8_t language = 0; le_uint16_t unknown_a2 = 0; ptext serial_number; ptext access_key; } __packed__; struct C_LegacyLogin_BB_04 { parray unknown_a1; ptext username; ptext password; } __packed__; // 04 (S->C): Set guild card number and update client config ("security data") // Internal name: RcvLogin // header.flag specifies an error code; the format described below is only used // if this code is 0 (no error). Otherwise, the command has no arguments. // Error codes (on GC): // 01 = Line is busy (103) // 02 = Already logged in (104) // 03 = Incorrect password (106) // 04 = Account suspended (107) // 05 = Server down for maintenance (108) // 06 = Incorrect password (127) // Any other nonzero value = Generic failure (101) // The client config field in this command is ignored by pre-V3 clients as well // as Episodes 1&2 Trial Edition. All other V3 clients save it as opaque data to // be returned in a 9E or 9F command later. newserv sends the client config // anyway to clients that ignore it. // The client will respond with a 96 command, but only the first time it // receives this command - for later 04 commands, the client will still update // its client config but will not respond. Changing the security data at any // time seems ok, but changing the guild card number of a client after it's // initially set can confuse the client, and (on pre-V3 clients) possibly // corrupt the character data. For this reason, newserv tries pretty hard to // hide the remote guild card number when clients connect to the proxy server. // BB clients have multiple client configs; this command sets the client config // that is returned by the 9E and 9F commands, but does not affect the client // config set by the E6 command (and returned in the 93 command). In most cases, // E6 should be used for BB clients instead of 04. template struct S_UpdateClientConfig { // Note: What we call player_tag here is actually three fields: two uint8_ts // followed by a le_uint16_t. It's unknown what the uint8_t fields are for // (they seem to always be zero), but the le_uint16_t is likely a boolean // which denotes whether the player is present or not (for example, in lobby // data structures). For historical and simplicity reasons, newserv combines // these three fields into one, which takes on the value 0x00010000 when a // player is present and zero when none is present. le_uint32_t player_tag = 0x00010000; le_uint32_t guild_card_number = 0; // The ClientConfig structure describes how newserv uses this command; other // servers do not use the same format for the following 0x20 or 0x28 bytes (or // may not use it at all). The cfg field is opaque to the client; it will send // back the contents verbatim in its next 9E command (or on request via 9F). ClientConfigT cfg; } __packed__; struct S_UpdateClientConfig_DC_PC_V3_04 : S_UpdateClientConfig { } __packed__; struct S_UpdateClientConfig_BB_04 : S_UpdateClientConfig { } __packed__; // 05: Disconnect // Internal name: SndLogout // No arguments // Sending this command to a client will cause it to disconnect. There's no // advantage to doing this over simply closing the TCP connection. Clients will // send this command to the server when they are about to disconnect, but the // server does not need to close the connection when it receives this command // (and in some cases, the client will send multiple 05 commands before actually // disconnecting). // 06: Chat // Internal name: RcvChat and SndChat // Server->client format is same as 01 command. The maximum size of the message // is 0x200 bytes. // Client->server format is very similar; we include a zero-length array in this // struct to make parsing easier. // When sent by the client, the text field includes only the message. When sent // by the server, the text field includes the origin player's name, followed by // a tab character, followed by the message. // During Episode 3 battles, the first byte of an inbound 06 command's message // is interpreted differently. It should be treated as a bit field, with the low // 4 bits intended as masks for who can see the message. If the low bit (1) is // set, for example, then the chat message displays as " (whisper)" on player // 0's screen regardless of the message contents. The next bit (2) hides the // message from player 1, etc. The high 4 bits of this byte appear not to be // used, but are often nonzero and set to the value 4. (This is probably done so // that the field is always a valid ASCII character and also never terminates // the chat string accidentally.) We call this byte private_flags in the places // where newserv uses it. struct C_Chat_06 { parray unused; union { char dcv3[0]; char16_t pcbb[0]; } __packed__ text; } __packed__; // 07 (S->C): Ship select menu // Internal name: RcvDirList // This command triggers a general form of blocking menu, which was used for // both the ship select and block select menus by Sega (and all other private // servers except newserv, it seems). Curiously, the string "RcvBlockList" // appears in PSO v1 and v2, but it is not used, implying that at some point // there was a separate command to send the block list, but it was scrapped. // Perhaps this was used for command A1, which is identical to 07 and A0 in all // versions of PSO (except DC NTE). // Command is a list of these; header.flag is the entry count. The first entry // is not included in the count and does not appear on the client. The text of // the first entry becomes the ship name when the client joins a lobby. template struct S_MenuEntry { le_uint32_t menu_id = 0; le_uint32_t item_id = 0; le_uint16_t flags = 0x0F04; // Should be this value, apparently ptext text; } __packed__; struct S_MenuEntry_PC_BB_07_1F : S_MenuEntry { } __packed__; struct S_MenuEntry_DC_V3_07_1F : S_MenuEntry { } __packed__; // 08 (C->S): Request game list // Internal name: SndGameList // No arguments // 08 (S->C): Game list // Internal name: RcvGameList // Client responds with 09 and 10 commands (or nothing if the player cancels). // Command is a list of these; header.flag is the entry count. The first entry // is not included in the count and does not appear on the client. template struct S_GameMenuEntry { le_uint32_t menu_id = 0; le_uint32_t game_id = 0; // difficulty_tag is 0x0A on Episode 3; on all other versions, it's // difficulty + 0x22 (so 0x25 means Ultimate, for example) uint8_t difficulty_tag = 0; uint8_t num_players = 0; ptext name; // The episode field is used differently by different versions: // - On DCv1, PC, and GC Episode 3, the value is ignored. // - On DCv2, 1 means v1 players can't join the game, and 0 means they can. // - On GC Ep1&2, 0x40 means Episode 1, and 0x41 means Episode 2. // - On BB, 0x40/0x41 mean Episodes 1/2 as on GC, and 0x43 means Episode 4. uint8_t episode = 0; // Flags: // 02 = Locked (lock icon appears in menu; player is prompted for password if // they choose this game) // 04 = In battle (Episode 3; a sword icon appears in menu) // 04 = Disabled (BB; used for solo games) // 10 = Is battle mode // 20 = Is challenge mode uint8_t flags = 0; } __packed__; struct S_GameMenuEntry_PC_BB_08 : S_GameMenuEntry { } __packed__; struct S_GameMenuEntry_DC_V3_08_Ep3_E6 : S_GameMenuEntry { } __packed__; // 09 (C->S): Menu item info request // Internal name: SndInfo // Server will respond with an 11 command, or an A3 or A5 if the specified menu // is the quest menu. struct C_MenuItemInfoRequest_09 { le_uint32_t menu_id = 0; le_uint32_t item_id = 0; } __packed__; // 0B: Invalid command // 0C (C->S): Create game (DCv1) // Same format as C1, but fields not supported by v1 (e.g. episode, v2 mode) // are unused. // 0D: Invalid command // 0E (S->C): Incomplete/legacy join game (non-BB) // Internal name: RcvStartGame // header.flag = number of valid entries in lobby_data // This command appears to be a vestige of very early development; its // second-phase handler is missing even in the earliest public prototype of PSO // (DC NTE), and the command format is missing some important information // necessary to start a game on any version. // There is a failure mode in the 0E command handler that causes the thread // receiving the command to loop infinitely doing nothing, effectively // softlocking the game. This happens if the local player's Guild Card number // doesn't match any of the lobby_data entries. (Notably, only the first // (header.flag) entries are checked.) // If the local player's Guild Card number does match one of the entries, the // command does not softlock, but instead does nothing because the 0E // second-phase handler is missing. struct S_LegacyJoinGame_PC_0E { struct UnknownA1 { le_uint32_t player_tag; le_uint32_t guild_card_number; parray unknown_a1; } __packed__; parray unknown_a1; parray unknown_a3; } __packed__; struct S_LegacyJoinGame_GC_0E { PlayerLobbyDataDCGC lobby_data[4]; struct UnknownA0 { parray unknown_a1; le_uint16_t unknown_a2 = 0; le_uint32_t unknown_a3 = 0; } __packed__; parray unknown_a0; le_uint32_t unknown_a1 = 0; parray unknown_a2; parray unknown_a3; } __packed__; struct S_LegacyJoinGame_XB_0E { struct UnknownA1 { le_uint32_t player_tag; le_uint32_t guild_card_number; parray unknown_a1; } __packed__; parray unknown_a1; parray unknown_a2; } __packed__; // 0F: Invalid command // 10 (C->S): Menu selection // Internal name: SndAction // header.flag contains two flags: 02 specifies if a password is present, and 01 // specifies... something else. These two bits directly correspond to the two // lowest bits in the flags field of the game menu: 02 specifies that the game // is locked, but the function of 01 is unknown. // Annoyingly, the no-arguments form of the command can have any flag value, so // it doesn't suffice to check the flag value to know which format is being // used! struct C_MenuSelection_10_Flag00 { le_uint32_t menu_id = 0; le_uint32_t item_id = 0; } __packed__; template struct C_MenuSelection_10_Flag01 { C_MenuSelection_10_Flag00 basic_cmd; ptext unknown_a1; } __packed__; struct C_MenuSelection_DC_V3_10_Flag01 : C_MenuSelection_10_Flag01 { } __packed__; struct C_MenuSelection_PC_BB_10_Flag01 : C_MenuSelection_10_Flag01 { } __packed__; template struct C_MenuSelection_10_Flag02 { C_MenuSelection_10_Flag00 basic_cmd; ptext password; } __packed__; struct C_MenuSelection_DC_V3_10_Flag02 : C_MenuSelection_10_Flag02 { } __packed__; struct C_MenuSelection_PC_BB_10_Flag02 : C_MenuSelection_10_Flag02 { } __packed__; template struct C_MenuSelection_10_Flag03 { C_MenuSelection_10_Flag00 basic_cmd; ptext unknown_a1; ptext password; } __packed__; struct C_MenuSelection_DC_V3_10_Flag03 : C_MenuSelection_10_Flag03 { } __packed__; struct C_MenuSelection_PC_BB_10_Flag03 : C_MenuSelection_10_Flag03 { } __packed__; // 11 (S->C): Ship info // Internal name: RcvMessage // Same format as 01 command. The text appears in a small box in the lower-left // corner (on V3/BB) or lower-right corner of the screen. // 12 (S->C): Valid but ignored (all versions) // Internal name: RcvBaner // This command's internal name is possibly a misspelling of "banner", which // could be an early version of the 1A/D5 (large message box) commands, or of // BB's 00EE (scrolling message) command; however, the existence of // RcvBanerHead (16) seems to contradict this hypothesis since a text message // would not require a separate header command. Even on DC NTE, this command // does nothing, so this must have been scrapped very early in development. // 13 (S->C): Write online quest file // Internal name: RcvDownLoad // Used for downloading online quests. For download quests (to be saved to the // memory card), use A7 instead. // All chunks except the last must have 0x400 data bytes. When downloading an // online quest, the .bin and .dat chunks may be interleaved (although newserv // currently sends them sequentially). // header.flag = file chunk index (start offset / 0x400) struct S_WriteFile_13_A7 { ptext filename; parray data; le_uint32_t data_size = 0; } __packed__; // 13 (C->S): Confirm file write (V3/BB) // Client sends this in response to each 13 sent by the server. It appears // these are only sent by V3 and BB - PSO DC and PC do not send these. // header.flag = file chunk index (same as in the 13/A7 sent by the server) struct C_WriteFileConfirmation_V3_BB_13_A7 { ptext filename; } __packed__; // 14 (S->C): Valid but ignored (all versions) // Internal name: RcvUpLoad // Based on its internal name, this command seems like the logical opposite of // 13 (quest file download, named RcvDownLoad internally). However, even in DC // NTE, this command does nothing, so it must have been scrapped very early in // development. There is a SndUpLoad string in the DC versions, but the // corresponding function was deleted. // 15: Invalid command // 16 (S->C): Valid but ignored (all versions) // Internal name: RcvBanerHead // It's not clear what this command was supposed to do, but it's likely related // to 12 in some way. Like 12, this command does nothing, even on DC NTE. // 17 (S->C): Start encryption at login server (except on BB) // Internal name: RcvPsoRegistConnectV2 // Same format and usage as 02 command, but a different copyright string: // "DreamCast Port Map. Copyright SEGA Enterprises. 1999" // Unlike the 02 command, V3 clients will respond with a DB command when they // receive a 17 command in any online session, with the exception of Episodes // 1&2 trial edition (which responds with a 9A). DCv1 will respond with a 90. DC // NTE will respond with an 8B. Other non-V3 clients will respond with a 9A or // 9D. // 18 (S->C): License verification result (PC/V3) // Behaves exactly the same as 9A (S->C). No arguments except header.flag. // 19 (S->C): Reconnect to different address // Internal name: RcvPort // Client will disconnect, and reconnect to the given address/port. Encryption // will be disabled on the new connection; the server should send an appropriate // command to enable it when the client connects. // Note: PSO XB seems to ignore the address field, which makes sense given its // networking architecture. struct S_Reconnect_19 : S_Reconnect { } __packed__; // Because PSO PC and some versions of PSO DC/GC use the same port but different // protocols, we use a specially-crafted 19 command to send them to two // different ports depending on the client version. I first saw this technique // used by Schthack; I don't know if it was his original creation. struct S_ReconnectSplit_19 { be_uint32_t pc_address = 0; le_uint16_t pc_port = 0; parray unused1; uint8_t gc_command = 0x19; uint8_t gc_flag = 0; le_uint16_t gc_size = 0x97; be_uint32_t gc_address = 0; le_uint16_t gc_port = 0; parray unused2; } __packed__; // 1A (S->C): Large message box // Internal name: RcvText // On V3, client will sometimes respond with a D6 command (see D6 for more // information). // Contents are plain text (char on DC/V3, char16_t on PC/BB). There must be at // least one null character ('\0') before the end of the command data. // There is a bug in V3 (and possibly all versions) where if this command is // sent after the client has joined a lobby, the chat log window contents will // appear in the message box, prepended to the message text from the command. // The maximum length of the message is 0x400 bytes. This is the only // difference between this command and the D5 command. // 1B (S->C): Valid but ignored (all versions) // Internal name: RcvBattleData // This command does nothing in all PSO versions. There is a SndBattleData // string in the DC versions, but the corresponding function was deleted. // 1C (S->C): Valid but ignored (all versions) // Internal name: RcvSystemFile // This command does nothing in all PSO versions. // 1D: Ping // Internal name: RcvPing // No arguments // When sent to the client, the client will respond with a 1D command. Data sent // by the server is ignored; the client always sends a 1D command with no data. // 1E: Invalid command // 1F (C->S): Request information menu // Internal name: SndTextList // No arguments // This command is used in PSO DC and PC. It exists in V3 as well but is // apparently unused. // 1F (S->C): Information menu // Internal name: RcvTextList // Same format and usage as 07 command, except: // - The menu title will say "Information" instead of "Ship Select". // - There is no way to request details before selecting a menu item (the client // will not send 09 commands). // - The player can press a button (B on GC, for example) to close the menu // without selecting anything, unlike the ship select menu. The client does // not send anything when this happens. // 20: Invalid command // 21: GameGuard control (old versions of BB) // Format unknown // 22: GameGuard check (BB) // Command 0022 is a 16-byte challenge (sent in the data field) using the // following structure. struct SC_GameCardCheck_BB_0022 { parray data; } __packed__; // Command 0122 uses a 4-byte challenge sent in the header.flag field instead. // This version of the command has no other arguments. // 23 (S->C): Momoka Item Exchange result (BB) // Sent in response to a 6xD9 command from the client. // header.flag indicates if an item was exchanged: 0 means success, 1 means // failure. // 24 (S->C): Good Luck result (BB) // Sent in response to a 6xDE command from the client. // header.flag indicates whether the client had any Secret Lottery Tickets in // their inventory (and hence could participate): 0 means success, 1 means // failure. struct S_GoodLuckResult_BB_24 { le_uint16_t unknown_a1 = 0; le_uint16_t unknown_a2 = 0; parray unknown_a3; } __packed__; // 25 (S->C): Gallon's Plan result (BB) // Sent in response to a 6xE1 command from the client. struct S_Unknown_BB_25 { le_uint16_t unknown_a1 = 0; uint8_t offset1 = 0; uint8_t offset2 = 0; uint8_t value1 = 0; uint8_t value2 = 0; le_uint16_t unused = 0; } __packed__; // 26: Invalid command // 27: Invalid command // 28: Invalid command // 29: Invalid command // 2A: Invalid command // 2B: Invalid command // 2C: Invalid command // 2D: Invalid command // 2E: Invalid command // 2F: Invalid command // 30: Invalid command // 31: Invalid command // 32: Invalid command // 33: Invalid command // 34: Invalid command // 35: Invalid command // 36: Invalid command // 37: Invalid command // 38: Invalid command // 39: Invalid command // 3A: Invalid command // 3B: Invalid command // 3C: Invalid command // 3D: Invalid command // 3E: Invalid command // 3F: Invalid command // 40 (C->S): Guild card search // Internal name: SndFindUser // There is an unused command named SndFavorite in the DC versions of PSO, // which may have been related to this command. SndFavorite seems to be // completely unused; its sender function was optimized out of all known // builds, leaving only its name string remaining. // The server should respond with a 41 command if the target is online. If the // target is not online, the server doesn't respond at all. struct C_GuildCardSearch_40 { le_uint32_t player_tag = 0x00010000; le_uint32_t searcher_guild_card_number = 0; le_uint32_t target_guild_card_number = 0; } __packed__; // 41 (S->C): Guild card search result // Internal name: RcvUserAns template struct SC_MeetUserExtension { struct LobbyReference { le_uint32_t menu_id = 0; le_uint32_t item_id = 0; } __packed__; parray lobby_refs; le_uint32_t unknown_a2 = 0; ptext player_name; } __packed__; template struct S_GuildCardSearchResult { le_uint32_t player_tag = 0x00010000; le_uint32_t searcher_guild_card_number = 0; le_uint32_t result_guild_card_number = 0; HeaderT reconnect_command_header; // Ignored by the client S_Reconnect_19 reconnect_command; // The format of this string is "GAME-NAME,BLOCK##,SERVER-NAME". If the result // player is not in a game, GAME-NAME should be the lobby name - for standard // lobbies this is "BLOCK-"; for CARD lobbies this is // "BLOCK-C". ptext location_string; // If the player chooses to meet the user, this extension data is sent in the // login command (9D/9E) after connecting to the server designated in // reconnect_command. When processing the 9D/9E, newserv uses only the // lobby_id field within, but it fills in all fields when sengind a 41. SC_MeetUserExtension extension; } __packed__; struct S_GuildCardSearchResult_PC_41 : S_GuildCardSearchResult { } __packed__; struct S_GuildCardSearchResult_DC_V3_41 : S_GuildCardSearchResult { } __packed__; struct S_GuildCardSearchResult_BB_41 : S_GuildCardSearchResult { } __packed__; // 42: Invalid command // 43: Invalid command // 44 (S->C): Open file for download // Internal name: RcvDownLoadHead // Used for downloading online quests. The client will react to a 44 command if // the filename ends in .bin or .dat. // For download quests (to be saved to the memory card) and GBA games, the A6 // command is used instead. The client will react to A6 if the filename ends in // .bin/.dat (quests), .pvr (textures), or .gba (GameBoy Advance games). // It appears that the .gba handler for A6 was not deleted in PSO XB, even // though it doesn't make sense for an XB client to receive such a file. struct S_OpenFile_DC_44_A6 { ptext name; // Should begin with "PSO/" // The type field is only used for download quests (A6); it is ignored for // online quests (44). The following values are valid for A6: // 0 = download quest (client expects .bin and .dat files) // 1 = download quest (client expects .bin, .dat, and .pvr files) // 2 = GBA game (GC only; client expects .gba file only) // 3 = Episode 3 download quest (Ep3 only; client expects .bin file only) // There is a bug in the type logic: an A6 command always overwrites the // current download type even if the filename doesn't end in .bin, .dat, .pvr, // or .gba. This may lead to a resource exhaustion bug if exploited carefully, // but I haven't verified this. Generally the server should send all files for // a given piece of content with the same type in each file's A6 command. uint8_t type = 0; ptext filename; le_uint32_t file_size = 0; } __packed__; struct S_OpenFile_PC_V3_44_A6 { ptext name; // Should begin with "PSO/" le_uint16_t type = 0; ptext filename; le_uint32_t file_size = 0; } __packed__; // Curiously, PSO XB expects an extra 0x18 bytes at the end of this command, but // those extra bytes are unused, and the client does not fail if they're // omitted. struct S_OpenFile_XB_44_A6 : S_OpenFile_PC_V3_44_A6 { parray unused2; } __packed__; struct S_OpenFile_BB_44_A6 { parray unused; le_uint16_t type = 0; ptext filename; le_uint32_t file_size = 0; ptext name; } __packed__; // 44 (C->S): Confirm open file (V3/BB) // Client sends this in response to each 44 sent by the server. // header.flag = quest number (sort of - seems like the client just echoes // whatever the server sent in its header.flag field. Also quest numbers can be // > 0xFF so the flag is essentially meaningless) struct C_OpenFileConfirmation_44_A6 { ptext filename; } __packed__; // 45: Invalid command // 46: Invalid command // 47: Invalid command // 48: Invalid command // 49: Invalid command // 4A: Invalid command // 4B: Invalid command // 4C: Invalid command // 4D: Invalid command // 4E: Invalid command // 4F: Invalid command // 50: Invalid command // 51: Invalid command // 52: Invalid command // 53: Invalid command // 54: Invalid command // 55: Invalid command // 56: Invalid command // 57: Invalid command // 58: Invalid command // 59: Invalid command // 5A: Invalid command // 5B: Invalid command // 5C: Invalid command // 5D: Invalid command // 5E: Invalid command // 5F: Invalid command // 60: Broadcast command // Internal name: SndPsoData // When a client sends this command, the server should forward it to all players // in the same game/lobby, except the player who originally sent the command. // See ReceiveSubcommands or the subcommand index below for details on contents. // The data in this command may be up to 0x400 bytes in length. If it's larger, // the client will exhibit undefined behavior. // 61 (C->S): Player data // Internal name: SndCharaDataV2 (SndCharaData in DCv1) // See the PSOPlayerData structs in Player.hh for this command's format. // header.flag specifies the format version, which is related to (but not // identical to) the game's major version. For example, the format version is 01 // on DC v1, 02 on PSO PC, 03 on PSO GC, XB, and BB, and 04 on Episode 3. // Upon joining a game, the client assigns inventory item IDs sequentially as // (0x00010000 + (0x00200000 * lobby_client_id) + x). So, for example, player // 3's 8th item's ID would become 0x00610007. The item IDs from the last game // the player was in will appear in their inventory in this command. // Note: If the client is in a game at the time this command is received, the // inventory sent by the client only includes items that would not disappear if // the client crashes! Essentially, it reflects the saved state of the player's // character rather than the live state. // 62: Target command // Internal name: SndPsoData2 // When a client sends this command, the server should forward it to the player // identified by header.flag in the same game/lobby, even if that player is the // player who originally sent it. // See ReceiveSubcommands or the subcommand index below for details on contents. // The data in this command may be up to 0x400 bytes in length. If it's larger, // the client will exhibit undefined behavior. // 63: Invalid command // 64 (S->C): Join game // Internal name: RcvStartGame3 // This is sent to the joining player; the other players get a 65 instead. // Note that (except on Episode 3) this command does not include the player's // disp or inventory data. The clients in the game are responsible for sending // that data to each other during the join process with 60/62/6C/6D commands. // Curiously, this command is named RcvStartGame3 internally, while 0E is named // RcvStartGame. The string RcvStartGame2 appears in the DC versions, but it // seems the relevant code was deleted - there are no references to the string. // Based on the large gap between commands 0E and 64, we can't guess at which // command number RcvStartGame2 might have been. // Header flag = entry count template struct S_JoinGame { // Note: It seems Sega servers sent uninitialized memory in the variations // field when sending this command to start an Episode 3 tournament game. This // can be misleading when reading old logs from those days, but the Episode 3 // client really does ignore it. parray variations; // Unlike lobby join commands, these are filled in in their slot positions. // That is, if there's only one player in a game with ID 2, then the first two // of these are blank and the player's data is in the third entry here. parray lobby_data; uint8_t client_id = 0; uint8_t leader_id = 0; uint8_t disable_udp = 1; uint8_t difficulty = 0; uint8_t battle_mode = 0; uint8_t event = 0; uint8_t section_id = 0; uint8_t challenge_mode = 0; le_uint32_t rare_seed = 0; // Note: The 64 command for PSO DC ends here (the next 4 fields are ignored). // newserv sends them anyway for code simplicity reasons. uint8_t episode = 0; // Similarly, PSO GC ignores the values in the following fields. uint8_t unused2 = 1; // Should be 1 for PSO PC? // Note: Only BB uses this field; it's unused on all other versions (since // only BB has solo mode). uint8_t solo_mode = 0; uint8_t unused3 = 0; } __packed__; struct S_JoinGame_DCNTE_64 { uint8_t client_id; uint8_t leader_id; uint8_t disable_udp; uint8_t unused; parray variations; parray lobby_data; } __packed__; struct S_JoinGame_PC_64 : S_JoinGame { } __packed__; struct S_JoinGame_DC_GC_64 : S_JoinGame { } __packed__; struct S_JoinGame_GC_Ep3_64 : S_JoinGame_DC_GC_64 { // This field is only present if the game (and client) is Episode 3. Similarly // to lobby_data in the base struct, all four of these are always present and // they are filled in in slot positions. struct { PlayerInventory inventory; PlayerDispDataDCPCV3 disp; } __packed__ players_ep3[4]; } __packed__; struct S_JoinGame_XB_64 : S_JoinGame { parray unknown_a1; } __packed__; struct S_JoinGame_BB_64 : S_JoinGame { } __packed__; // 65 (S->C): Add player to game // Internal name: RcvBurstGame // When a player joins an existing game, the joining player receives a 64 // command (described above), and the players already in the game receive a 65 // command containing only the joining player's data. struct LobbyFlags_DCNTE { uint8_t client_id = 0; uint8_t leader_id = 0; uint8_t disable_udp = 1; uint8_t unused = 0; } __packed__; struct LobbyFlags { uint8_t client_id = 0; uint8_t leader_id = 0; uint8_t disable_udp = 1; uint8_t lobby_number = 0; uint8_t block_number = 0; uint8_t unknown_a1 = 0; uint8_t event = 0; uint8_t unknown_a2 = 0; le_uint32_t unused = 0; } __packed__; // Header flag = entry count (always 1 for 65 and 68; up to 0x0C for 67) template struct S_JoinLobby { LobbyFlagsT lobby_flags; struct Entry { LobbyDataT lobby_data; PlayerInventory inventory; DispDataT disp; } __packed__; // Note: not all of these will be filled in and sent if the lobby isn't full // (the command size will be shorter than this struct's size) parray entries; static inline size_t size(size_t used_entries) { return offsetof(S_JoinLobby, entries) + used_entries * sizeof(Entry); } } __packed__; struct S_JoinLobby_DCNTE_65_67_68 : S_JoinLobby { } __packed__; struct S_JoinLobby_PC_65_67_68 : S_JoinLobby { } __packed__; struct S_JoinLobby_DC_GC_65_67_68_Ep3_EB : S_JoinLobby { } __packed__; struct S_JoinLobby_BB_65_67_68 : S_JoinLobby { } __packed__; struct S_JoinLobby_XB_65_67_68 { LobbyFlags lobby_flags; parray unknown_a4; struct Entry { PlayerLobbyDataXB lobby_data; PlayerInventory inventory; PlayerDispDataDCPCV3 disp; } __packed__; // Note: not all of these will be filled in and sent if the lobby isn't full // (the command size will be shorter than this struct's size) parray entries; static inline size_t size(size_t used_entries) { return offsetof(S_JoinLobby_XB_65_67_68, entries) + used_entries * sizeof(Entry); } } __packed__; // 66 (S->C): Remove player from game // Internal name: RcvExitGame // This is sent to all players in a game except the leaving player. // header.flag should be set to the leaving player ID (same as client_id). struct S_LeaveLobby_66_69_Ep3_E9 { uint8_t client_id = 0; uint8_t leader_id = 0; // Note: disable_udp only has an effect for games; it is unused for lobbies // and spectator teams. uint8_t disable_udp = 1; uint8_t unused = 0; } __packed__; // 67 (S->C): Join lobby // Internal name: RcvStartLobby2 // This is sent to the joining player; the other players receive a 68 instead. // Same format as 65 command, but used for lobbies instead of games. // Curiously, this command is named RcvStartLobby2 internally, but there is no // command named RcvStartLobby. The string "RcvStartLobby" does appear in the DC // game executable, but it appears the relevant code was deleted. // 68 (S->C): Add player to lobby // Internal name: RcvBurstLobby // Same format as 65 command, but used for lobbies instead of games. // The command only includes the joining player's data. // 69 (S->C): Remove player from lobby // Internal name: RcvExitLobby // Same format as 66 command, but used for lobbies instead of games. // 6A: Invalid command // 6B: Invalid command // 6C: Broadcast command // Internal name: RcvPsoDataLong and SndPsoDataLong // Same format and usage as 60 command, but with no size limit. // 6D: Target command // Internal name: RcvPsoDataLong and SndPsoDataLong2 // Same format and usage as 62 command, but with no size limit. // 6E: Invalid command // 6F (C->S): Set game status // Internal name: SndBurstEnd // This command is sent when a player is done loading and other players can then // join the game. On BB, this command is sent as 016F if a quest is in progress // and the game should not be joined by anyone else. // 70: Invalid command // 71: Invalid command // 72: Invalid command // 73: Invalid command // 74: Invalid command // 75: Invalid command // 76: Invalid command // 77: Invalid command // 78: Invalid command // 79: Invalid command // 7A: Invalid command // 7B: Invalid command // 7C: Invalid command // 7D: Invalid command // 7E: Invalid command // 7F: Invalid command // 80: Valid but ignored (all versions) // Internal names: RcvGenerateID and SndGenerateID // This command appears to be used to set the next item ID for the given player // slot. PSO V3 and later accept this command, but ignore it entirely. Notably, // no version of PSO except for DC NTE ever sends this command - it's likely it // was used to implement some item ID sync semantics that were later changed to // use the leader as the source of truth. struct C_GenerateID_DCNTE_80 { le_uint32_t id; uint8_t unused1; // Always 0 uint8_t unused2; // Always 0 le_uint16_t unused3; // Always 0 parray unused4; // Client sends uninitialized data here } __packed__; struct S_GenerateID_DC_PC_V3_80 { le_uint32_t client_id = 0; le_uint32_t unused = 0; le_uint32_t next_item_id = 0; } __packed__; // 81: Simple mail // Internal name: RcvChatMessage and SndChatMessage // Format is the same in both directions. The server should forward the command // to the player with to_guild_card_number, if they are online. If they are not // online, the server may store it for later delivery, send their auto-reply // message back to the original sender, or simply drop the message. // On GC (and probably other versions too) the unused space after the text // contains uninitialized memory when the client sends this command. newserv // clears the uninitialized data for security reasons before forwarding. template struct SC_SimpleMail_81 { le_uint32_t player_tag = 0x00010000; le_uint32_t from_guild_card_number = 0; ptext from_name; le_uint32_t to_guild_card_number = 0; ptext text; } __packed__; struct SC_SimpleMail_PC_81 : SC_SimpleMail_81 { } __packed__; struct SC_SimpleMail_DC_V3_81 : SC_SimpleMail_81 { } __packed__; struct SC_SimpleMail_BB_81 { le_uint32_t player_tag = 0x00010000; le_uint32_t from_guild_card_number = 0; ptext from_name; le_uint32_t to_guild_card_number = 0; ptext received_date; ptext text; } __packed__; // 82: Invalid command // 83 (S->C): Lobby menu // Internal name: RcvRoomInfo // Curiously, there is a SndRoomInfo string in the DC versions. Perhaps in an // early (pre-NTE) build, the client had to request the lobby menu from the // server, and SndRoomInfo was the command to do so. The code to send this // command must have been removed before DC NTE. // This command sets the menu item IDs that the client uses for the lobby // teleporter menu. On DCv1, the client expects 10 entries here; on all other // versions except Episode 3, the client expects 15 items here; on Episode 3, // the client expects 20 items here. Sending more or fewer items does not // change the lobby count on the client. If fewer entries are sent, the menu // item IDs for some lobbies will not be set, and the client will likely send // 84 commands that don't make sense if the player chooses one of lobbies with // unset IDs. On Episode 3, the CARD lobbies are the last five entries, even // though they appear at the top of the list on the player's screen. // Command is a list of these; header.flag is the entry count (10, 15 or 20) struct S_LobbyListEntry_83 { le_uint32_t menu_id = 0; le_uint32_t item_id = 0; le_uint32_t unused = 0; } __packed__; // 84 (C->S): Choose lobby // Internal name: SndRoomChange struct C_LobbySelection_84 { le_uint32_t menu_id = 0; le_uint32_t item_id = 0; } __packed__; // 85: Invalid command // 86: Invalid command // 87: Invalid command // 88 (C->S): License check (DC NTE only) // The server should respond with an 88 command. struct C_Login_DCNTE_88 { ptext serial_number; ptext access_key; } __packed__; // 88 (S->C): License check result (DC NTE only) // No arguments except header.flag. // If header.flag is zero, client will respond with an 8A command. Otherwise, it // will respond with an 8B command. This is the same behavior as for the 18 // command (and in fact, the client handler is shared between both commands.) // 88 (S->C): Update lobby arrows (except DC NTE) // If this command is sent while a client is joining a lobby, the client may // ignore it. For this reason, the server should wait a few seconds after a // client joins a lobby before sending an 88 command. // This command is not supported on DC v1. // Command is a list of these; header.flag is the entry count. There should // be an update for every player in the lobby in this command, even if their // arrow color isn't being changed. struct S_ArrowUpdateEntry_88 { le_uint32_t player_tag = 0x00010000; le_uint32_t guild_card_number = 0; // Values for arrow_color: // any number not specified below (including 00) - none // 01 - red // 02 - blue // 03 - green // 04 - yellow // 05 - purple // 06 - cyan // 07 - orange // 08 - pink // 09 - white // 0A - white // 0B - white // 0C - black le_uint32_t arrow_color = 0; } __packed__; // 89 (C->S): Set lobby arrow // header.flag = arrow color number (see above); no other arguments. // Server should send an 88 command to all players in the lobby. // 89 (S->C): Start encryption at login server (DC NTE) // Behaves exactly the same as the 17 command. // 8A (C->S): Connection information (DC NTE only) // The server should respond with an 8A command. struct C_ConnectionInfo_DCNTE_8A { ptext hardware_id; le_uint32_t sub_version = 0x20; le_uint32_t unknown_a1 = 0; ptext username; ptext password; ptext email_address; // From Sylverant documentation } __packed__; // 8A (S->C): Connection information result (DC NTE only) // header.flag is a success flag. If 0 is sent, the client shows an error // message and disconnects. Otherwise, the client responds with an 8B command. // 8A (C->S): Request lobby/game name (except DC NTE) // No arguments // 8A (S->C): Lobby/game name (except DC NTE) // Contents is a string (char16_t on PC/BB, char on DC/V3) containing the lobby // or game name. The client generally only sends this immediately after joining // a game, but Sega's servers also replied to it if it was sent in a lobby. They // would return a string like "LOBBY01" in that case even though this would // never be used under normal circumstances. // 8B: Log in (DC NTE only) struct C_Login_DCNTE_8B { le_uint32_t player_tag = 0x00010000; le_uint32_t guild_card_number = 0; parray hardware_id; le_uint32_t sub_version = 0x20; uint8_t is_extended = 0; uint8_t language = 0; parray unused1; ptext serial_number; ptext access_key; ptext username; ptext password; ptext name; parray unused; } __packed__; struct C_LoginExtended_DCNTE_8B : C_Login_DCNTE_8B { SC_MeetUserExtension extension; } __packed__; // 8C: Invalid command // 8D (S->C): Request player data (DC NTE only) // Behaves the same as 95 (S->C) on all other versions, but DC NTE crashes if it // receives 95. // 8E: Ship select menu (DC NTE) // Behaves exactly the same as the A0 command (in both directions). // 8F: Block select menu (DC NTE) // Behaves exactly the same as the A1 command (in both directions). // 90 (C->S): V1 login (DC/PC/V3) // This command is used during the DCv1 login sequence; a DCv1 client will // respond to a 17 command with an (encrypted) 90. If a V3 client receives a 91 // command, however, it will also send a 90 in response, though the contents // will be blank (all zeroes). struct C_LoginV1_DC_PC_V3_90 { ptext serial_number; ptext access_key; // Note: There is a bug in the Japanese and prototype versions of DCv1 that // cause the client to send this command despite its size not being a // multiple of 4. This is fixed in later versions, so we handle both cases in // the receive handler. } __packed__; // 90 (S->C): License verification result (V3) // Behaves exactly the same as 9A (S->C). No arguments except header.flag. // 91 (S->C): Start encryption at login server (legacy; non-BB only) // Internal name: RcvPsoRegistConnect // Same format and usage as 17 command, except the client will respond with a 90 // command. On versions that support it, this is strictly less useful than the // 17 command. Curiously, this command appears to have been implemented after // the 17 command since it's missing from the DC NTE version, but the 17 command // is named RcvPsoRegistConnectV2 whereas 91 is simply RcvPsoRegistConnect. It's // likely that after DC NTE, Sega simply changed the command numbers for this // group of commands from 88-8F to 90-A1 (so DC NTE's 89 command became the 91 // command in all later versions). // 92 (C->S): Register (DC) struct C_RegisterV1_DC_92 { parray unknown_a1; uint8_t is_extended = 0; // TODO: This is a guess uint8_t language = 0; // TODO: This is a guess; verify it parray unknown_a3; ptext hardware_id; parray unused1; ptext email; // According to Sylverant documentation parray unused2; } __packed__; // 92 (S->C): Register result (non-BB) // Internal name: RcvPsoRegist // Same format and usage as 9C (S->C) command. // 93 (C->S): Log in (DCv1) struct C_LoginV1_DC_93 { le_uint32_t player_tag = 0x00010000; le_uint32_t guild_card_number = 0; le_uint32_t unknown_a1 = 0; le_uint32_t unknown_a2 = 0; le_uint32_t sub_version = 0; uint8_t is_extended = 0; uint8_t language = 0; parray unused1; ptext serial_number; ptext access_key; ptext hardware_id; ptext unknown_a3; ptext name; parray unused2; } __packed__; struct C_LoginExtendedV1_DC_93 : C_LoginV1_DC_93 { SC_MeetUserExtension extension; } __packed__; // 93 (C->S): Log in (BB) struct C_Login_BB_93 { le_uint32_t player_tag = 0x00010000; le_uint32_t guild_card_number = 0; ptext unused; le_uint32_t team_id = 0; ptext username; ptext password; // These fields map to the same fields in SC_MeetUserExtension. There is no // equivalent of the name field from that structure on BB (though newserv // doesn't use it anyway). le_uint32_t menu_id = 0; le_uint32_t preferred_lobby_id = 0; // Note: Unlike other versions, BB puts the version string in the client // config at connect time. So the first time the server gets this command, it // will be something like "Ver. 1.24.3". Note also that some old versions // (before 1.23.8?) omit the hardware_info field before the client config, so // the client config starts 8 bytes earlier on those versions and the entire // command is 8 bytes shorter, hence this odd-looking union. union VariableLengthSection { union ClientConfigFields { ClientConfigBB cfg; ptext version_string; parray as_u32; } __packed__; ClientConfigFields old_clients_cfg; struct NewFormat { parray hardware_info; ClientConfigFields cfg; } __packed__ new_clients; } __packed__ var; } __packed__; // 94: Invalid command // 95 (S->C): Request player data // Internal name: RcvRecognition // No arguments // For some reason, some servers send high values in the header.flag field here. // The header.flag field is completely unused by the client, however - sending // zero works just fine. The original Sega servers had some uninitialized memory // bugs, of which that may have been one, and other private servers may have // just duplicated Sega's behavior verbatim. // Client will respond with a 61 command. // 96 (C->S): Character save information // Internal name: SndSaveCountCheck struct C_CharSaveInfo_DCv2_PC_V3_BB_96 { // The creation timestamp is the number of seconds since 12:00AM on 1 January // 2000. Instead of computing this directly from the TBR (on PSO GC), the game // uses localtime(), then converts that to the desired timestamp. The leap // year correction in the latter phase of this computation seems incorrect; it // adds a day in 2002, 2006, etc. instead of 2004, 2008, etc. See // compute_psogc_timestamp in SaveFileFormats.cc for details. le_uint32_t creation_timestamp = 0; // This field counts certain events on a per-character basis. One of the // relevant events is the act of sending a 96 command; another is the act of // receiving a 97 command (to which the client responds with a B1 command). // Presumably Sega's original implementation could keep track of this value // for each character and could therefore tell if a character had connected to // an unofficial server between connections to Sega's servers. le_uint32_t event_counter = 0; } __packed__; // 97 (S->C): Save to memory card // Internal name: RcvSaveCountCheck // No arguments // Internally, this command is called RcvSaveCountCheck, even though the counter // in the 96 command (to which 97 is a reply) counts more events than saves. // Sending this command with header.flag == 0 will show a message saying that // "character data was improperly saved", and will delete the character's items // and challenge mode records. newserv (and all other unofficial servers) always // send this command with flag == 1, which causes the client to save normally. // Client will respond with a B1 command if header.flag is nonzero. // 98 (C->S): Leave game // Internal name: SndUpdateCharaDataV2 (SndUpdateCharaData in DCv1) // Same format as 61 command. The server should update its view of the client's // player data and remove the client from the game it's in (if any), but should // NOT assign it to an available lobby. The client will send an 84 when it's // ready to join a lobby. // 99 (C->S): Server time accepted // Internal name: SndPsoDirList // No arguments // This command's internal name suggests that it's actually a request for the // ship select menu, but it's only sent as the response to a B1 command (server // time) and the client doesn't set any state to indicate it's waiting for a // ship select menu, so we just treat it as confirmation of a received B1 // command instead. // 9A (C->S): Initial login (no password or client config) // Internal name: RcvPsoRegistCheck // Not used on DCv1 - that version uses 90 instead. struct C_Login_DC_PC_V3_9A { ptext v1_serial_number; ptext v1_access_key; ptext serial_number; ptext access_key; le_uint32_t player_tag = 0x00010000; le_uint32_t guild_card_number = 0; le_uint32_t sub_version = 0; ptext serial_number2; // On DCv2, this is the hardware ID ptext access_key2; ptext email_address; } __packed__; // 9A (S->C): License verification result // Internal name: RcvPsoRegistCheckV2 // The result code is sent in the header.flag field. Result codes: // 00 = license ok (don't save to memory card; client responds with 9D/9E) // 01 = registration required (client responds with a 9C command) // 02 = license ok (save to memory card; client responds with 9D/9E) // For all of the below cases, the client doesn't respond and displays a message // box describing the error. When the player presses a button, the client then // disconnects. // 03 = access key invalid (125) (client deletes saved license info) // 04 = serial number invalid (126) (client deletes saved license info) // 07 = invalid Hunter's License (117) // 08 = Hunter's License expired (116) // 0B = HL not registered under this serial number/access key (112) // 0C = HL not registered under this serial number/access key (113) // 0D = HL not registered under this serial number/access key (114) // 0E = connection error (115) // 0F = connection suspended (111) // 10 = connection suspended (111) // 11 = Hunter's License expired (116) // 12 = invalid Hunter's License (117) // 13 = servers under maintenance (118) // Seems like most (all?) of the rest of the codes are "network error" (119). // 9B (S->C): Secondary server init (non-BB, non-DCv1) // Behaves exactly the same as 17 (S->C). // 9B (S->C): Secondary server init (BB) // Format is the same as 03 (and the client uses the same encryption afterward). // The only differences that 9B has from 03: // - 9B does not work during the data-server phase (before the client has // reached the ship select menu), whereas 03 does. // - For command 9B, the copyright string must be // "PSO NEW PM Server. Copyright 1999-2002 SONICTEAM.". // - The client will respond with a command DB instead of a command 93. // 9C (C->S): Register // Internal name: SndPsoRegist // It appears PSO GC sends uninitialized data in the header.flag field here. struct C_Register_DC_PC_V3_9C { le_uint64_t unused = 0; le_uint32_t sub_version = 0; uint8_t unused1 = 0; uint8_t language = 0; parray unused2; ptext serial_number; // On XB, this is the XBL gamertag ptext access_key; // On XB, this is the XBL user ID ptext password; // On XB, this contains "xbox-pso" } __packed__; struct C_Register_BB_9C { le_uint32_t sub_version = 0; uint8_t unused1 = 0; uint8_t language = 0; parray unused2; ptext username; ptext password; ptext game_tag; // "psopc2" on BB } __packed__; // 9C (S->C): Register result // Internal name: RcvPsoRegistV2 // On GC, the only possible error here seems to be wrong password (127) which is // displayed if the header.flag field is zero. On DCv2/PC, the error text says // something like "registration failed" instead. If header.flag is nonzero, the // client proceeds with the login procedure by sending a 9D or 9E. // 9D (C->S): Log in without client config (DCv2/PC/GC) // Not used on DCv1 - that version uses 93 instead. // Not used on most versions of V3 - the client sends 9E instead. The one // type of PSO V3 that uses 9D is the Trial Edition of Episodes 1&2. // The extended version of this command is sent if the client has not yet // received an 04 (in which case the extended fields are blank) or if the client // selected the Meet User option, in which case it specifies the requested lobby // by its menu ID and item ID. struct C_Login_DC_PC_GC_9D { le_uint32_t player_tag = 0x00010000; // 0x00010000 if guild card is set (via 04) le_uint32_t guild_card_number = 0; // 0xFFFFFFFF if not set le_uint32_t unused1 = 0; le_uint32_t unused2 = 0; le_uint32_t sub_version = 0; uint8_t is_extended = 0; // If 1, structure has extended format uint8_t language = 0; // 0 = JP, 1 = EN, 2 = DE, 3 = FR, 4 = ES parray unused3; // Always zeroes ptext v1_serial_number; ptext v1_access_key; ptext serial_number; // On XB, this is the XBL gamertag ptext access_key; // On XB, this is the XBL user ID ptext serial_number2; // On XB, this is the XBL gamertag ptext access_key2; // On XB, this is the XBL user ID ptext name; } __packed__; struct C_LoginExtended_DC_GC_9D : C_Login_DC_PC_GC_9D { SC_MeetUserExtension extension; } __packed__; struct C_LoginExtended_PC_9D : C_Login_DC_PC_GC_9D { SC_MeetUserExtension extension; } __packed__; // 9E (C->S): Log in with client config (V3/BB) // Not used on GC Episodes 1&2 Trial Edition. // The extended version of this command is used in the same circumstances as // when PSO PC uses the extended version of the 9D command. // header.flag is 1 if the client has UDP disabled. struct C_Login_GC_9E : C_Login_DC_PC_GC_9D { union ClientConfigFields { ClientConfig cfg; parray data; ClientConfigFields() : data() {} } __packed__ client_config; } __packed__; struct C_LoginExtended_GC_9E : C_Login_GC_9E { SC_MeetUserExtension extension; } __packed__; struct C_Login_XB_9E : C_Login_GC_9E { XBNetworkLocation netloc; parray unknown_a1; } __packed__; struct C_LoginExtended_XB_9E : C_Login_XB_9E { SC_MeetUserExtension extension; } __packed__; struct C_LoginExtended_BB_9E { le_uint32_t player_tag = 0x00010000; le_uint32_t guild_card_number = 0; // == serial_number when on newserv le_uint32_t sub_version = 0; le_uint32_t unknown_a1 = 0; le_uint32_t unknown_a2 = 0; ptext unknown_a3; // Always blank? ptext unknown_a4; // == "?" ptext unknown_a5; // Always blank? ptext unknown_a6; // Always blank? ptext username; ptext password; ptext guild_card_number_str; parray unknown_a7; SC_MeetUserExtension extension; } __packed__; // 9F (S->C): Request client config / security data (V3/BB) // This command is not valid on PSO GC Episodes 1&2 Trial Edition, nor any // pre-V3 PSO versions. Client will respond with a 9F command. // No arguments // 9F (C->S): Client config / security data response (V3/BB) // The data is opaque to the client, as described at the top of this file. // If newserv ever sent a 9F command (it currently does not), the response // format here would be ClientConfig (0x20 bytes) on V3, or ClientConfigBB (0x28 // bytes) on BB. However, on BB, this returns the client config that was set by // a preceding 04 command, not the config set by a preceding E6 command. // A0 (C->S): Change ship // Internal name: SndShipList // This structure is for documentation only; newserv ignores the arguments here. struct C_ChangeShipOrBlock_A0_A1 { le_uint32_t player_tag = 0x00010000; le_uint32_t guild_card_number = 0; parray unused; } __packed__; // A0 (S->C): Ship select menu // Same as 07 command. // A1 (C->S): Change block // Internal name: SndBlockList // Same format as A0. As with A0, newserv ignores the arguments. // A1 (S->C): Block select menu // Same as 07 command. // A2 (C->S): Request quest menu // No arguments // A2 (S->C): Quest menu // Client will respond with an 09, 10, or A9 command. For 09, the server should // send the category or quest description via an A3 response; for 10, the server // should send another quest menu (if a category was chosen), or send the quest // data with 44/13 commands; for A9, the server does not need to respond. template struct S_QuestMenuEntry { le_uint32_t menu_id = 0; le_uint32_t item_id = 0; ptext name; ptext short_description; } __packed__; struct S_QuestMenuEntry_PC_A2_A4 : S_QuestMenuEntry { } __packed__; struct S_QuestMenuEntry_DC_GC_A2_A4 : S_QuestMenuEntry { } __packed__; struct S_QuestMenuEntry_XB_A2_A4 : S_QuestMenuEntry { } __packed__; struct S_QuestMenuEntry_BB_A2_A4 : S_QuestMenuEntry { } __packed__; // A3 (S->C): Quest information // Same format as 1A/D5 command (plain text) // A4 (S->C): Download quest menu // Internal name: RcvQuestList // Same format as A2, but can be used when not in a game. The client responds // similarly as for command A2 with the following differences: // - Descriptions should be sent with the A5 command instead of A3. // - If a quest is chosen, it should be sent with A6/A7 commands rather than // 44/13, and it must be in a different encrypted format. The download quest // format is documented in create_download_quest_file in Quest.cc. // - After the download is done, or if the player cancels the menu, the client // sends an A0 command instead of A9. // A5 (S->C): Download quest information // Same format as 1A/D5 command (plain text) // A6: Open file for download // Internal name: RcvVMDownLoadHead // Same format as 44. See the description of 44 for some notes on the // differences between the two commands. // Like the 44 command, the client->server form of this command is only used on // V3 and BB. // A7: Write download file // Internal name: RcvVMDownLoad // Same format as 13. // Like the 13 command, the client->server form of this command is only used on // V3 and BB. // A8: Invalid command // A9 (C->S): Quest menu closed (canceled) // Internal name: SndQuestEnd // No arguments // This command is sent when the in-game quest menu (A2) is closed. When the // download quest menu is closed, either by downloading a quest or canceling, // the client sends A0 instead. The existence of the A0 response on the download // case makes sense, because the client may not be in a lobby and the server may // need to send another menu or redirect the client. But for the online quest // menu, the client is already in a game and can move normally after canceling // the quest menu, so it's not obvious why A9 is needed at all. newserv (and // probably all other private servers) ignores it. // Curiously, PSO GC sends uninitialized data in header.flag. // AA (C->S): Update quest statistics (V3/BB) // This command is used in Maximum Attack 2, but its format is unlikely to be // specific to that quest. The structure here represents the only instance I've // seen so far. // The server should respond with an AB command. // This command is likely never sent by PSO GC Episodes 1&2 Trial Edition, // because the following command (AB) is definitely not valid on that version. struct C_UpdateQuestStatistics_V3_BB_AA { le_uint16_t quest_internal_id = 0; le_uint16_t unused = 0; le_uint16_t request_token = 0; le_uint16_t unknown_a1 = 0; le_uint32_t unknown_a2 = 0; le_uint32_t kill_count = 0; le_uint32_t time_taken = 0; // in seconds parray unknown_a3; } __packed__; // AB (S->C): Confirm update quest statistics (V3/BB) // This command is not valid on PSO GC Episodes 1&2 Trial Edition. struct S_ConfirmUpdateQuestStatistics_V3_BB_AB { le_uint16_t unknown_a1 = 0; // 0 be_uint16_t unknown_a2 = 0; // Probably actually unused le_uint16_t request_token = 0; // Should match token sent in AA command le_uint16_t unknown_a3 = 0; // Schtserv always sends 0xBFFF here } __packed__; // AC: Quest barrier (V3/BB) // No arguments; header.flag must be 0 (or else the client disconnects) // After a quest begins loading in a game (the server sends 44/13 commands to // each player with the quest's data), each player will send an AC to the server // when it has parsed the quest and is ready to start. When all players in a // game have sent an AC to the server, the server should send them all an AC, // which starts the quest for all players at (approximately) the same time. // Sending this command to a GC client when it is not waiting to start a quest // will cause it to crash. // This command is not valid on PSO GC Episodes 1&2 Trial Edition. // AD: Invalid command // AE: Invalid command // AF: Invalid command // B0 (S->C): Text message // Internal name: RcvEmergencyCall // Same format as 01 command. This command is supported on DCv1 and all later // versions, but not on prototype versions or DC NTE. // The message appears as an overlay on the right side of the screen. The player // doesn't do anything to dismiss it; it will disappear after a few seconds. // B1 (C->S): Request server time // Internal name: GetServerTime // No arguments // Server will respond with a B1 command. // B1 (S->C): Server time // Internal name: RcvServerTime // This command is supported on DCv1 and all later versions, but not on // prototype versions or DC NTE. // Contents is a string like "%Y:%m:%d: %H:%M:%S.000" (the space is not a typo). // For example: 2022:03:30: 15:36:42.000 // It seems the client ignores the date part and the milliseconds part; only the // hour, minute, and second fields are actually used. // This command can be sent even if it's not requested by the client (with B1). // For example, some servers send this command every time a client joins a game. // Client will respond with a 99 command. // B2 (S->C): Execute code and/or checksum memory (DCv2 and all later versions) // Internal name: RcvProgramPatch // Client will respond with a B3 command with the same header.flag value as was // sent in the B2. // On PSO PC, the code section (if included in the B2 command) is parsed and // relocated, but is not actually executed, so the return_value field in the // 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 // encryption steps added, similarly to how download quests are encoded. See // send_function_call in SendCommands.cc for more details on how this works. // newserv supports exploiting a bug in the USA version of Episode 3, which // re-enables the use of this command on that version of the game. See // system/ppc/Episode3USAQuestBufferOverflow.s for further details. struct S_ExecuteCode_B2 { // If code_size == 0, no code is executed, but checksumming may still occur. // In that case, this structure is the entire body of the command (no footer // is sent). le_uint32_t code_size = 0; // Size of code (following this struct) and footer le_uint32_t checksum_start = 0; // May be null if size is zero le_uint32_t checksum_size = 0; // If zero, no checksum is computed // The code immediately follows, ending with an S_ExecuteCode_Footer_B2 } __packed__; template struct S_ExecuteCode_Footer_B2 { using U16T = typename std::conditional::type; using U32T = typename std::conditional::type; // Relocations is a list of words (le_uint16_t on DC/PC/XB/BB, be_uint16_t on // GC) containing the number of doublewords (uint32_t) to skip for each // relocation. The relocation pointer starts immediately after the // checksum_size field in the header, and advances by the value of one // relocation word (times 4) before each relocation. At each relocated // doubleword, the address of the first byte of the code (after checksum_size) // is added to the existing value. // For example, if the code segment contains the following data (where R // specifies doublewords to relocate): // RR RR RR RR ?? ?? ?? ?? ?? ?? ?? ?? RR RR RR RR // RR RR RR RR ?? ?? ?? ?? RR RR RR RR // then the relocation words should be 0000, 0003, 0001, and 0002. // If there is a small number of relocations, they may be placed in the unused // fields of this structure to save space and/or confuse reverse engineers. // The game never accesses the last 12 bytes of this structure unless // relocations_offset points there, so those 12 bytes may also be omitted from // the command entirely (without changing code_size - so code_size would // technically extend beyond the end of the B2 command). U32T relocations_offset = 0; // Relative to code base (after checksum_size) U32T num_relocations = 0; parray unused1; // entrypoint_offset is doubly indirect - it points to a pointer to a 32-bit // value that itself is the actual entrypoint. This is presumably done so the // entrypoint can be optionally relocated. U32T entrypoint_addr_offset = 0; // Relative to code base (after checksum_size). parray unused2; } __packed__; struct S_ExecuteCode_Footer_GC_B2 : S_ExecuteCode_Footer_B2 { } __packed__; struct S_ExecuteCode_Footer_DC_PC_XB_BB_B2 : S_ExecuteCode_Footer_B2 { } __packed__; // B3 (C->S): Execute code and/or checksum memory result // Not used on versions that don't support the B2 command (see above). struct C_ExecuteCodeResult_B3 { // On DC, return_value has the value in r0 when the function returns. // On PC, return_value is always 0. // On GC, return_value has the value in r3 when the function returns. // On XB and BB, return_value has the value in eax when the function returns. // If code_size was 0 in the B2 command, return_value is always 0. le_uint32_t return_value = 0; le_uint32_t checksum = 0; // 0 if no checksum was computed } __packed__; // B4: Invalid command // B5: Invalid command // B6: Invalid command // B7 (S->C): Rank update (Episode 3) struct S_RankUpdate_GC_Ep3_B7 { le_uint32_t rank = 0; ptext rank_text; le_uint32_t meseta = 0; le_uint32_t max_meseta = 0; le_uint32_t unlocked_jukebox_songs = 0xFFFFFFFF; } __packed__; // B7 (C->S): Confirm rank update (Episode 3) // No arguments // The client sends this after it receives a B7 from the server. // B8 (S->C): Update card definitions (Episode 3) // Contents is a single le_uint32_t specifying the size of the (PRS-compressed) // data, followed immediately by the data. The maximum size of the compressed // data is 0x9000 bytes, although the receive buffer size limit applies first in // practice, which limits this to 0x7BF8 bytes. The maximum size of the // decompressed data is 0x36EC0 bytes. // Note: PSO BB accepts this command as well, but ignores it. // B8 (C->S): Confirm updated card definitions (Episode 3) // No arguments // The client sends this after it receives a B8 from the server. // B9 (S->C): Update CARD lobby media (Episode 3) // This command is not valid on Episode 3 Trial Edition. struct S_UpdateMediaHeader_GC_Ep3_B9 { // Valid values for the type field: // 1: GVM file // 2: Unknown; probably BML file // 3: Unknown; probably BML file // 4: Unknown; appears to be completely ignored // Any other value: entire command is ignored // For types 2 and 3, the game looks for various tokens in the decompressed // data; specifically '****', 'GCAM', 'GJBM', 'GJTL', 'GLIM', 'GMDM', 'GSSM', // 'NCAM', 'NJBM', 'NJCA', 'NLIM', 'NMDM', and 'NSSM'. Of these, 'GJTL', // 'NMDM', and 'NSSM' are found in some of the game's existing BML files, but // the others don't seem to be anywhere on the disc. 'NJBM' is found in // psohistory_e.sfd, but not in any other files. le_uint32_t type = 0; // which is a bit field specifying which positions to set. The bits are: // 00000001: South above-counter banner (facing away from teleporters) // 00000002: West above-counter banner // 00000004: North above-counter banner (facing toward jukebox) // 00000008: East above-counter banner // 00000010: Banner above west (left) teleporter // 00000020: Banner above east (right) teleporter // 00000040: Banner at south end of lobby (opposite the jukebox) // 00000080: Immediately left of 00000040 // 00000100: Immediately right of 00000040 // 00000200: Same as 00000080, but further left and at a slight inward angle // 00000400: Same as 00000100, but further right and at a slight inward angle // 00000800: Banner at north end of lobby, above the jukebox // 00001000: Immediately right of 00000800 // 00002000: Immediately left of 00000800 // 00004000: Same as 00001000, but further right and at a slight inward angle // 00008000: Same as 00002000, but further left and at a slight inward angle // 00010000: Banners at west AND east ends of lobby, next to battle tables // 00020000: Immediately left of 00001000 (2 banners) // 00040000: Immediately right of 00001000 (2 banners) // 00080000: Banners on southwest AND southeast ends of the lobby // 00100000: Banners on south-southwest AND south-southeast ends of the lobby // 00200000: Floor banners in front of the counter (4 banners) // 00400000: Banners on both small walls in front of the battle tables // 00800000: On southern platform // 01000000: In front of jukebox // 02000000: In western battle table corner (next to 4-player tables) // 04000000: In eastern battle table corner (next to 2-player tables) // 08000000: In southeastern battle table corner (next to 2-player tables) // 10000000: In southwestern battle table corner (next to 4-player tables) // 20000000: Just north-northwest of the counter // 40000000: In front of the small wall in front of the 2-player battle tables // 80000000: Inside the lobby counter, facing southeast // Positions 00800000 and above appear to be intended for models and not // banners - if a banner is sent in these locations, it appears sideways and // halfway submerged in the floor, and has no collision. Furthermore, it seems // that up to 8 different banners or models may be set simultaneously (though // each may appear in more than one position). If 8 B9 commands have been // received, further B9 commands are ignored. le_uint32_t which = 0x00000000; // This field specifies the size of the compressed data. The uncompressed size // is not sent anywhere in this command. le_uint16_t size = 0; le_uint16_t unused = 0; // The PRS-compressed data immediately follows this header. The maximum size // of the compressed data is 0x3800 bytes, and it must decompress to fewer // than 0x37000 bytes of output. If either of these limits are violated, the // client ignores the command. } __packed__; // B9 (C->S): Confirm received B9 (Episode 3) // No arguments // This command is not valid on Episode 3 Trial Edition. // The client sends this even if it ignores the contents of a B9 command (if // the data size was too large, or if there were already 8 banners/models). // BA: Meseta transaction (Episode 3) // This command is not valid on Episode 3 Trial Edition. // header.flag specifies the transaction purpose. Specific known values: // 00 = unknown // 01 = Lobby jukebox object created (C->S; always has a value of 0; // response request_token must match the last token sent by client) // 02 = Spend meseta (at e.g. lobby jukebox or Pinz's shop) (C->S) // 03 = Spend meseta response (S->C; request_token must match the last token // sent by client) // 04 = unknown (C->S; request_token must match the last token sent by client) struct C_Meseta_GC_Ep3_BA { le_uint32_t transaction_num = 0; le_uint32_t value = 0; le_uint32_t request_token = 0; } __packed__; struct S_Meseta_GC_Ep3_BA { le_uint32_t remaining_meseta = 0; le_uint32_t total_meseta_awarded = 0; le_uint32_t request_token = 0; // Should match the token sent by the client } __packed__; // BB (S->C): Tournament match information (Episode 3) // This command is not valid on Episode 3 Trial Edition. Because of this, it // must have been added fairly late in development, but it seems to be unused, // perhaps because the E1/E3 commands are generally more useful... but the E1/E3 // commands exist in the Trial Edition! So why was this added? Was it just never // finished? We may never know... // header.flag is the number of valid match entries. struct S_TournamentMatchInformation_GC_Ep3_BB { ptext tournament_name; struct TeamEntry { le_uint16_t win_count = 0; le_uint16_t is_active = 0; ptext name; } __packed__; parray team_entries; le_uint16_t num_teams = 0; le_uint16_t unknown_a3 = 0; // Probably actually unused struct MatchEntry { parray name; uint8_t locked = 0; uint8_t count = 0; uint8_t max_count = 0; uint8_t unused = 0; } __packed__; parray match_entries; } __packed__; // BC: Invalid command // BD: Invalid command // BE: Invalid command // BF: Invalid command // C0 (C->S): Request choice search options (DCv2 and later versions) // Internal name: GetChoiceList // No arguments // Server should respond with a C0 command (described below). // C0 (S->C): Choice search options (DCv2 and later versions) // Internal name: RcvChoiceList // Command is a list of these; header.flag is the entry count (incl. top-level). template struct S_ChoiceSearchEntry { // Category IDs are nonzero; if the high byte of the ID is nonzero then the // category can be set by the user at any time; otherwise it can't. ItemIDT parent_category_id = 0; // 0 for top-level categories ItemIDT category_id = 0; ptext text; } __packed__; struct S_ChoiceSearchEntry_DC_C0 : S_ChoiceSearchEntry { } __packed__; struct S_ChoiceSearchEntry_V3_C0 : S_ChoiceSearchEntry { } __packed__; struct S_ChoiceSearchEntry_PC_BB_C0 : S_ChoiceSearchEntry { } __packed__; // Top-level categories are things like "Level", "Class", etc. // Choices for each top-level category immediately follow the category, so // a reasonable order of items is (for example): // 00 00 11 01 "Preferred difficulty" // 11 01 01 01 "Normal" // 11 01 02 01 "Hard" // 11 01 03 01 "Very Hard" // 11 01 04 01 "Ultimate" // 00 00 22 00 "Character class" // 22 00 01 00 "HUmar" // 22 00 02 00 "HUnewearl" // etc. // C1 (C->S): Create game (DCv2 and later versions) // Internal name: SndCreateGame template struct C_CreateGame_DCNTE { // menu_id and item_id are only used for the E7 (create spectator team) form // of this command le_uint32_t menu_id; le_uint32_t item_id; ptext name; ptext password; } __packed__; template struct C_CreateGame : C_CreateGame_DCNTE { uint8_t difficulty = 0; // 0-3 (always 0 on Episode 3) uint8_t battle_mode = 0; // 0 or 1 (always 0 on Episode 3) // Note: Episode 3 uses the challenge mode flag for view battle permissions. // 0 = view battle allowed; 1 = not allowed uint8_t challenge_mode = 0; // 0 or 1 // Note: According to the Sylverant wiki, in v2-land, the episode field has a // different meaning: if set to 0, the game can be joined by v1 and v2 // players; if set to 1, it's v2-only. uint8_t episode = 0; // 1-4 on V3+ (3 on Episode 3); unused on DC/PC } __packed__; struct C_CreateGame_DC_V3_0C_C1_Ep3_EC : C_CreateGame { } __packed__; struct C_CreateGame_PC_C1 : C_CreateGame { } __packed__; struct C_CreateGame_BB_C1 : C_CreateGame { uint8_t solo_mode = 0; parray unused2; } __packed__; // C2 (C->S): Set choice search parameters (DCv2 and later versions) // Internal name: PutChoiceList // Server does not respond. // The ChoiceSearchConfig structure is defined in Player.hh. struct C_ChoiceSearchSelections_DC_C2_C3 : ChoiceSearchConfig { } __packed__; struct C_ChoiceSearchSelections_PC_V3_BB_C2_C3 : ChoiceSearchConfig { } __packed__; // C3 (C->S): Execute choice search (DCv2 and later versions) // Internal name: SndChoiceSeq // Same format as C2. The disabled field is unused. // Server should respond with a C4 command. // C4 (S->C): Choice search results (DCv2 and later versions) // Internal name: RcvChoiceAns // Command is a list of these; header.flag is the entry count struct S_ChoiceSearchResultEntry_V3_C4 { le_uint32_t guild_card_number = 0; ptext name; // No language marker, as usual on V3 ptext info_string; // Usually something like " Lvl " // Format is stricter here; this is "LOBBYNAME,BLOCKNUM,SHIPNAME" // If target is in game, for example, "Game Name,BLOCK01,Alexandria" // If target is in lobby, for example, "BLOCK01-1,BLOCK01,Alexandria" ptext locator_string; // Server IP and port for "meet user" option le_uint32_t server_ip = 0; le_uint16_t server_port = 0; le_uint16_t unused1 = 0; le_uint32_t menu_id = 0; le_uint32_t lobby_id = 0; // These two are guesses le_uint32_t game_id = 0; // Zero if target is in a lobby rather than a game parray unused2; } __packed__; // C5 (S->C): Challenge rank update (DCv2 and later versions) // Internal name: RcvChallengeData // header.flag = entry count // The server sends this command when a player joins a lobby to update the // challenge mode records of all the present players. // Entry format is PlayerChallengeDataV3 or PlayerChallengeDataBB. // newserv currently doesn't send this command at all because the V3 and // BB formats aren't fully documented. // TODO: Figure out where the text is in those formats, write appropriate // conversion functions, and implement the command. Don't forget to overwrite // the client_id field in each entry before sending. // C6 (C->S): Set blocked senders list (V3/BB) // The command always contains the same number of entries, even if the entries // at the end are blank (zero). template struct C_SetBlockedSenders_C6 { parray blocked_senders; } __packed__; struct C_SetBlockedSenders_V3_C6 : C_SetBlockedSenders_C6<30> { } __packed__; struct C_SetBlockedSenders_BB_C6 : C_SetBlockedSenders_C6<28> { } __packed__; // C7 (C->S): Enable simple mail auto-reply (V3/BB) // Same format as 1A/D5 command (plain text). // Server does not respond // C8 (C->S): Disable simple mail auto-reply (V3/BB) // No arguments // Server does not respond // C9 (C->S): Unknown (XB) // No arguments except header.flag // C9: Broadcast command (Episode 3) // Same as 60, but should be forwarded only to Episode 3 clients. // newserv uses this command for all server-generated events (in response to CA // commands), except for map data requests. This differs from Sega's original // implementation, which sent CA responses via 60 commands instead. // CA (C->S): Server data request (Episode 3) // The CA command format is the same as that of the 6xB3 commands, and the // subsubcommands formats are shared as well. Unlike the 6x commands, the server // is expected to respond to the command appropriately instead of forwarding it. // Because the formats are shared, the 6xB3 commands are also referred to as CAx // commands in the comments and structure names. // CB: Broadcast command (Episode 3) // Same as 60, but only send to Episode 3 clients. // This command is identical to C9, except that CB is not valid on Episode 3 // Trial Edition (whereas C9 is valid). // Unlike the 6x and C9 commands, subcommands sent with the CB command are // forwarded from spectator teams to the primary team. The client only uses this // behavior for the 6xBE command (sound chat), and newserv enforces this rule. // CC (S->C): Confirm tournament entry (Episode 3) // This command is not valid on Episode 3 Trial Edition. // header.flag determines the client's registration state - 1 if the client is // registered for the tournament, 0 if not. // This command controls what's shown in the Check Tactics pane in the pause // menu. If the client is registered (header.flag==1), the option is enabled and // the bracket data in the command is shown there, and a third pane on the // Status item shows the other information (tournament name, ship name, and // start time). If the client is not registered, the Check Tactics option is // disabled and the Status item has only two panes. struct S_ConfirmTournamentEntry_GC_Ep3_CC { ptext tournament_name; le_uint16_t num_teams = 0; le_uint16_t unknown_a1 = 0; le_uint16_t unknown_a2 = 0; le_uint16_t unknown_a3 = 0; ptext server_name; ptext start_time; // e.g. "15:09:30" or "13:03 PST" struct TeamEntry { le_uint16_t win_count = 0; le_uint16_t is_active = 0; ptext name; } __packed__; parray team_entries; } __packed__; // CD: Invalid command // CE: Invalid command // CF: Invalid command // D0 (C->S): Start trade sequence (V3/BB) // The trade window sequence is a bit complicated. The normal flow is: // - Clients sync trade state with 6xA6 commands // - When both have confirmed, one client (the initiator) sends a D0 // - Server sends a D1 to the non-initiator // - Non-initiator sends a D0 // - Server sends a D1 to both clients // - Both clients delete the sent items from their inventories (and send the // appropriate subcommand) // - Both clients send a D2 (similarly to how AC works, the server should not // proceed until both D2s are received) // - Server sends a D3 to both clients with each other's data from their D0s, // followed immediately by a D4 01 to both clients, which completes the trade // - Both clients send the appropriate subcommand to create inventory items // TODO: On BB, is the server responsible for sending the appropriate item // delete/create subcommands? // At any point if an error occurs, either client may send a D4 00, which // cancels the entire sequence. The server should then send D4 00 to both // clients. // TODO: The server should presumably also send a D4 00 if either client // disconnects during the sequence. struct SC_TradeItems_D0_D3 { // D0 when sent by client, D3 when sent by server le_uint16_t target_client_id = 0; le_uint16_t item_count = 0; // Note: PSO GC sends uninitialized data in the unused entries of this // command. newserv parses and regenerates the item data when sending D3, // which effectively erases the uninitialized data. parray item_datas; } __packed__; // D1 (S->C): Advance trade state (V3/BB) // No arguments // See D0 description for usage information. // D2 (C->S): Trade can proceed (V3/BB) // No arguments // See D0 description for usage information. // D3 (S->C): Execute trade (V3/BB) // Same format as D0. See D0 description for usage information. // D4 (C->S): Trade failed (V3/BB) // No arguments // See D0 description for usage information. // D4 (S->C): Trade complete (V3/BB) // header.flag must be 0 (trade failed) or 1 (trade complete). // See D0 description for usage information. // D5: Large message box (V3/BB) // Same as 1A command, except the maximum length of the message is 0x1000 bytes. // 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 // 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 // they are closed.) In some of these versions, there is a bug that sets an // incorrect interaction mode when the message box is closed while the player is // in the lobby; some servers (e.g. Schtserv) send a lobby welcome message // anyway, along with an 01 (lobby message box) which properly sets the // interaction mode when closed. // D7 (C->S): Request GBA game file (V3) // header.flag is used, but it's not clear for what. // The server should send the requested file using A6/A7 commands. // This command exists on XB as well, but it presumably is never sent by the // client. struct C_GBAGameRequest_V3_D7 { ptext filename; } __packed__; // D7 (S->C): Unknown (V3/BB) // No arguments // This command is not valid on PSO GC Episodes 1&2 Trial Edition. // On PSO V3, this command does... something. The command isn't *completely* // ignored: it sets a global state variable, but it's not clear what that // variable does. The variable is set to 0 when the client requests a GBA game // (by sending a D7 command), and set to 1 when the client receives a D7 // command. The S->C D7 command may be used for declining a download or // signaling an error of some sort. // PSO BB accepts but completely ignores this command. // D8 (C->S): Info board request (V3/BB) // No arguments // The server should respond with a D8 command (described below). // D8 (S->C): Info board contents (V3/BB) // This command is not valid on PSO GC Episodes 1&2 Trial Edition. // Command is a list of these; header.flag is the entry count. There should be // one entry for each player in the current lobby/game. template struct S_InfoBoardEntry_D8 { ptext name; ptext message; } __packed__; struct S_InfoBoardEntry_BB_D8 : S_InfoBoardEntry_D8 { } __packed__; struct S_InfoBoardEntry_V3_D8 : S_InfoBoardEntry_D8 { } __packed__; // D9 (C->S): Write info board (V3/BB) // Contents are plain text, like 1A/D5. // Server does not respond // DA (S->C): Change lobby event (V3/BB) // header.flag = new event number; no other arguments. // This command is not valid on PSO GC Episodes 1&2 Trial Edition. // DB (C->S): Verify license (V3/BB) // Server should respond with a 9A command. struct C_VerifyLicense_V3_DB { ptext unused; ptext serial_number; // On XB, this is the XBL gamertag ptext access_key; // On XB, this is the XBL user ID ptext unused2; le_uint32_t sub_version = 0; ptext serial_number2; // On XB, this is the XBL gamertag ptext access_key2; // On XB, this is the XBL user ID ptext password; // On XB, this contains "xbox-pso" } __packed__; // Note: This login pathway generally isn't used on BB (and isn't supported at // all during the data server phase). All current servers use 03/93 instead. struct C_VerifyLicense_BB_DB { // Note: These four fields are likely the same as those used in BB's 9E ptext unknown_a3; // Always blank? ptext unknown_a4; // == "?" ptext unknown_a5; // Always blank? ptext unknown_a6; // Always blank? le_uint32_t sub_version = 0; ptext username; ptext password; ptext game_tag; // "psopc2" } __packed__; // DC: Player menu state (Episode 3) // No arguments. It seems the client expects the server to respond with another // DC command, the contents and flag of which are ignored entirely - all it does // is set a global flag on the client. This could be the mechanism for waiting // until all players are at the counter, like how AC (quest barrier) works. I // haven't spent any time investigating what this actually does; newserv just // immediately responds to any DC from an Episode 3 client. // DC: Guild card data (BB) struct S_GuildCardHeader_BB_01DC { le_uint32_t unknown = 1; le_uint32_t filesize = 0x0000D590; le_uint32_t checksum = 0; // CRC32 of entire guild card file (0xD590 bytes) } __packed__; struct S_GuildCardFileChunk_02DC { le_uint32_t unknown = 0; // 0 le_uint32_t chunk_index = 0; uint8_t data[0x6800]; // Command may be shorter if this is the last chunk } __packed__; struct C_GuildCardDataRequest_BB_03DC { le_uint32_t unknown = 0; le_uint32_t chunk_index = 0; le_uint32_t cont = 0; } __packed__; // DD (S->C): Send quest state to joining player (BB) // When a player joins a game with a quest already in progress, the server // should send this command to the leader. header.flag is the client ID that the // leader should send quest state to; the leader will then send a series of // target commands (62/6D) that the server can forward to the joining player. // No other arguments // DE (S->C): Rare monster list (BB) struct S_RareMonsterList_BB_DE { // Unused entries are set to FFFF parray enemy_ids; } __packed__; // DF (C->S): Unknown (BB) // This command has many subcommands. It's not clear what any of them do. struct C_Unknown_BB_01DF { le_uint32_t unknown_a1 = 0; } __packed__; struct C_Unknown_BB_02DF { le_uint32_t unknown_a1 = 0; } __packed__; struct C_Unknown_BB_03DF { le_uint32_t unknown_a1 = 0; } __packed__; struct C_Unknown_BB_04DF { le_uint32_t unknown_a1 = 0; } __packed__; struct C_Unknown_BB_05DF { le_uint32_t unknown_a1 = 0; ptext unknown_a2; } __packed__; struct C_Unknown_BB_06DF { parray unknown_a1; } __packed__; struct C_Unknown_BB_07DF { le_uint32_t unused1 = 0xFFFFFFFF; le_uint32_t unused2 = 0; // ALways 0 parray unknown_a1; } __packed__; // E0 (S->C): Tournament list (Episode 3) // The client will send 09 and 10 commands to inspect or enter a tournament. The // server should respond to an 09 command with an E3 command; the server should // respond to a 10 command with an E2 command. // header.flag is the count of filled-in entries. struct S_TournamentList_GC_Ep3_E0 { struct Entry { le_uint32_t menu_id = 0; le_uint32_t item_id = 0; uint8_t unknown_a1 = 0; uint8_t locked = 0; // If nonzero, the lock icon appears in the menu // Values for the state field: // 00 = Preparing // 01 = 1st Round // 02 = 2nd Round // 03 = 3rd Round // 04 = Semifinals // 05 = Entries no longer accepted // 06 = Finals // 07 = Preparing for Battle // 08 = Battle in progress // 09 = Preparing to view Battle // 0A = Viewing a Battle // Values beyond 0A don't appear to cause problems, but cause strings to // appear that are obviously not intended to appear in the tournament list, // like "View the board" and "Board: Write". (In fact, some of the strings // listed above may be unintended for this menu as well.) uint8_t state = 0; uint8_t unknown_a2 = 0; le_uint32_t start_time = 0; // In seconds since Unix epoch ptext name; le_uint16_t num_teams = 0; le_uint16_t max_teams = 0; le_uint16_t unknown_a3 = 0; le_uint16_t unknown_a4 = 0; } __packed__; parray entries; } __packed__; // E0 (C->S): Request team and key config (BB) // No arguments. The server should respond with an E1 or E2 command. // E1 (S->C): Game information (Episode 3) // The header.flag argument determines which fields are valid (and which panes // should be shown in the information window). The values are the same as for // the E3 command, but each value only makes sense for one command. That is, 00, // 01, and 04 should be used with the E1 command, while 02, 03, and 05 should be // used with the E3 command. See the E3 command for descriptions of what each // flag value means. struct S_GameInformation_GC_Ep3_E1 { /* 0004 */ ptext game_name; struct PlayerEntry { ptext name; // From disp.name ptext description; // Usually something like "FOmarl CLv30 J" } __packed__; /* 0024 */ parray player_entries; /* 00E4 */ parray unknown_a3; /* 0104 */ Episode3::Rules rules; /* 0114 */ parray unknown_a4; /* 0118 */ parray spectator_entries; } __packed__; // E1 (S->C): Team and key config missing? (BB) // This seems to take the place of 00E2 in certain cases. Perhaps it was used // when a client hadn't logged in before and didn't have a team or key config, // so the client should use appropriate defaults. struct S_TeamAndKeyConfigMissing_00E1_BB { // If success is not equal to 1, the client shows a message saying "Forced // server disconnect (907)" and disconnects. Otherwise, the client proceeeds // as if it had received an 00E2 command, and sends its first 00E3. le_uint32_t success; } __packed__; // E2 (C->S): Tournament control (Episode 3) // No arguments (in any of its forms) except header.flag, which determines ths // command's meaning. Specifically: // flag=00: request tournament list (server responds with E0) // flag=01: check tournament (server responds with E2) // flag=02: cancel tournament entry (server responds with CC) // flag=03: create tournament spectator team (server responds with E0) // flag=04: join tournament spectator team (server responds with E0) // In case 02, the resulting CC command has header.flag = 0 to indicate the // player is no longer registered. // In cases 03 and 04, the client handles follow-ups differently from the 00 // case. In case 04, the client will send a 10 (to which the server responds // with an E2), but when a choice is made from that menu, the client sends E6 01 // instead of 10. In case 03, the flow is similar, but the client sends E7 // instead of E6 01. // newserv responds with a standard ship info box (11), but this seems not to be // intended since it partially overlaps some windows. // E2 (S->C): Tournament entry list (Episode 3) // Client may send 09 commands if the player presses X. It's not clear what the // server should respond with in this case. // If the player selects an entry slot, client will respond with a long-form 10 // command (the Flag03 variant); in this case, unknown_a1 is the team name, and // password is the team password. The server should respond to that with a CC // command. struct S_TournamentEntryList_GC_Ep3_E2 { le_uint16_t players_per_team = 0; le_uint16_t unused = 0; struct Entry { le_uint32_t menu_id = 0; le_uint32_t item_id = 0; uint8_t unknown_a1 = 0; // If locked is nonzero, a lock icon appears next to this team and the // player is prompted for a password if they select this team. uint8_t locked = 0; // State values: // 00 = empty (team_name is ignored; entry is selectable) // 01 = present, joinable (team_name renders in white) // 02 = present, finalized (team_name renders in yellow) // If state is any other value, the entry renders as if its state were 02, // but cannot be selected at all (the menu cursor simply skips over it). uint8_t state = 0; uint8_t unknown_a2 = 0; ptext name; } __packed__; parray entries; } __packed__; // E2 (S->C): Team and key config (BB) // See KeyAndTeamConfigBB in Player.hh for format // E3 (S->C): Game or tournament info (Episode 3) // The header.flag argument determines which fields are valid (and which panes // should be shown in the information window). The values are: // flag=00: Opponents pane only // flag=01: Opponents and Rules panes // flag=02: Rules and bracket panes (the bracket pane uses the tournament's name // as its title) // flag=03: Opponents, Rules, and bracket panes // flag=04: Spectators and Opponents pane // flag=05: Spectators, Opponents, Rules, and bracket panes // Sending other values in the header.flag field results in a blank info window // with unintended strings appearing in the window title. // Presumably the cases above would be used in different scenarios, probably: // 00: When inspecting a non-tournament game with no battle in progress // 01: When inspecting a non-tournament game with a battle in progress // 02: When inspecting tournaments that have not yet started // 03: When inspecting a tournament match // 04: When inspecting a non-tournament spectator team // 05: When inspecting a tournament spectator team // The 00, 01, and 04 cases don't really make sense, because the E1 command is // more appropriate for inspecting non-tournament games. struct S_TournamentGameDetails_GC_Ep3_E3 { // These fields are used only if the Rules pane is shown /* 0004/032C */ ptext name; /* 0024/034C */ ptext map_name; /* 0044/036C */ Episode3::Rules rules; /* 0054/037C */ parray unknown_a1; // This field is used only if the bracket pane is shown struct BracketEntry { le_uint16_t win_count = 0; le_uint16_t is_active = 0; ptext team_name; parray unused; } __packed__; /* 0058/0380 */ parray bracket_entries; // This field is used only if the Opponents pane is shown. If players_per_team // is 2, all fields are shown; if player_per_team is 1, team_name and // players[1] is ignored (only players[0] is shown). struct PlayerEntry { ptext name; ptext description; // Usually something like "RAmarl CLv24 E" } __packed__; struct TeamEntry { ptext team_name; parray players; } __packed__; /* 04D8/0800 */ parray team_entries; /* 05B8/08E0 */ le_uint16_t num_bracket_entries = 0; /* 05BA/08E2 */ le_uint16_t players_per_team = 0; /* 05BC/08E4 */ le_uint16_t unknown_a4 = 0; /* 05BE/08E6 */ le_uint16_t num_spectators = 0; /* 05C0/08E8 */ parray spectator_entries; } __packed__; // E3 (C->S): Player preview request (BB) struct C_PlayerPreviewRequest_BB_E3 { le_uint32_t player_index = 0; le_uint32_t unused = 0; } __packed__; // E4: CARD lobby battle table state (Episode 3) // When client sends an E4, server should respond with another E4 (but these // commands have different formats). // When the client has received an E4 command in which all entries have state 0 // or 2, the client will stop the player from moving and show a message saying // that the game will begin shortly. The server should send a 64 command shortly // thereafter. // header.flag = seated state (1 = present, 0 = leaving) struct C_CardBattleTableState_GC_Ep3_E4 { le_uint16_t table_number = 0; le_uint16_t seat_number = 0; } __packed__; // header.flag = table number struct S_CardBattleTableState_GC_Ep3_E4 { struct Entry { // State values: // 0 = no player present // 1 = player present, not confirmed // 2 = player present, confirmed // 3 = player present, declined le_uint16_t state = 0; le_uint16_t unknown_a1 = 0; le_uint32_t guild_card_number = 0; } __packed__; parray entries; } __packed__; // E4 (S->C): Player choice or no player present (BB) struct S_ApprovePlayerChoice_BB_00E4 { le_uint32_t player_index = 0; le_uint32_t result = 0; // 1 = approved } __packed__; struct S_PlayerPreview_NoPlayer_BB_00E4 { le_uint32_t player_index = 0; le_uint32_t error = 0; // 2 = no player present } __packed__; // E5 (C->S): Confirm CARD lobby battle table choice (Episode 3) // header.flag specifies whether the client answered "Yes" (1) or "No" (0). struct S_CardBattleTableConfirmation_GC_Ep3_E5 { le_uint16_t table_number = 0; le_uint16_t seat_number = 0; } __packed__; // E5 (S->C): Player preview (BB) // E5 (C->S): Create character (BB) struct SC_PlayerPreview_CreateCharacter_BB_00E5 { le_uint32_t player_index = 0; PlayerDispDataBBPreview preview; } __packed__; // E6 (C->S): Spectator team control (Episode 3) // With header.flag == 0, this command has no arguments and is used for // requesting the spectator team list. The server responds with an E6 command. // With header.flag == 1, this command is used for joining a tournament // spectator team. The following arguments are given in this form: struct C_JoinSpectatorTeam_GC_Ep3_E6_Flag01 { le_uint32_t menu_id = 0; le_uint32_t item_id = 0; } __packed__; // E6 (S->C): Spectator team list (Episode 3) // Same format as 08 command. // E6 (S->C): Set guild card number and update client config (BB) // BB clients have multiple client configs. This command sets the client config // that is returned by the 93 commands, but does not affect the client config // set by the 04 command (and returned in the 9E and 9F commands). struct S_ClientInit_BB_00E6 { le_uint32_t error = 0; le_uint32_t player_tag = 0x00010000; le_uint32_t guild_card_number = 0; le_uint32_t team_id = 0; ClientConfigBB cfg; le_uint32_t caps = 0x00000102; } __packed__; // E7 (C->S): Create spectator team (Episode 3) // This command is used to create speectator teams for both tournaments and // regular games. The server should be able to tell these cases apart by the // menu and/or item ID. struct C_CreateSpectatorTeam_GC_Ep3_E7 { le_uint32_t menu_id = 0; le_uint32_t item_id = 0; ptext name; ptext password; le_uint32_t unused = 0; } __packed__; // E7 (S->C): Unknown (Episode 3) // Same format as E2 command. // E7: Save or load full player data (BB) // See export_bb_player_data() in Player.cc for format. // TODO: Verify full breakdown from send_E7 in BB disassembly. // E8 (S->C): Join spectator team (Episode 3) // header.flag = player count (including spectators) struct S_JoinSpectatorTeam_GC_Ep3_E8 { parray variations; // 04-84; unused struct PlayerEntry { PlayerLobbyDataDCGC lobby_data; // 0x20 bytes PlayerInventory inventory; // 0x34C bytes PlayerDispDataDCPCV3 disp; // 0xD0 bytes } __packed__; // 0x43C bytes parray players; // 84-1174 uint8_t client_id = 0; uint8_t leader_id = 0; uint8_t disable_udp = 1; uint8_t difficulty = 0; uint8_t battle_mode = 0; uint8_t event = 0; uint8_t section_id = 0; uint8_t challenge_mode = 0; le_uint32_t rare_seed = 0; uint8_t episode = 0; uint8_t unused2 = 1; uint8_t solo_mode = 0; uint8_t unused3 = 0; struct SpectatorEntry { le_uint32_t player_tag = 0; le_uint32_t guild_card_number = 0; ptext name; uint8_t present = 0; uint8_t unknown_a3 = 0; le_uint16_t level = 0; parray unknown_a5; parray unknown_a6; } __packed__; // 0x38 bytes // Somewhat misleadingly, this array also includes the players actually in the // battle - they appear in the first positions. Presumably the first 4 are // always for battlers, and the last 8 are always for spectators. parray entries; // 1184-1424 ptext spectator_team_name; // This field doesn't appear to be actually used by the game, but some servers // send it anyway (and the game presumably ignores it) parray spectator_players; } __packed__; // E8 (C->S): Guild card commands (BB) // 01E8 (C->S): Check guild card file checksum // This struct is for documentation purposes only; newserv ignores the contents // of this command. struct C_GuildCardChecksum_01E8 { le_uint32_t checksum = 0; le_uint32_t unused = 0; } __packed__; // 02E8 (S->C): Accept/decline guild card file checksum // If needs_update is nonzero, the client will request the guild card file by // sending an 03E8 command. If needs_update is zero, the client will skip // downloading the guild card file and send a 04EB command (requesting the // stream file) instead. struct S_GuildCardChecksumResponse_BB_02E8 { le_uint32_t needs_update = 0; le_uint32_t unused = 0; } __packed__; // 03E8 (C->S): Request guild card file // No arguments // Server should send the guild card file data using DC commands. // 04E8 (C->S): Add guild card // Format is GuildCardBB (see Player.hh) // 05E8 (C->S): Delete guild card struct C_DeleteGuildCard_BB_05E8_08E8 { le_uint32_t guild_card_number = 0; } __packed__; // 06E8 (C->S): Update (overwrite) guild card // Note: This command is also sent when the player writes a comment on their own // guild card. // Format is GuildCardBB (see Player.hh) // 07E8 (C->S): Add blocked user // Format is GuildCardBB (see Player.hh) // 08E8 (C->S): Delete blocked user // Same format as 05E8. // 09E8 (C->S): Write comment struct C_WriteGuildCardComment_BB_09E8 { le_uint32_t guild_card_number = 0; ptext comment; } __packed__; // 0AE8 (C->S): Set guild card position in list struct C_MoveGuildCard_BB_0AE8 { le_uint32_t guild_card_number = 0; le_uint32_t position = 0; } __packed__; // E9 (S->C): Remove player from spectator team (Episode 3) // Same format as 66/69 commands. Like 69 (and unlike 66), the disable_udp field // is unused in command E9. When a spectator leaves a spectator team, the // primary players should receive a 6xB4x52 command to update their spectator // counts. // EA (S->C): Timed message box (Episode 3) // The message appears in the upper half of the screen; the box is as wide as // the 1A/D5 box but is vertically shorter. The box cannot be dismissed or // interacted with by the player in any way; it disappears by itself after the // given number of frames. // header.flag appears to be relevant - the handler's behavior is different if // it's 1 (vs. any other value). There don't seem to be any in-game behavioral // differences though. struct S_TimedMessageBoxHeader_GC_Ep3_EA { le_uint32_t duration = 0; // In frames; 30 frames = 1 second // Message data follows here (up to 0x1000 chars) } __packed__; // EA: Team control (BB) // 01EA (C->S): Create team struct C_CreateTeam_BB_01EA { ptext name; } __packed__; // 02EA (S->C): Unknown // This command behaves exactly like 1FEA. // 03EA (C->S): Add team member struct C_AddOrRemoveTeamMember_BB_03EA_05EA { le_uint32_t guild_card_number = 0; } __packed__; // 04EA (S->C): Unknown // No arguments except header.flag. // 05EA (C->S): Remove team member // Same format as 03EA. // 06EA (S->C): Delete team? // This command behaves exactly like 10EA. // 07EA: Team chat struct SC_TeamChat_BB_07EA { parray sender_name; // It seems there are no real limits on the message length, other than the // overall command length limit of 0x7C00 bytes. char16_t message[0]; } __packed__; // 08EA (C->S): Team admin // No arguments // 09EA (S->C): Unknown struct S_Unknown_BB_09EA { le_uint32_t entry_count; parray unknown_a2; struct Entry { // This is displayed as "<%04d> %s" % (value, message) le_uint32_t value; le_uint32_t color; // 0x10 or 0x20 = green, 0x30 = blue, 0x40 = red, anything else = white le_uint32_t unknown_a1; parray message; } __packed__; Entry entries[0]; // [entry_count] actually } __packed__; // 0CEA (S->C): Unknown struct S_Unknown_BB_0CEA { parray unknown_a1; char16_t unknown_a2[0]; } __packed__; // 0DEA (C->S): Unknown // No arguments // 0EEA (S->C): Unknown struct S_Unknown_BB_0EEA { parray unused; char16_t unknown_a2[0]; } __packed__; // 0EEA (S->C): Unknown // 0FEA (C->S): Set team flag // The client also accepts this command but completely ignores it. struct C_SetTeamFlag_BB_0FEA { parray data; } __packed__; // 10EA: Delete team // No arguments except header.flag // 11EA: Promote team member // The format below is used only when the client sends this command; when the // server sends it, only header.flag is used. // TODO: header.flag is used for this command. Figure out what it's for. struct C_PromoteTeamMember_BB_11EA { le_uint32_t unknown_a1 = 0; } __packed__; // 12EA (S->C): Team membership information // If the client is not in a team, all fields except guild_card_number should // be zero. struct S_TeamMembershipInformation_BB_12EA { le_uint32_t unknown_a1 = 0; // Command is ignored unless this is 0 le_uint32_t guild_card_number; le_uint32_t team_id; le_uint32_t unknown_a4; le_uint32_t privilege_level; le_uint32_t unknown_a6; parray team_name; } __packed__; // 13EA: Unknown // header.flag specifies the number of entries. struct S_Unknown_BB_13EA_15EA_Entry { le_uint32_t guild_card_number; le_uint32_t team_id; le_uint32_t unknown_a3; le_uint32_t unknown_a4; le_uint32_t privilege_level; parray team_name; le_uint32_t guild_card_number2; le_uint32_t lobby_client_id; parray player_name; parray team_flag; } __packed__; // 14EA (C->S): Unknown // No arguments. Client always sends 1 in the header.flag field. // 15EA (S->C): Unknown // header.flag specifies the number of entries. The entry format appears to be // the same as for the 13EA command. // 16EA (S->C): Unknown // No arguments except header.flag. // 18EA: Membership information // No arguments (C->S) // 19EA: Privilege list // No arguments (C->S) // 1AEA: Unknown // 1BEA (C->S): Unknown // header.flag is used, but no other arguments // 1CEA: Ranking information // No arguments when sent by the client. // 1DEA (S->C): Unknown // No arguments except header.flag. // 1EEA (C->S): Unknown // header.flag is used, but it's unknown what the value means. struct C_Unknown_BB_1EEA { ptext unknown_a1; } __packed__; // 1FEA (S->C): Unknown // header.flag must be in the range [0, 6]. If it isn't, the command is ignored. // No other arguments. // 20EA: Unknown // header.flag is used, but no other arguments // EB (S->C): Add player to spectator team (Episode 3) // Same format and usage as 65 and 68 commands, but sent to spectators in a // spectator team. // This command is used to add both primary players and spectators - if the // client ID in .lobby_data is 0-3, it's a primary player, otherwise it's a // spectator. (In the case of a primary player joining, the other primary // players in the game receive a 65 command rather than an EB command to notify // them of the joining player; in the case of a joining spectator, the primary // players receive a 6xB4x52 instead.) // 01EB (S->C): Send stream file index (BB) // Command is a list of these; header.flag is the entry count. struct S_StreamFileIndexEntry_BB_01EB { le_uint32_t size = 0; le_uint32_t checksum = 0; // CRC32 of file data le_uint32_t offset = 0; // offset in stream (== sum of all previous files' sizes) ptext filename; } __packed__; // 02EB (S->C): Send stream file chunk (BB) struct S_StreamFileChunk_BB_02EB { le_uint32_t chunk_index = 0; uint8_t data[0x6800]; } __packed__; // 03EB (C->S): Request a specific stream file chunk // header.flag is the chunk index. Server should respond with a 02EB command. // 04EB (C->S): Request stream file header // No arguments // Server should respond with a 01EB command. // EC (C->S): Create game (Episode 3) // Same format as C1; some fields are unused (e.g. episode, difficulty). // EC (C->S): Leave character select (BB) struct C_LeaveCharacterSelect_BB_00EC { // Reason codes: // 0 = canceled // 1 = recreate character // 2 = dressing room le_uint32_t reason = 0; } __packed__; // ED (S->C): Force leave lobby/game (Episode 3) // No arguments // This command forces the client out of the game or lobby they're currently in // and sends them to the lobby. If the client is in a lobby (and not a game), // the client sends a 98 in response as if they were in a game. Curiously, the // client also sends a meseta transaction (BA) with a value of zero before // sending an 84 to be added to a lobby. This is used when a spectator team is // disbanded because the target game ends. // ED (C->S): Update account data (BB) // There are several subcommands (noted in the union below) that each update a // specific kind of account data. // TODO: Actually define these structures and don't just treat them as raw data union C_UpdateAccountData_BB_ED { le_uint32_t option = 0; // 01ED parray symbol_chats; // 02ED parray chat_shortcuts; // 03ED parray key_config; // 04ED parray pad_config; // 05ED parray tech_menu; // 06ED parray customize; // 07ED parray challenge_battle_config; // 08ED } __packed__; // EE: Trade cards (Episode 3) // This command has different forms depending on the header.flag value; the flag // values match the command numbers from the Episodes 1&2 trade window sequence. // The sequence of events with the EE command also matches that of the Episodes // 1&2 trade window; see the description of the D0 command above for details. // EE D0 (C->S): Begin trade struct SC_TradeCards_GC_Ep3_EE_FlagD0_FlagD3 { le_uint16_t target_client_id = 0; le_uint16_t entry_count = 0; struct Entry { le_uint32_t card_type = 0; le_uint32_t count = 0; } __packed__; parray entries; } __packed__; // EE D1 (S->C): Advance trade state struct S_AdvanceCardTradeState_GC_Ep3_EE_FlagD1 { le_uint32_t unused = 0; } __packed__; // EE D2 (C->S): Trade can proceed // No arguments // EE D3 (S->C): Execute trade // Same format as EE D0 // EE D4 (C->S): Trade failed // EE D4 (S->C): Trade complete struct S_CardTradeComplete_GC_Ep3_EE_FlagD4 { le_uint32_t success = 0; // 0 = failed, 1 = success, anything else = invalid } __packed__; // EE (S->C): Scrolling message (BB) // Same format as 01. The message appears at the top of the screen and slowly // scrolls to the left. // EF (C->S): Join card auction (Episode 3) // This command should be treated like AC (quest barrier); that is, when all // players in the same game have sent an EF command, the server should send an // EF back to them all at the same time to start the auction. // EF (S->C): Start card auction (Episode 3) struct S_StartCardAuction_GC_Ep3_EF { le_uint16_t points_available = 0; le_uint16_t unused = 0; struct Entry { le_uint16_t card_id = 0xFFFF; // Must be < 0x02F1 le_uint16_t min_price = 0; // Must be > 0 and < 100 } __packed__; parray entries; } __packed__; // EF (S->C): Set or disable shutdown command (BB) // All variants of EF except 00EF cause the given Windows shell command to be // run (via ShellExecuteA) just before the game exits normally. There can be at // most one shutdown command at a time; a later EF command will overwrite the // previous EF command's effects. The 00EF command deletes the previous shutdown // command if any was present, causing no command to run when the game closes. // There is no indication to the player when a shutdown command has been set. // This command is likely just a vestigial debugging feature that Sega left in, // but it presents a fairly obvious security risk. There is no way for the // server to know whether an EF command it sent has actually executed on the // client, so newserv's proxy unconditionally blocks this command. struct S_SetShutdownCommand_BB_01EF { ptext command; } __packed__; // F0 (S->C): Force update player lobby data (BB) // Format is PlayerLobbyDataBB (in Player.hh). This command overwrites the lobby // data for the player given by .client_id without reloading the game or lobby. // F1: Invalid command // F2: Invalid command // F3: Invalid command // F4: Invalid command // F5: Invalid command // F6: Invalid command // F7: Invalid command // F8: Invalid command // F9: Invalid command // FA: Invalid command // FB: Invalid command // FC: Invalid command // FD: Invalid command // FE: Invalid command // FF: Invalid command // Removed commands // There is evidence that some commands and features were fully removed from // PSO at some point. // There is a command named RcvGamePause in all DC versions of PSO, but its // handler function is missing. It's likely there was a way to actually pause // the game during early development, but it was removed, likely because it'd // be a fairly poor player experience. // There are two commands named SndGameStatus and SndGameCondition in the DC // versions, but their sender functions are missing in all versions. It's not // clear what exactly they would have sent, or when they would have been // triggered. // Finally, there is a function named SndPsoGetText which was in DCv1 and DCv2, // but not in DC NTE or the December 2000 prototype. This may have been a way // for the server to prompt the user to input some text. As with the other // unused functions, the code was removed, leaving only the function name. //////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// // GAME SUBCOMMANDS //////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// // The game subcommands are used in commands 60, 62, 6C, 6D, C9, and CB. These // are laid out similarly as above. These structs start with G_ to indicate that // they are (usually) bidirectional, and are (usually) generated by clients and // consumed by clients. Generally in newserv source, these commands are referred // to as (for example) 6x02, etc., referencing the fact that they are almost // always sent via a command starting with the hex digit 6. // All game subcommands have the same header format, which is one of: // - XX SS ... // - XX 00 ?? ?? TT TT TT TT ... // where X is the subcommand number (e.g. in 6xA2, it would be A2), S is the // size in words of the entire subcommand (that is, overall size in bytes / 4), // and T is the overall size in bytes. The second form is generally only used // when the overall size in bytes is 0x400 or longer (so the S field doesn't // suffice to describe its length), but it may also be used in some cases where // the subcommand is shorter. // Multiple subcommands may be sent in the same 6x command. It seems the client // never sends commands like this, but newserv generates commands containing // multiple subcommands in some situations (for example, the implementation of // infinite HP does this). // If any subcommand or group thereof is longer than 0x400 bytes, the 6C or 6D // commands must be used. The 60 and 62 commands exhibit undefined behavior if // this limit is exceeded. // These common structures are used my many subcommands. struct G_ClientIDHeader { uint8_t subcommand = 0; uint8_t size = 0; le_uint16_t client_id = 0; // <= 12 } __packed__; struct G_EnemyIDHeader { uint8_t subcommand = 0; uint8_t size = 0; le_uint16_t enemy_id = 0; // In range [0x1000, 0x4000) } __packed__; struct G_ObjectIDHeader { uint8_t subcommand = 0; uint8_t size = 0; le_uint16_t object_id = 0; // >= 0x4000, != 0xFFFF } __packed__; struct G_ParameterHeader { uint8_t subcommand = 0; uint8_t size = 0; le_uint16_t param = 0; } __packed__; struct G_UnusedHeader { uint8_t subcommand = 0; uint8_t size = 0; le_uint16_t unused = 0; } __packed__; template struct G_ExtendedHeader { HeaderT basic_header; le_uint32_t size = 0; } __packed__; // 6x00: Invalid subcommand // 6x01: Invalid subcommand // 6x02: Unknown // This subcommand is completely ignored (at least, by PSO GC). // 6x03: Unknown (same handler as 02) // This subcommand is completely ignored (at least, by PSO GC). // 6x04: Unknown struct G_Unknown_6x04 { G_ClientIDHeader header; le_uint16_t unknown_a1; le_uint16_t unused; } __packed__; // 6x05: Switch state changed // Some things that don't look like switches are implemented as switches using // this subcommand. For example, when all enemies in a room are defeated, this // subcommand is used to unlock the doors. struct G_SwitchStateChanged_6x05 { // Note: header.object_id is 0xFFFF for room clear when all enemies defeated G_ObjectIDHeader header; parray unknown_a1; le_uint16_t unknown_a2; parray unknown_a3; uint8_t area; uint8_t flags; // Bit field, with 2 lowest bits having meaning } __packed__; // 6x06: Send guild card template struct G_SendGuildCard_DC_PC_V3 { G_UnusedHeader header; le_uint32_t player_tag; le_uint32_t guild_card_number; ptext name; ptext description; parray unused2; uint8_t present; uint8_t present2; uint8_t section_id; uint8_t char_class; } __packed__; struct G_SendGuildCard_DC_6x06 : G_SendGuildCard_DC_PC_V3 { parray unused3; } __packed__; struct G_SendGuildCard_PC_6x06 : G_SendGuildCard_DC_PC_V3 { } __packed__; struct G_SendGuildCard_V3_6x06 : G_SendGuildCard_DC_PC_V3 { } __packed__; struct G_SendGuildCard_BB_6x06 { G_UnusedHeader header; le_uint32_t guild_card_number; ptext name; ptext team_name; ptext description; uint8_t present; uint8_t present2; uint8_t section_id; uint8_t char_class; } __packed__; // 6x07: Symbol chat struct G_SymbolChat_6x07 { G_UnusedHeader header; // TODO: How does this format differ across PSO versions? The GC version // treats some fields as unexpectedly large values (for example, face_spec // through unused2 are byteswapped as an le_uint32_t), so we should verify // that the order of these fields is the same on other versions. le_uint32_t client_id; // Bits: SSSCCCFF (S = sound, C = face color, F = face shape) uint8_t face_spec; // Bits: 000000DM (D = capture, M = mute sound) uint8_t flags; le_uint16_t unused; struct CornerObject { uint8_t type; // FF = no object in this slot // Bits: 000VHCCC (V = reverse vertical, H = reverse horizontal, C = color) uint8_t flags_color; } __packed__; parray corner_objects; // In reading order; top-left is first struct FacePart { uint8_t type; // FF = no part in this slot uint8_t x; uint8_t y; // Bits: 000000VH (V = reverse vertical, H = reverse horizontal) uint8_t flags; } __packed__; parray face_parts; } __packed__; // 6x08: Invalid subcommand // 6x09: Unknown struct G_Unknown_6x09 { G_EnemyIDHeader header; } __packed__; // 6x0A: Enemy hit struct G_EnemyHitByPlayer_6x0A { G_EnemyIDHeader header; // Note: enemy_id (in header) is in the range [0x1000, 0x4000) le_uint16_t enemy_id; le_uint16_t remaining_hp; be_uint32_t flags; } __packed__; // 6x0B: Box destroyed struct G_BoxDestroyed_6x0B { G_ClientIDHeader header; le_uint32_t unknown_a2; le_uint32_t unknown_a3; } __packed__; // 6x0C: Add condition (poison/slow/etc.) // 6x0D: Remove condition (poison/slow/etc.) struct G_AddOrRemoveCondition_6x0C_6x0D { G_ClientIDHeader header; le_uint32_t unknown_a1; // Probably condition type le_uint32_t unknown_a2; } __packed__; // 6x0E: Unknown struct G_Unknown_6x0E { G_ClientIDHeader header; } __packed__; // 6x0F: Invalid subcommand // 6x10: Unknown (not valid on Episode 3) struct G_Unknown_6x10_6x11_6x12_6x14 { G_EnemyIDHeader header; le_uint16_t unknown_a2; le_uint16_t unknown_a3; le_uint32_t unknown_a4; } __packed__; // 6x11: Unknown (not valid on Episode 3) // Same format as 6x10 // 6x12: Dragon boss actions (not valid on Episode 3) // Same format as 6x10 // 6x13: De Rol Le boss actions (not valid on Episode 3) struct G_DeRolLeBossActions_6x13 { G_EnemyIDHeader header; le_uint16_t unknown_a2; le_uint16_t unknown_a3; } __packed__; // 6x14: De Rol Le boss actions (not valid on Episode 3) // Same format as 6x10 // 6x15: Vol Opt boss actions (not valid on Episode 3) struct G_VolOptBossActions_6x15 { G_EnemyIDHeader header; le_uint16_t unknown_a2; le_uint16_t unknown_a3; le_uint16_t unknown_a4; le_uint16_t unknown_a5; } __packed__; // 6x16: Vol Opt boss actions (not valid on Episode 3) struct G_VolOptBossActions_6x16 { G_UnusedHeader header; parray unknown_a2; le_uint16_t unknown_a3; } __packed__; // 6x17: Vol Opt phase 2 boss actions (not valid on Episode 3) struct G_Unknown_6x17 { G_ClientIDHeader header; le_float unknown_a2; le_float unknown_a3; le_float unknown_a4; le_uint32_t unknown_a5; } __packed__; // 6x18: Vol Opt phase 2 boss actions (not valid on Episode 3) struct G_Unknown_6x18 { G_ClientIDHeader header; parray unknown_a2; } __packed__; // 6x19: Dark Falz boss actions (not valid on Episode 3) struct G_DarkFalzActions_6x19 { G_EnemyIDHeader header; le_uint16_t unknown_a2; le_uint16_t unknown_a3; le_uint32_t unknown_a4; le_uint32_t unused; } __packed__; // 6x1A: Invalid subcommand // 6x1B: Unknown (not valid on Episode 3) struct G_Unknown_6x1B { G_ClientIDHeader header; } __packed__; // 6x1C: Unknown (supported; game only; not valid on Episode 3) struct G_Unknown_6x1C { G_ClientIDHeader header; } __packed__; // 6x1D: Invalid subcommand // 6x1E: Invalid subcommand // 6x1F: Set player area struct G_SetPlayerArea_6x1F { G_ClientIDHeader header; le_uint32_t area; } __packed__; // 6x20: Set position // Existing clients send this when a new client joins a lobby/game, so the new // client knows where to place them. struct G_SetPosition_6x20 { G_ClientIDHeader header; le_uint32_t area; le_float x; le_float y; le_float z; le_uint32_t unknown_a1; } __packed__; // 6x21: Inter-level warp struct G_InterLevelWarp_6x21 { G_ClientIDHeader header; le_uint32_t area; } __packed__; // 6x22: Set player invisible // 6x23: Set player visible // These are generally used while a player is in the process of changing areas. struct G_SetPlayerVisibility_6x22_6x23 { G_ClientIDHeader header; } __packed__; // 6x24: Teleport player struct G_Unknown_6x24 { G_ClientIDHeader header; le_uint32_t unknown_a1; le_float x; le_float y; le_float z; } __packed__; // 6x25: Equip item // 6x26: Unequip item struct G_EquipOrUnequipItem_6x25_6x26 { G_ClientIDHeader header; le_uint32_t item_id; le_uint32_t equip_slot; // Unused for 6x26 (unequip item) } __packed__; // 6x27: Use item struct G_UseItem_6x27 { G_ClientIDHeader header; le_uint32_t item_id; } __packed__; // 6x28: Feed MAG struct G_FeedMAG_6x28 { G_ClientIDHeader header; le_uint32_t mag_item_id; le_uint32_t fed_item_id; } __packed__; // 6x29: Delete inventory item (via bank deposit / sale / feeding MAG) // This subcommand is also used for reducing the size of stacks - if amount is // less than the stack count, the item is not deleted and its ID remains valid. struct G_DeleteInventoryItem_6x29 { G_ClientIDHeader header; le_uint32_t item_id; le_uint32_t amount; } __packed__; // 6x2A: Drop item struct G_DropItem_6x2A { G_ClientIDHeader header; le_uint16_t unknown_a1; // Should be 1... maybe amount? le_uint16_t area; le_uint32_t item_id; le_float x; le_float y; le_float z; } __packed__; // 6x2B: Create item in inventory (e.g. via tekker or bank withdraw) struct G_CreateInventoryItem_DC_6x2B { G_ClientIDHeader header; ItemData item_data; } __packed__; struct G_CreateInventoryItem_PC_V3_BB_6x2B : G_CreateInventoryItem_DC_6x2B { uint8_t unused1; uint8_t unknown_a2; le_uint16_t unused2; } __packed__; // 6x2C: Talk to NPC struct G_TalkToNPC_6x2C { G_ClientIDHeader header; le_uint16_t unknown_a1; le_uint16_t unknown_a2; le_float unknown_a3; le_float unknown_a4; le_float unknown_a5; } __packed__; // 6x2D: Done talking to NPC struct G_EndTalkToNPC_6x2D { G_ClientIDHeader header; } __packed__; // 6x2E: Set and/or clear player flags struct G_SetOrClearPlayerFlags_6x2E { G_ClientIDHeader header; le_uint32_t and_mask; le_uint32_t or_mask; } __packed__; // 6x2F: Hit by enemy struct G_HitByEnemy_6x2F { G_ClientIDHeader header; le_uint32_t hit_type; // 0 = set HP, 1 = add/subtract HP, 2 = add/sub fixed HP le_uint16_t damage; le_uint16_t client_id; } __packed__; // 6x30: Level up struct G_LevelUp_6x30 { G_ClientIDHeader header; le_uint16_t atp; le_uint16_t mst; le_uint16_t evp; le_uint16_t hp; le_uint16_t dfp; le_uint16_t ata; le_uint16_t level; le_uint16_t unknown_a1; // Must be 0 or 1 } __packed__; // 6x31: Resurrect player struct G_UseMedicalCenter_6x31 { G_ClientIDHeader header; } __packed__; // 6x32: Resurrect player (Medical Center) struct G_Unknown_6x32 { G_UnusedHeader header; } __packed__; // 6x33: Resurrect player (with Moon Atomizer) struct G_RevivePlayer_6x33 { G_ClientIDHeader header; le_uint16_t client_id2; le_uint16_t unused; } __packed__; // 6x34: Unknown // This subcommand is completely ignored (at least, by PSO GC). // 6x35: Invalid subcommand // 6x36: Unknown (supported; game only) // This subcommand is completely ignored (at least, by PSO GC). // 6x37: Photon blast struct G_PhotonBlast_6x37 { G_ClientIDHeader header; le_uint16_t unknown_a1; le_uint16_t unused; } __packed__; // 6x38: Donate to photon blast struct G_Unknown_6x38 { G_ClientIDHeader header; le_uint16_t unknown_a1; le_uint16_t unused; } __packed__; // 6x39: Photon blast ready struct G_PhotonBlastReady_6x38 { G_ClientIDHeader header; } __packed__; // 6x3A: Unknown (supported; game only) struct G_Unknown_6x3A { G_ClientIDHeader header; } __packed__; // 6x3B: Unknown (supported; lobby & game) struct G_Unknown_6x3B { G_ClientIDHeader header; } __packed__; // 6x3C: Invalid subcommand // 6x3D: Invalid subcommand // 6x3E: Stop moving struct G_StopAtPosition_6x3E { G_ClientIDHeader header; le_uint16_t unknown_a1; le_uint16_t unknown_a2; le_uint16_t area; le_uint16_t unknown_a3; le_float x; le_float y; le_float z; } __packed__; // 6x3F: Set position struct G_SetPosition_6x3F { G_ClientIDHeader header; le_uint16_t unknown_a1; le_uint16_t angle; le_uint16_t area; le_uint16_t room; le_float x; le_float y; le_float z; } __packed__; // 6x40: Walk struct G_WalkToPosition_6x40 { G_ClientIDHeader header; le_float x; le_float z; le_uint32_t action; } __packed__; // 6x41: Unknown // This subcommand is completely ignored (at least, by PSO GC). // 6x42: Run struct G_RunToPosition_6x42 { G_ClientIDHeader header; le_float x; le_float z; } __packed__; // 6x43: First attack // 6x44: Second attack // 6x45: Third attack struct G_Attack_6x43_6x44_6x45 { G_ClientIDHeader header; le_uint16_t unknown_a1; le_uint16_t unknown_a2; } __packed__; // 6x46: Attack finished (sent after each of 43, 44, and 45) struct G_AttackFinished_6x46 { G_ClientIDHeader header; le_uint32_t count; struct TargetEntry { le_uint16_t unknown_a1; le_uint16_t unknown_a2; } __packed__; TargetEntry targets[11]; } __packed__; // 6x47: Cast technique struct G_CastTechnique_6x47 { G_ClientIDHeader header; uint8_t technique_number; uint8_t unused; // Note: The level here isn't the actual tech level that was cast, if the // level is > 15. In that case, a 6x8D is sent first, which contains the // additional level which is added to this level at cast time. They probably // did this for legacy reasons when dealing with v1/v2 compatibility, and // never cleaned it up. uint8_t level; uint8_t target_count; struct TargetEntry { le_uint16_t client_id; le_uint16_t unknown_a2; } __packed__; TargetEntry targets[10]; } __packed__; // 6x48: Cast technique complete struct G_CastTechniqueComplete_6x48 { G_ClientIDHeader header; le_uint16_t technique_number; // This level matches the level sent in the 6x47 command, even if that level // was overridden by a preceding 6x8D command. le_uint16_t level; } __packed__; // 6x49: Subtract photon blast energy struct G_SubtractPBEnergy_6x49 { G_ClientIDHeader header; uint8_t unknown_a1; uint8_t unknown_a2; le_uint16_t entry_count; le_uint16_t unknown_a3; le_uint16_t unknown_a4; struct Entry { le_uint16_t unknown_a1; le_uint16_t unknown_a2; } __packed__; Entry entries[14]; } __packed__; // 6x4A: Fully shield attack struct G_ShieldAttack_6x4A { G_ClientIDHeader header; } __packed__; // 6x4B: Hit by enemy // 6x4C: Hit by enemy struct G_HitByEnemy_6x4B_6x4C { G_ClientIDHeader header; le_uint16_t angle; le_uint16_t damage; le_float x_velocity; le_float z_velocity; } __packed__; // 6x4D: Player died struct G_PlayerDied_6x4D { G_ClientIDHeader header; le_uint32_t unknown_a1; } __packed__; // 6x4E: Player died struct G_PlayerDied_6x4E { G_ClientIDHeader header; } __packed__; // 6x4F: Player resurrected (via Scape Doll) struct G_PlayerUsedScapeDoll_6x4F { G_ClientIDHeader header; } __packed__; // 6x50: Switch interaction struct G_SwitchInteraction_6x50 { G_ClientIDHeader header; le_uint32_t unknown_a1; } __packed__; // 6x51: Invalid subcommand // 6x52: Toggle counter (shop/bank) interaction struct G_ToggleCounterInteraction_6x52 { G_ClientIDHeader header; le_uint16_t unknown_a1; le_uint16_t unknown_a2; le_uint32_t unknown_a3; } __packed__; // 6x53: Unknown (supported; game only) struct G_Unknown_6x53 { G_ClientIDHeader header; } __packed__; // 6x54: Unknown // This subcommand is completely ignored (at least, by PSO GC). // 6x55: Intra-map warp struct G_IntraMapWarp_6x55 { G_ClientIDHeader header; le_uint32_t unknown_a1; le_float x1; le_float y1; le_float z1; le_float x2; le_float y2; le_float z2; } __packed__; // 6x56: Unknown (supported; lobby & game) struct G_Unknown_6x56 { G_ClientIDHeader header; le_uint32_t unknown_a1; le_float x; le_float y; le_float z; } __packed__; // 6x57: Unknown (supported; lobby & game) struct G_Unknown_6x57 { G_ClientIDHeader header; } __packed__; // 6x58: Lobby animation struct G_LobbyAnimation_6x58 { G_ClientIDHeader header; le_uint16_t animation_number; le_uint16_t unused; } __packed__; // 6x59: Pick up item struct G_PickUpItem_6x59 { G_ClientIDHeader header; le_uint16_t client_id2; le_uint16_t area; le_uint32_t item_id; } __packed__; // 6x5A: Request to pick up item struct G_PickUpItemRequest_6x5A { G_ClientIDHeader header; le_uint32_t item_id; le_uint16_t area; le_uint16_t unused; } __packed__; // 6x5B: Invalid subcommand // 6x5C: Unknown struct G_Unknown_6x5C { G_UnusedHeader header; le_uint32_t unknown_a1; le_uint32_t unknown_a2; } __packed__; // 6x5D: Drop meseta or stacked item struct G_DropStackedItem_DC_6x5D { G_ClientIDHeader header; le_uint16_t area; le_uint16_t unused2; le_float x; le_float z; ItemData item_data; } __packed__; struct G_DropStackedItem_PC_V3_BB_6x5D : G_DropStackedItem_DC_6x5D { le_uint32_t unused3; } __packed__; // 6x5E: Buy item at shop struct G_BuyShopItem_6x5E { G_ClientIDHeader header; ItemData item_data; } __packed__; // 6x5F: Drop item from box/enemy struct G_DropItem_DC_6x5F { G_UnusedHeader header; uint8_t area; uint8_t from_enemy; le_uint16_t request_id; // < 0x0B50 if from_enemy != 0; otherwise < 0x0BA0 le_float x; le_float z; le_uint16_t unknown_a1; le_uint16_t unknown_a2; ItemData item_data; } __packed__; struct G_DropItem_PC_V3_BB_6x5F : G_DropItem_DC_6x5F { le_uint32_t unused3; } __packed__; // 6x60: Request for item drop (handled by the server on BB) struct G_StandardDropItemRequest_DC_6x60 { G_UnusedHeader header; uint8_t area; uint8_t rt_index; le_uint16_t entity_id; le_float x; le_float z; le_uint16_t unknown_a1; le_uint16_t ignore_def; } __packed__; struct G_StandardDropItemRequest_PC_V3_BB_6x60 : G_StandardDropItemRequest_DC_6x60 { le_float unknown_a2; } __packed__; // 6x61: Feed MAG struct G_FeedMAG_6x61 { G_UnusedHeader header; le_uint32_t mag_item_id; le_uint32_t fed_item_id; } __packed__; // 6x62: Unknown // This subcommand is completely ignored (at least, by PSO GC). // 6x63: Destroy ground item (used when too many items have been dropped) struct G_DestroyGroundItem_6x63 { G_UnusedHeader header; le_uint32_t item_id; le_uint32_t area; } __packed__; // 6x64: Unknown (not valid on Episode 3) // This subcommand is completely ignored (at least, by PSO GC). // 6x65: Unknown (not valid on Episode 3) // This subcommand is completely ignored (at least, by PSO GC). // 6x66: Use star atomizer struct G_UseStarAtomizer_6x66 { G_UnusedHeader header; parray target_client_ids; } __packed__; // 6x67: Create enemy set struct G_CreateEnemySet_6x67 { G_UnusedHeader header; // unused1 could be area; the client checks this againset a global but the // logic is the same in both branches le_uint32_t unused1; le_uint32_t unknown_a1; le_uint32_t unused2; } __packed__; // 6x68: Create telepipe / cast Ryuker struct G_CreateTelepipe_6x68 { G_UnusedHeader header; le_uint16_t client_id2; le_uint16_t unknown_a1; le_uint16_t unused1; parray unused2; le_float x; le_float y; le_float z; le_uint32_t unused3; } __packed__; // 6x69: Create NPC struct G_CreateNPC_6x69 { G_UnusedHeader header; le_uint16_t client_id2; le_uint16_t unknown_a1; le_uint16_t what; // 0-3; logic is very different for each value le_uint16_t unknown_a2; } __packed__; // 6x6A: Use boss warp (not valid on Episode 3) struct G_UseBossWarp_6x6A { G_ClientIDHeader header; le_uint16_t unknown_a1; le_uint16_t unused; } __packed__; // 6x6B: Sync enemy state (used while loading into game; same header format as 6E) struct G_SyncGameStateHeader_6x6B_6x6C_6x6D_6x6E { G_ExtendedHeader header; le_uint32_t decompressed_size; le_uint32_t compressed_size; // Must be <= subcommand_size - 0x10 uint8_t data[0]; // BC0-compressed data follows here (see bc0_decompress) } __packed__; // Decompressed format is a list of these struct G_SyncEnemyState_6x6B_Entry_Decompressed { // TODO: Verify this format on DC and PC. It appears correct for GC and BB. le_uint32_t unknown_a1; // Possibly some kind of flags // enemy_index is not the same as enemy_id, unfortunately - the enemy_id sent // in the 6x76 command when an enemy is killed does not match enemy_index le_uint16_t enemy_index; // FFFF = enemy is dead le_uint16_t damage_taken; uint8_t unknown_a4; uint8_t unknown_a5; uint8_t unknown_a6; uint8_t unknown_a7; } __packed__; // 6x6C: Sync object state (used while loading into game; same header format as 6E) // Compressed format is the same as 6x6B. // Decompressed format is a list of these struct G_SyncObjectState_6x6C_Entry_Decompressed { // TODO: Verify this format on DC and PC. It appears correct for GC and BB. le_uint16_t flags; le_uint16_t object_index; } __packed__; // 6x6D: Sync item state (used while loading into game; same header format as 6E) // Compressed format is the same as 6x6B. struct G_SyncItemState_6x6D_Decompressed { // TODO: Verify this format on DC and PC. It appears correct for GC and BB. // Note: 16 vs. 15 is not a bug here - there really is an extra field in the // total drop count vs. the floor item count. Despite this, Pioneer 2 or Lab // (area 0) isn't included in total_items_dropped_per_area (so Forest 1 is [0] // in that array) but it is included in floor_item_count_per_area (so Forest 1 // is [1] there). parray total_items_dropped_per_area; // Only [0]-[3] in this array are ever actually used in normal gameplay, but // the client fills in all 12 of these with reasonable values. parray next_item_id_per_player; parray floor_item_count_per_area; struct FloorItem { le_uint16_t area; le_uint16_t unknown_a1; le_float x; le_float z; le_uint16_t unknown_a2; // The drop number is scoped to the area and increments by 1 each time an // item is dropped. The last item dropped in each area has drop_number equal // to total_items_dropped_per_area[area - 1] - 1. le_uint16_t drop_number; ItemData item_data; } __packed__; FloorItem items[0]; // sum(floor_item_count_per_area) of them, actually } __packed__; // 6x6E: Sync flag state (used while loading into game) // Compressed format is the same as 6x6B. struct G_SyncFlagState_6x6E_Decompressed { // TODO: Verify this format on DC and PC. It appears correct for GC and BB. // The three unknowns here are the sizes (in bytes) of three fields // immediately following this structure. It is currently unknown what these // fields represent. The three unknown fields always sum to the size field. le_uint16_t size; le_uint16_t unknown_a1; le_uint16_t unknown_a2; le_uint16_t unknown_a3; // Three variable-length fields follow here. They are in the same order as the // unknown fields above. } __packed__; // 6x6F: Unknown (used while loading into game) struct G_Unknown_6x6F { G_UnusedHeader header; parray unknown_a1; } __packed__; // 6x70: Sync player disp data and inventory (used while loading into game) // Annoyingly, they didn't use the same format as the 65/67/68 commands here, // and instead rearranged a bunch of things. struct G_SyncPlayerDispAndInventory_V3_6x70 { G_ExtendedHeader header; // Offsets in this struct are relative to the overall command header /* 000C */ parray unknown_a1; // [1] and [3] in this array (and maybe [2] also) appear to be le_floats; // they could be the player's current (x, y, z) coords /* 0010 */ parray unknown_a2; /* 002C */ parray unknown_a3; /* 0034 */ parray, 5> unknown_a4; /* 0070 */ le_uint32_t unknown_a5; /* 0074 */ le_uint32_t player_tag; /* 0078 */ le_uint32_t guild_card_number; /* 007C */ parray unknown_a6; /* 0084 */ struct { parray unknown_a1; parray unknown_a2; } __packed__ unknown_a7; /* 00A0 */ le_uint32_t unknown_a8; /* 00A4 */ parray unknown_a9; /* 00B8 */ le_uint32_t unknown_a10; /* 00BC */ le_uint32_t unknown_a11; /* 00C0 */ parray technique_levels; // Last byte is uninitialized /* 00D4 */ struct { parray name; uint64_t unknown_a2; // Same as unknown_a2 in PlayerDispDataDCPCV3, presumably le_uint32_t name_color; uint8_t extra_model; parray unused; le_uint32_t name_color_checksum; uint8_t section_id; uint8_t char_class; uint8_t v2_flags; uint8_t version; le_uint32_t v1_flags; le_uint16_t costume; le_uint16_t skin; le_uint16_t face; le_uint16_t head; le_uint16_t hair; le_uint16_t hair_r; le_uint16_t hair_g; le_uint16_t hair_b; le_uint32_t proportion_x; le_uint32_t proportion_y; } __packed__ disp_part2; /* 0124 */ struct { PlayerStats stats; parray unknown_a1; le_uint32_t level; le_uint32_t experience; le_uint32_t meseta; } __packed__ disp_part1; /* 0148 */ struct { le_uint32_t num_items; // Entries >= num_items in this array contain uninitialized data (usually // the contents of a previous sync command) parray items; } __packed__ inventory; /* 0494 */ le_uint32_t unknown_a15; } __packed__; // 6x71: Unknown (used while loading into game) struct G_Unknown_6x71 { G_UnusedHeader header; } __packed__; // 6x72: Player done loading into game struct G_DoneLoadingIntoGame_6x72 { G_UnusedHeader header; } __packed__; // 6x73: Unknown struct G_Unknown_6x73 { G_UnusedHeader header; } __packed__; // 6x74: Word select struct G_WordSelect_6x74 { G_ClientIDHeader header; le_uint16_t unknown_a1; le_uint16_t unknown_a2; parray entries; le_uint32_t unknown_a3; le_uint32_t unknown_a4; } __packed__; // 6x75: Set quest flag struct G_SetQuestFlag_DC_PC_6x75 { G_UnusedHeader header; le_uint16_t flag; // Must be < 0x400 le_uint16_t action; // 0 = set flag, 1 = clear flag } __packed__; struct G_SetQuestFlag_V3_BB_6x75 { G_SetQuestFlag_DC_PC_6x75 basic_cmd; le_uint16_t difficulty; le_uint16_t unused; } __packed__; // 6x76: Enemy killed struct G_EnemyKilled_6x76 { G_EnemyIDHeader header; le_uint16_t unknown_a1; le_uint16_t unknown_a2; // Flags of some sort } __packed__; // 6x77: Sync quest data struct G_SyncQuestData_6x77 { G_UnusedHeader header; le_uint16_t register_number; // Must be < 0x100 le_uint16_t unused; le_uint32_t value; } __packed__; // 6x78: Unknown struct G_Unknown_6x78 { G_UnusedHeader header; le_uint16_t client_id; // Must be < 12 le_uint16_t unused1; le_uint32_t unused2; } __packed__; // 6x79: Lobby 14/15 gogo ball (soccer game) struct G_GogoBall_6x79 { G_UnusedHeader header; le_uint32_t unknown_a1; le_uint32_t unknown_a2; le_float unknown_a3; le_float unknown_a4; uint8_t unknown_a5; parray unused; } __packed__; // 6x7A: Unknown struct G_Unknown_6x7A { G_ClientIDHeader header; } __packed__; // 6x7B: Unknown struct G_Unknown_6x7B { G_ClientIDHeader header; } __packed__; // 6x7C: Set challenge mode data (not valid on Episode 3) struct G_SetChallengeModeData_6x7C { G_UnusedHeader header; le_uint16_t client_id; parray unknown_a1; le_uint16_t unknown_a2; parray unknown_a3; parray unknown_a4; parray unknown_a5; le_uint16_t unknown_a6; parray unknown_a7; le_uint32_t unknown_a8; le_uint32_t unknown_a9; le_uint32_t unknown_a10; le_uint32_t unknown_a11; le_uint32_t unknown_a12; parray unknown_a13; struct Entry { le_uint32_t unknown_a1; le_uint32_t unknown_a2; } __packed__; Entry entries[3]; } __packed__; // 6x7D: Set battle mode data (not valid on Episode 3) struct G_SetBattleModeData_6x7D { G_UnusedHeader header; uint8_t unknown_a1; // Must be < 7; used in jump table parray unused; parray unknown_a2; } __packed__; // 6x7E: Unknown (not valid on Episode 3) // This subcommand is completely ignored (at least, by PSO GC). // 6x7F: Unknown (not valid on Episode 3) struct G_Unknown_6x7F { G_UnusedHeader header; parray unknown_a1; } __packed__; // 6x80: Trigger trap (not valid on Episode 3) struct G_TriggerTrap_6x80 { G_ClientIDHeader header; le_uint16_t unknown_a1; le_uint16_t unknown_a2; } __packed__; // 6x81: Unknown struct G_Unknown_6x81 { G_ClientIDHeader header; } __packed__; // 6x82: Unknown struct G_Unknown_6x82 { G_ClientIDHeader header; } __packed__; // 6x83: Place trap struct G_PlaceTrap_6x83 { G_ClientIDHeader header; le_uint16_t unknown_a1; le_uint16_t unknown_a2; } __packed__; // 6x84: Unknown (supported; game only; not valid on Episode 3) struct G_Unknown_6x84 { G_UnusedHeader header; parray unknown_a1; le_uint16_t unknown_a2; le_uint16_t unknown_a3; le_uint16_t unused; } __packed__; // 6x85: Unknown (supported; game only; not valid on Episode 3) struct G_Unknown_6x85 { G_UnusedHeader header; le_uint16_t unknown_a1; // Command is ignored unless this is 0 parray unknown_a2; // Only the first 3 appear to be used } __packed__; // 6x86: Hit destructible object (not valid on Episode 3) struct G_HitDestructibleObject_6x86 { G_ObjectIDHeader header; le_uint32_t unknown_a1; le_uint32_t unknown_a2; le_uint16_t unknown_a3; le_uint16_t unknown_a4; } __packed__; // 6x87: Shrink player struct G_ShrinkPlayer_6x87 { G_ClientIDHeader header; le_float unknown_a1; } __packed__; // 6x88: Restore shrunken player struct G_RestoreShrunkenPlayer_6x88 { G_ClientIDHeader header; } __packed__; // 6x89: Player killed by monster struct G_PlayerKilledByMonster_6x89 { G_ClientIDHeader header; le_uint16_t unknown_a1; le_uint16_t unused; } __packed__; // 6x8A: Unknown (not valid on Episode 3) struct G_Unknown_6x8A { G_ClientIDHeader header; le_uint32_t unknown_a1; // Must be < 0x11 } __packed__; // 6x8B: Unknown (not valid on Episode 3) // This subcommand is completely ignored (at least, by PSO GC). // 6x8C: Unknown (not valid on Episode 3) // This subcommand is completely ignored (at least, by PSO GC). // 6x8D: Set technique level override // This command is sent immediately before 6x47 if the technique level is above // 15. Presumably this was done for some backward-compatibility reason. struct G_SetTechniqueLevelOverride_6x8D { G_ClientIDHeader header; uint8_t level_upgrade; uint8_t unused1; le_uint16_t unused2; } __packed__; // 6x8E: Unknown (not valid on Episode 3) // This subcommand is completely ignored (at least, by PSO GC). // 6x8F: Unknown (not valid on Episode 3) struct G_Unknown_6x8F { G_ClientIDHeader header; le_uint16_t client_id2; le_uint16_t unknown_a1; } __packed__; // 6x90: Unknown (not valid on Episode 3) struct G_Unknown_6x90 { G_ClientIDHeader header; le_uint32_t unknown_a1; } __packed__; // 6x91: Unknown (supported; game only) struct G_Unknown_6x91 { G_ObjectIDHeader header; le_uint32_t unknown_a1; le_uint32_t unknown_a2; le_uint16_t unknown_a3; le_uint16_t unknown_a4; le_uint16_t unknown_a5; parray unknown_a6; } __packed__; // 6x92: Unknown (not valid on Episode 3) struct G_Unknown_6x92 { G_UnusedHeader header; le_uint32_t unknown_a1; le_float unknown_a2; } __packed__; // 6x93: Activate timed switch (not valid on Episode 3) struct G_ActivateTimedSwitch_6x93 { G_UnusedHeader header; le_uint16_t area; le_uint16_t switch_id; uint8_t unknown_a1; // Logic is different if this is 1 vs. any other value parray unused; } __packed__; // 6x94: Warp (not valid on Episode 3) struct G_InterLevelWarp_6x94 { G_UnusedHeader header; le_uint16_t area; parray unused; } __packed__; // 6x95: Unknown (not valid on Episode 3) struct G_Unknown_6x95 { G_UnusedHeader header; le_uint32_t client_id; le_uint32_t unknown_a1; le_uint32_t unknown_a2; le_uint32_t unknown_a3; } __packed__; // 6x96: Unknown (not valid on Episode 3) // This subcommand is completely ignored (at least, by PSO GC). // 6x97: Unknown (not valid on Episode 3) struct G_Unknown_6x97 { G_UnusedHeader header; le_uint32_t unused1; le_uint32_t unknown_a1; // Must be 0 or 1 le_uint32_t unused2; le_uint32_t unused3; } __packed__; // 6x98: Unknown // This subcommand is completely ignored (at least, by PSO GC). // 6x99: Unknown // This subcommand is completely ignored (at least, by PSO GC). // 6x9A: Update player stat (not valid on Episode 3) struct G_UpdatePlayerStat_6x9A { G_ClientIDHeader header; le_uint16_t client_id2; // Values for what: // 0 = subtract HP // 1 = subtract TP // 2 = subtract Meseta // 3 = add HP // 4 = add TP uint8_t what; uint8_t amount; } __packed__; // 6x9B: Unknown struct G_Unknown_6x9B { G_UnusedHeader header; uint8_t unknown_a1; parray unused; } __packed__; // 6x9C: Unknown (supported; game only; not valid on Episode 3) struct G_Unknown_6x9C { G_EnemyIDHeader header; le_uint32_t unknown_a1; } __packed__; // 6x9D: Unknown (not valid on Episode 3) struct G_Unknown_6x9D { G_UnusedHeader header; le_uint32_t client_id2; } __packed__; // 6x9E: Unknown (not valid on Episode 3) // This subcommand is completely ignored (at least, by PSO GC). // 6x9F: Gal Gryphon boss actions (not valid on pre-V3 or Episode 3) struct G_GalGryphonBossActions_6x9F { G_EnemyIDHeader header; le_uint32_t unknown_a1; le_float unknown_a2; le_float unknown_a3; } __packed__; // 6xA0: Gal Gryphon boss actions (not valid on pre-V3 or Episode 3) struct G_GalGryphonBossActions_6xA0 { G_EnemyIDHeader header; le_float x; le_float y; le_float z; le_uint32_t unknown_a1; le_uint16_t unknown_a2; le_uint16_t unknown_a3; parray unknown_a4; } __packed__; // 6xA1: Unknown (not valid on pre-V3) // Part of revive process. Occurs right after revive command; function unclear. struct G_Unknown_6xA1 { G_ClientIDHeader header; } __packed__; // 6xA2: Specializable item drop request (not valid on pre-V3; handled by // server on BB) struct G_SpecializableItemDropRequest_6xA2 : G_StandardDropItemRequest_PC_V3_BB_6x60 { le_float def_a1; parray def; } __packed__; // 6xA3: Olga Flow boss actions (not valid on pre-V3 or Episode 3) struct G_OlgaFlowBossActions_6xA3 { G_EnemyIDHeader header; uint8_t unknown_a1; uint8_t unknown_a2; parray unknown_a3; } __packed__; // 6xA4: Olga Flow phase 1 boss actions (not valid on pre-V3 or Episode 3) struct G_OlgaFlowPhase1BossActions_6xA4 { G_EnemyIDHeader header; uint8_t what; parray unknown_a3; } __packed__; // 6xA5: Olga Flow phase 2 boss actions (not valid on pre-V3 or Episode 3) struct G_OlgaFlowPhase2BossActions_6xA5 { G_EnemyIDHeader header; uint8_t what; parray unknown_a3; } __packed__; // 6xA6: Modify trade proposal (not valid on pre-V3) struct G_ModifyTradeProposal_6xA6 { G_ClientIDHeader header; uint8_t unknown_a1; // Must be < 8 uint8_t unknown_a2; parray unknown_a3; le_uint32_t unknown_a4; le_uint32_t unknown_a5; } __packed__; // 6xA7: Unknown (not valid on pre-V3) // This subcommand is completely ignored (at least, by PSO GC). // 6xA8: Gol Dragon boss actions (not valid on pre-V3 or Episode 3) struct G_GolDragonBossActions_6xA8 { G_EnemyIDHeader header; le_uint16_t unknown_a1; le_uint16_t unknown_a2; le_uint32_t unknown_a3; } __packed__; // 6xA9: Barba Ray boss actions (not valid on pre-V3 or Episode 3) struct G_BarbaRayBossActions_6xA9 { G_EnemyIDHeader header; le_uint16_t unknown_a1; le_uint16_t unknown_a2; } __packed__; // 6xAA: Barba Ray boss actions (not valid on pre-V3 or Episode 3) struct G_BarbaRayBossActions_6xAA { G_EnemyIDHeader header; le_uint16_t unknown_a1; le_uint16_t unknown_a2; le_uint32_t unknown_a3; } __packed__; // 6xAB: Create lobby chair (not valid on pre-V3) struct G_CreateLobbyChair_6xAB { G_ClientIDHeader header; le_uint16_t unknown_a1; le_uint16_t unknown_a2; } __packed__; // 6xAC: Unknown (not valid on pre-V3) struct G_Unknown_6xAC { G_ClientIDHeader header; le_uint32_t num_items; parray item_ids; } __packed__; // 6xAD: Olga Flow subordinate boss actions (not valid on pre-V3, Episode 3, or // GC Trial Edition) struct G_OlgaFlowSubordinateBossActions_6xAD { G_UnusedHeader header; // The first byte in this array seems to have a special meaning parray unknown_a1; } __packed__; // 6xAE: Set lobby chair state (sent by existing clients at join time) // This subcommand is not valid on DC, PC, or GC Trial Edition. struct G_SetLobbyChairState_6xAE { G_ClientIDHeader header; le_uint16_t unknown_a1; le_uint16_t unknown_a2; le_uint32_t unknown_a3; le_uint32_t unknown_a4; } __packed__; // 6xAF: Turn lobby chair (not valid on pre-V3 or GC Trial Edition) struct G_TurnLobbyChair_6xAF { G_ClientIDHeader header; le_uint32_t angle; // In range [0x0000, 0xFFFF] } __packed__; // 6xB0: Move lobby chair (not valid on pre-V3 or GC Trial Edition) struct G_MoveLobbyChair_6xB0 { G_ClientIDHeader header; le_uint32_t unknown_a1; } __packed__; // 6xB1: Unknown (not valid on pre-V3 or GC Trial Edition) // This subcommand is completely ignored (at least, by PSO GC). // 6xB2: Unknown (not valid on pre-V3 or GC Trial Edition) // TODO: It appears this command is sent when the snapshot file is written on // PSO GC. Verify this. struct G_Unknown_6xB2 { G_UnusedHeader header; uint8_t area; uint8_t unused; le_uint16_t client_id; le_uint32_t unknown_a3; // PSO GC puts 0x00051720 (333600) here } __packed__; // 6xB3: Unknown (XBOX) // 6xB3: CARD battle server data request (Episode 3) // CARD battle subcommands have multiple subsubcommands, which we name 6xBYxZZ, // where Y = 3, 4, 5, or 6, and ZZ is any byte. The formats of these // subsubcommands are described at the end of this file. // The common format for CARD battle subcommand headers is: struct G_CardBattleCommandHeader { uint8_t subcommand = 0x00; uint8_t size = 0x00; le_uint16_t unused1 = 0x0000; uint8_t subsubcommand = 0x00; // See 6xBx subcommand table (after this table) uint8_t sender_client_id = 0x00; // If mask_key is nonzero, the remainder of the data (after unused2 in this // struct) is encrypted using a simple algorithm, which is implemented in // set_mask_for_ep3_game_command in SendCommands.cc. The Episode 3 client // never sends commands that have a nonzero value in this field, but it does // properly handle received commands with nonzero values in this field. uint8_t mask_key = 0x00; uint8_t unused2 = 0x00; } __packed__; // Unlike all other 6x subcommands, the 6xB3 subcommand is sent to the server in // a CA command instead of a 6x, C9, or CB command. (For this reason, we refer // to 6xB3xZZ commands as CAxZZ commands as well.) The server is expected to // reply to CA commands instead of forwarding them. The logic for doing so is // primarily implemented in Episode3/Server.cc and the surrounding classes. // The 6xB3 subcommand has a longer header than 6xB4 and 6xB5. This header is // common to all 6xB3x (CAx) subcommands. struct G_CardServerDataCommandHeader { uint8_t subcommand = 0xB3; uint8_t size = 0x00; le_uint16_t unused1 = 0x0000; uint8_t subsubcommand = 0x00; // See 6xBx subcommand table (after this table) uint8_t sender_client_id = 0x00; uint8_t mask_key = 0x00; // Same meaning as in G_CardBattleCommandHeader uint8_t unused2 = 0x00; be_uint32_t sequence_num; be_uint32_t context_token; } __packed__; // 6xB4: Unknown (XBOX) // 6xB4: CARD battle server response (Episode 3) - see 6xB3 (above) // 6xB5: CARD battle client command (Episode 3) - see 6xB3 (above) // 6xB5: BB shop request (handled by the server) struct G_ShopContentsRequest_BB_6xB5 { G_UnusedHeader header; le_uint32_t shop_type; } __packed__; // 6xB6: Episode 3 map list and map contents (server->client only) // Unlike 6xB3-6xB5, these commands cannot be masked. Also unlike 6xB3-6xB5, // there are only two subsubcommands, so we list them inline here. // These subcommands can be rather large, so they should be sent with the 6C // command instead of the 60 command. (The difference in header format, // including the extended size field, is likely the reason for 6xB6 being a // separate subcommand from the other CARD battle subcommands.) struct G_MapSubsubcommand_GC_Ep3_6xB6 { G_ExtendedHeader header; uint8_t subsubcommand; // 0x40 or 0x41 parray unused; } __packed__; struct G_MapList_GC_Ep3_6xB6x40 { G_MapSubsubcommand_GC_Ep3_6xB6 header; le_uint16_t compressed_data_size; le_uint16_t unused; // PRS-compressed map list data follows here. newserv generates this from the // map index at startup time; see the MapList struct in Episode3/DataIndex.hh // and Episode3::DataIndex::get_compressed_map_list for details on the format. } __packed__; struct G_MapData_GC_Ep3_6xB6x41 { G_MapSubsubcommand_GC_Ep3_6xB6 header; le_uint32_t map_number; le_uint16_t compressed_data_size; le_uint16_t unused; // PRS-compressed map data follows here (which decompresses to an // Episode3::MapDefinition). } __packed__; // 6xB6: BB shop contents (server->client only) struct G_ShopContents_BB_6xB6 { G_UnusedHeader header; uint8_t shop_type; uint8_t num_items; le_uint16_t unused; // Note: data2d of these entries should be the price ItemData item_datas[20]; } __packed__; // 6xB7: Alias for 6xB3 (Episode 3 Trial Edition) // This command behaves exactly the same as 6xB3. This alias exists only in // Episode 3 Trial Edition; it was removed in the final release. // 6xB7: BB buy shop item (handled by the server) struct G_BuyShopItem_BB_6xB7 { G_UnusedHeader header; le_uint32_t inventory_item_id; uint8_t shop_type; uint8_t item_index; uint8_t amount; uint8_t unknown_a1; // TODO: Probably actually unused; verify this } __packed__; // 6xB8: Alias for 6xB4 (Episode 3 Trial Edition) // This command behaves exactly the same as 6xB4. This alias exists only in // Episode 3 Trial Edition; it was removed in the final release. // 6xB8: BB accept tekker result (handled by the server) struct G_AcceptItemIdentification_BB_6xB8 { G_UnusedHeader header; le_uint32_t item_id; } __packed__; // 6xB9: Alias for 6xB5 (Episode 3 Trial Edition) // This command behaves exactly the same as 6xB5. This alias exists only in // Episode 3 Trial Edition; it was removed in the final release. // 6xB9: BB provisional tekker result struct G_IdentifyResult_BB_6xB9 { G_ClientIDHeader header; ItemData item_data; } __packed__; // 6xBA: Sync card trade state (Episode 3) // This command calls various member functions in TCardTradeServer. struct G_SyncCardTradeState_GC_Ep3_6xBA { G_ClientIDHeader header; le_uint16_t what; // Low byte must be < 9; this indexes into a jump table le_uint16_t unknown_a2; le_uint32_t unknown_a3; le_uint32_t unknown_a4; } __packed__; // 6xBA: BB accept tekker result (handled by the server) struct G_AcceptItemIdentification_BB_6xBA { G_UnusedHeader header; le_uint32_t item_id; } __packed__; // 6xBB: Sync card trade state (Episode 3) // This command calls various member functions in TCardTradeServer. // TODO: Certain invalid values for slot/args in this command can crash the // client (what is properly bounds-checked). Find out the actual limits for // slot/args and make newserv enforce them. struct G_SyncCardTradeState_GC_Ep3_6xBB { G_ClientIDHeader header; le_uint16_t what; // Must be < 5; this indexes into a jump table le_uint16_t slot; parray args; } __packed__; // 6xBB: BB bank request (handled by the server) // 6xBC: Card counts (Episode 3) // This is sent by the client in response to a 6xB5x38 command. // It's possible that this is an early, now-unused implementation of the CAx49 // command. When the client receives this command, it copies the data into a // globally-allocated array, but nothing reads from this array. Curiously, this // command is smaller than 0x400 bytes, but uses the extended subcommand format // anyway (and uses the 6D command rather than 62). struct G_CardCounts_GC_Ep3_6xBC { G_UnusedHeader header; le_uint32_t size; parray unknown_a1; // The client sends uninitialized data in this field parray unused; } __packed__; // 6xBC: BB bank contents (server->client only) struct G_BankContentsHeader_BB_6xBC { G_ExtendedHeader header; le_uint32_t checksum; // can be random; client won't notice le_uint32_t numItems; le_uint32_t meseta; // Item data follows } __packed__; // 6xBD: Word select during battle (Episode 3; not Trial Edition) // Note: This structure does not have a normal header - the client ID field is // big-endian! struct G_WordSelectDuringBattle_GC_Ep3_6xBD { G_ClientIDHeader header; le_uint16_t unknown_a1; le_uint16_t unknown_a2; parray entries; le_uint32_t unknown_a4; le_uint32_t unknown_a5; // This field has the same meaning as the first byte in an 06 command's // message when sent during an Episode 3 battle. uint8_t private_flags; parray unused; } __packed__; // 6xBD: BB bank action (take/deposit meseta/item) (handled by the server) struct G_BankAction_BB_6xBD { G_UnusedHeader header; le_uint32_t item_id; // 0xFFFFFFFF = meseta; anything else = item le_uint32_t meseta_amount; uint8_t action; // 0 = deposit, 1 = take uint8_t item_amount; le_uint16_t unused2; } __packed__; // 6xBE: Sound chat (Episode 3; not Trial Edition) // This is the only subcommand ever sent with the CB command. struct G_SoundChat_GC_Ep3_6xBE { G_UnusedHeader header; le_uint32_t sound_id; // Must be < 0x27 be_uint32_t unused; } __packed__; // 6xBE: BB create inventory item (server->client only) struct G_CreateInventoryItem_BB_6xBE { G_ClientIDHeader header; ItemData item_data; le_uint32_t unused; } __packed__; // 6xBF: Change lobby music (Episode 3; not Trial Edition) struct G_ChangeLobbyMusic_GC_Ep3_6xBF { G_UnusedHeader header; le_uint32_t song_number; // Must be < 0x34 } __packed__; // 6xBF: Give EXP (BB) (server->client only) struct G_GiveExperience_BB_6xBF { G_ClientIDHeader header; le_uint32_t amount; } __packed__; // 6xC0: BB sell item at shop struct G_SellItemAtShop_BB_6xC0 { G_UnusedHeader header; le_uint32_t item_id; le_uint32_t amount; } __packed__; // 6xC1: Invite to team (BB) // 6xC2: Accept invitation to team (BB) struct G_TeamInvitationAction_BB_6xC1_6xC2_6xCD_6xCE { G_ClientIDHeader header; le_uint32_t guild_card_number; le_uint32_t action; // 0 or 1 for 6xC1, 2 (or not 2) for 6xC2 parray unknown_a1; } __packed__; // 6xC3: Split stacked item (BB; handled by the server) // Note: This is not sent if an entire stack is dropped; in that case, a normal // item drop subcommand is generated instead. struct G_SplitStackedItem_BB_6xC3 { G_ClientIDHeader header; le_uint16_t area; le_uint16_t unused2; le_float x; le_float z; le_uint32_t item_id; le_uint32_t amount; } __packed__; // 6xC4: Sort inventory (BB; handled by the server) struct G_SortInventory_BB_6xC4 { G_UnusedHeader header; parray item_ids; } __packed__; // 6xC5: Medical center used (BB) struct G_MedicalCenterUsed_BB_6xC5 { G_ClientIDHeader header; } __packed__; // 6xC6: Steal experience (BB) struct G_StealEXP_BB_6xC6 { G_ClientIDHeader header; le_uint16_t enemy_id; le_uint16_t unknown_a1; } __packed__; // 6xC7: Charge attack (BB) struct G_ChargeAttack_BB_6xC7 { G_ClientIDHeader header; // Tethealla (at least, the ancient public version of it) treats this as // signed, and gives the player money in that case. We don't do so. le_uint32_t meseta_amount; } __packed__; // 6xC8: Enemy killed (BB; handled by the server) struct G_EnemyKilled_BB_6xC8 { G_EnemyIDHeader header; le_uint16_t enemy_id; le_uint16_t killer_client_id; uint8_t unknown_a1; parray unused; } __packed__; // 6xC9: Request meseta reward from quest (BB; handled by server) struct G_MesetaRewardRequest_BB_6xC9 { G_UnusedHeader header; le_int32_t amount; } __packed__; // 6xCA: Request item reward from quest (BB; handled by server) struct G_ItemRewardRequest_BB_6xCA { G_UnusedHeader header; ItemData item_data; } __packed__; // 6xCB: Request to transfer item (BB) struct G_ItemTransferRequest_BB_6xCB { G_ClientIDHeader header; le_uint32_t unknown_a1; le_uint32_t unknown_a2; le_uint32_t unknown_a3; } __packed__; // 6xCC: Exchange item for team points (BB) struct G_ExchangeItemForTeamPoints_BB_6xCC { G_ClientIDHeader header; le_uint32_t item_id; le_uint32_t unknown_a2; } __packed__; // 6xCD: Transfer master (BB) // 6xCE: Accept master transfer (BB) // Same format as 6xC1 // 6xCF: Restart battle (BB) struct G_RestartBattle_BB_6xCF { G_UnusedHeader header; parray unknown_a1; le_uint32_t unknown_a2; } __packed__; // 6xD0: Battle mode level up (BB; handled by server) struct G_BattleModeLevelUp_BB_6xD0 { G_ClientIDHeader header; le_uint32_t unknown_a1; } __packed__; // 6xD1: Challenge mode grave (BB; handled by server) struct G_ChallengeModeGrave_BB_6xD1 { G_ClientIDHeader header; le_uint16_t unknown_a1; le_uint16_t unknown_a2; le_uint32_t unknown_a3; le_uint32_t unknown_a4; le_uint32_t unknown_a5; } __packed__; // 6xD2: Set quest data 2 (BB) // Writes 4 bytes to the 32-bit field specified by index. struct G_SetQuestData2_BB_6xD2 { G_ClientIDHeader header; le_uint32_t index; le_uint32_t value; } __packed__; // 6xD3: Invalid subcommand // 6xD4: Unknown (BB) struct G_Unknown_BB_6xD4 { G_UnusedHeader header; le_uint16_t action; // Must be in [0, 4] uint8_t unknown_a1; // Must be in [0, 15] uint8_t unused; } __packed__; // 6xD5: Exchange item in quest (BB; handled by server) struct G_ExchangeItemInQuest_BB_6xD5 { G_ClientIDHeader header; ItemData unknown_a1; // Only data1[0]-[2] are used ItemData unknown_a2; // Only data1[0]-[2] are used le_uint16_t unknown_a3; le_uint16_t unknown_a4; } __packed__; // 6xD6: Wrap item (BB; handled by server) struct G_WrapItem_BB_6xD6 { G_ClientIDHeader header; ItemData item_data; uint8_t unknown_a1; parray unused; } __packed__; // 6xD7: Paganini Photon Drop exchange (BB; handled by server) struct G_PaganiniPhotonDropExchange_BB_6xD7 { G_ClientIDHeader header; ItemData unknown_a1; // Only data1[0]-[2] are used le_uint16_t request_id; le_uint16_t unknown_a3; } __packed__; // 6xD8: Add S-rank weapon special (BB; handled by server) struct G_AddSRankWeaponSpecial_BB_6xD8 { G_ClientIDHeader header; ItemData unknown_a1; // Only data1[0]-[2] are used le_uint32_t unknown_a2; le_uint32_t unknown_a3; le_uint16_t unknown_a4; le_uint16_t unknown_a5; } __packed__; // 6xD9: Momoka item exchange (BB; handled by server) struct G_MomokaItemExchange_BB_6xD9 { G_ClientIDHeader header; ItemData unknown_a1; ItemData unknown_a2; le_uint32_t unknown_a3; le_uint32_t unknown_a4; le_uint16_t unknown_a5; le_uint16_t unknown_a6; } __packed__; // 6xDA: Upgrade weapon attribute (BB; handled by server) struct G_UpgradeWeaponAttribute_BB_6xDA { G_ClientIDHeader header; ItemData unknown_a1; // Only data1[0]-[2] are used le_uint32_t item_id; le_uint32_t attribute; le_uint32_t unknown_a4; // 0 or 1 le_uint32_t unknown_a5; le_uint16_t request_id; le_uint16_t unknown_a7; } __packed__; // 6xDB: Exchange item in quest (BB) struct G_ExchangeItemInQuest_BB_6xDB { G_ClientIDHeader header; le_uint32_t unknown_a1; le_uint32_t unknown_a2; le_uint32_t unknown_a3; } __packed__; // 6xDC: Saint-Million boss actions (BB) struct G_SaintMillionBossActions_BB_6xDC { G_UnusedHeader header; le_uint16_t unknown_a1; le_uint16_t unknown_a2; } __packed__; // 6xDD: Set EXP multiplier (BB) // header.param specifies the EXP multiplier. It is 1-based, so the value 2 // means all EXP is doubled, for example. struct G_SetEXPMultiplier_BB_6xDD { G_ParameterHeader header; } __packed__; // 6xDE: Good Luck quest (BB; handled by server) struct G_GoodLuckQuestActions_BB_6xDE { G_ClientIDHeader header; uint8_t unknown_a1; uint8_t unknown_a2; le_uint16_t unknown_a3; } __packed__; // 6xDF: Black Paper's Deal Photon Drop exchange (BB; handled by server) struct G_BlackPaperDealPhotonDropExchange_BB_6xE0 { G_ClientIDHeader header; } __packed__; // 6xE0: Black Paper's Deal rewards (BB; handled by server) struct G_BlackPaperDealRewards_BB_6xE0 { G_ClientIDHeader header; parray unknown_a1; // TODO: There might be uint16_ts and uint32_ts in here. } __packed__; // 6xE1: Gallon's Plan quest (BB; handled by server) struct G_GallonsPlanQuestActions_BB_6xE1 { G_ClientIDHeader header; uint8_t unknown_a1; uint8_t unknown_a2; uint8_t unknown_a3; uint8_t unused; le_uint16_t unknown_a4; le_uint16_t unknown_a5; } __packed__; // 6xE2: Coren actions (BB) struct G_CorenActions_BB_6xE2 { G_ClientIDHeader header; parray unknown_a1; // TODO: There might be uint16_ts and uint32_ts in here. } __packed__; // 6xE3: Unknown (BB) struct G_Unknown_BB_6xE3 { G_ClientIDHeader header; ItemData item_data; } __packed__; // 6xE4: Invalid subcommand // 6xE5: Invalid subcommand // 6xE6: Invalid subcommand // 6xE7: Invalid subcommand // 6xE8: Invalid subcommand // 6xE9: Invalid subcommand // 6xEA: Invalid subcommand // 6xEB: Invalid subcommand // 6xEC: Invalid subcommand // 6xED: Invalid subcommand // 6xEE: Invalid subcommand // 6xEF: Invalid subcommand // 6xF0: Invalid subcommand // 6xF1: Invalid subcommand // 6xF2: Invalid subcommand // 6xF3: Invalid subcommand // 6xF4: Invalid subcommand // 6xF5: Invalid subcommand // 6xF6: Invalid subcommand // 6xF7: Invalid subcommand // 6xF8: Invalid subcommand // 6xF9: Invalid subcommand // 6xFA: Invalid subcommand // 6xFB: Invalid subcommand // 6xFC: Invalid subcommand // 6xFD: Invalid subcommand // 6xFE: Invalid subcommand // 6xFF: Invalid subcommand //////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// // EPISODE 3 CARD BATTLE SUBSUBCOMMANDS //////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// // The Episode 3 CARD battle subsubcommands are used in commands 6xB3, 6xB4, and // 6xB5. Note that even though there's no overlap in the subsubcommand number // space, the various subsubcommands must be used with the correct 6xBx // subcommand - the client will ignore the command if sent via the wrong 6xBx // subcommand. (For example, sending a 6xB5x02 command will do nothing because // subsubcommand 02 is only valid for the 6xB4 subcommand.) This table is known // to be complete, so invalid commands are not listed. // In general, 6xB3 (CAx) commands are sent by the client when it wants to take // an action that affects game state held on the server side. The server will // send one or more 6xB4 commands in response to update all clients' views of // the game state. 6xB5 commands do not affect state held on the server side, // and are generally only of concern on the client side. // 6xB4x02: Update hand and equips struct G_UpdateHand_GC_Ep3_6xB4x02 { G_CardBattleCommandHeader header = {0xB4, sizeof(G_UpdateHand_GC_Ep3_6xB4x02) / 4, 0, 0x02, 0, 0, 0}; le_uint16_t client_id = 0; le_uint16_t unused = 0; Episode3::HandAndEquipState state; } __packed__; // 6xB4x03: Set state flags struct G_SetStateFlags_GC_Ep3_6xB4x03 { G_CardBattleCommandHeader header = {0xB4, sizeof(G_SetStateFlags_GC_Ep3_6xB4x03) / 4, 0, 0x03, 0, 0, 0}; Episode3::StateFlags state; } __packed__; // 6xB4x04: Update SC/FC short statuses struct G_UpdateShortStatuses_GC_Ep3_6xB4x04 { G_CardBattleCommandHeader header = {0xB4, sizeof(G_UpdateShortStatuses_GC_Ep3_6xB4x04) / 4, 0, 0x04, 0, 0, 0}; le_uint16_t client_id = 0; le_uint16_t unused = 0; // The slots in this array have heterogeneous meanings. Specifically: // [0] is the SC card status // [1] through [6] are hand cards // [7] through [14] are set FC cards (items/creatures) // [15] is the set assist card parray card_statuses; } __packed__; // 6xB4x05: Update map state struct G_UpdateMap_GC_Ep3_6xB4x05 { G_CardBattleCommandHeader header = {0xB4, sizeof(G_UpdateMap_GC_Ep3_6xB4x05) / 4, 0, 0x05, 0, 0, 0}; Episode3::MapAndRulesState state; uint8_t unknown_a1 = 0; parray unused; } __packed__; // 6xB4x06: Apply condition effect struct G_ApplyConditionEffect_GC_Ep3_6xB4x06 { G_CardBattleCommandHeader header = {0xB4, sizeof(G_ApplyConditionEffect_GC_Ep3_6xB4x06) / 4, 0, 0x06, 0, 0, 0}; Episode3::EffectResult effect; } __packed__; // 6xB4x07: Set battle decks struct G_UpdateDecks_GC_Ep3_6xB4x07 { G_CardBattleCommandHeader header = {0xB4, sizeof(G_UpdateDecks_GC_Ep3_6xB4x07) / 4, 0, 0x07, 0, 0, 0}; parray entries_present; parray entries; } __packed__; // 6xB4x09: Set action state struct G_SetActionState_GC_Ep3_6xB4x09 { G_CardBattleCommandHeader header = {0xB4, sizeof(G_SetActionState_GC_Ep3_6xB4x09) / 4, 0, 0x09, 0, 0, 0}; le_uint16_t client_id = 0; parray unknown_a1; Episode3::ActionState state; } __packed__; // 6xB4x0A: Update action chain and metadata // This command seems to be unused; Sega's server implementation never sends it. struct G_UpdateActionChainAndMetadata_GC_Ep3_6xB4x0A { G_CardBattleCommandHeader header = {0xB4, sizeof(G_UpdateActionChainAndMetadata_GC_Ep3_6xB4x0A) / 4, 0, 0x0A, 0, 0, 0}; le_uint16_t client_id = 0; // set_index must be 0xFF, or be in the range [0, 9]. If it's 0xFF, all nine // chains and metadatas are cleared for the client; otherwise, the provided // chain and metadata are copied into the slot specified by set_index. int8_t set_index = 0; uint8_t unused = 0; Episode3::ActionChainWithConds chain; Episode3::ActionMetadata metadata; } __packed__; // 6xB3x0B / CAx0B: Redraw initial hand (immediately before battle) struct G_RedrawInitialHand_GC_Ep3_6xB3x0B_CAx0B { G_CardServerDataCommandHeader header = {0xB3, sizeof(G_RedrawInitialHand_GC_Ep3_6xB3x0B_CAx0B) / 4, 0, 0x0B, 0, 0, 0, 0, 0}; le_uint16_t client_id = 0; parray unused2; } __packed__; // 6xB3x0C / CAx0C: End initial redraw phase struct G_EndInitialRedrawPhase_GC_Ep3_6xB3x0C_CAx0C { G_CardServerDataCommandHeader header = {0xB3, sizeof(G_EndInitialRedrawPhase_GC_Ep3_6xB3x0C_CAx0C) / 4, 0, 0x0C, 0, 0, 0, 0, 0}; le_uint16_t client_id = 0; parray unused2; } __packed__; // 6xB3x0D / CAx0D: End non-action phase // This command is sent when the client has no more actions to take during the // current phase. This command isn't used for ending the attack or defense // phases; for those phases, CAx12 and CAx28 are used instead. struct G_EndNonAttackPhase_GC_Ep3_6xB3x0D_CAx0D { G_CardServerDataCommandHeader header = {0xB3, sizeof(G_EndNonAttackPhase_GC_Ep3_6xB3x0D_CAx0D) / 4, 0, 0x0D, 0, 0, 0, 0, 0}; le_uint16_t client_id = 0; parray unused2; } __packed__; // 6xB3x0E / CAx0E: Discard card from hand struct G_DiscardCardFromHand_GC_Ep3_6xB3x0E_CAx0E { G_CardServerDataCommandHeader header = {0xB3, sizeof(G_DiscardCardFromHand_GC_Ep3_6xB3x0E_CAx0E) / 4, 0, 0x0E, 0, 0, 0, 0, 0}; le_uint16_t client_id = 0; le_uint16_t card_ref = 0xFFFF; } __packed__; // 6xB3x0F / CAx0F: Set card from hand struct G_SetCardFromHand_GC_Ep3_6xB3x0F_CAx0F { G_CardServerDataCommandHeader header = {0xB3, sizeof(G_SetCardFromHand_GC_Ep3_6xB3x0F_CAx0F) / 4, 0, 0x0F, 0, 0, 0, 0, 0}; le_uint16_t client_id = 0; le_uint16_t card_ref = 0xFFFF; le_uint16_t set_index = 0; le_uint16_t assist_target_player = 0; Episode3::Location loc; } __packed__; // 6xB3x10 / CAx10: Move field character struct G_MoveFieldCharacter_GC_Ep3_6xB3x10_CAx10 { G_CardServerDataCommandHeader header = {0xB3, sizeof(G_MoveFieldCharacter_GC_Ep3_6xB3x10_CAx10) / 4, 0, 0x10, 0, 0, 0, 0, 0}; le_uint16_t client_id = 0; le_uint16_t set_index = 0; Episode3::Location loc; } __packed__; // 6xB3x11 / CAx11: Enqueue action (play card(s) during action phase) // This command is used for playing both attacks (and the associated action // cards), and for playing defense cards. In the attack case, this command is // sent once for each attack (even if it includes multiple cards); in the // defense case, this command is sent once for each defense card. struct G_EnqueueAttackOrDefense_GC_Ep3_6xB3x11_CAx11 { G_CardServerDataCommandHeader header = {0xB3, sizeof(G_EnqueueAttackOrDefense_GC_Ep3_6xB3x11_CAx11) / 4, 0, 0x11, 0, 0, 0, 0, 0}; le_uint16_t client_id = 0; parray unused2; Episode3::ActionState entry; } __packed__; // 6xB3x12 / CAx12: End attack list (done playing cards during action phase) // This command informs the server that the client is done playing attacks in // the current round. (In the defense phase, CAx28 is used instead.) struct G_EndAttackList_GC_Ep3_6xB3x12_CAx12 { G_CardServerDataCommandHeader header = {0xB3, sizeof(G_EndAttackList_GC_Ep3_6xB3x12_CAx12) / 4, 0, 0x12, 0, 0, 0, 0, 0}; le_uint16_t client_id = 0; parray unused2; } __packed__; // 6xB3x13 / CAx13: Set map state during setup struct G_SetMapState_GC_Ep3_6xB3x13_CAx13 { G_CardServerDataCommandHeader header = {0xB3, sizeof(G_SetMapState_GC_Ep3_6xB3x13_CAx13) / 4, 0, 0x13, 0, 0, 0, 0, 0}; Episode3::MapAndRulesState map_and_rules_state; Episode3::OverlayState overlay_state; } __packed__; // 6xB3x14 / CAx14: Set player deck during setup struct G_SetPlayerDeck_GC_Ep3_6xB3x14_CAx14 { G_CardServerDataCommandHeader header = {0xB3, sizeof(G_SetPlayerDeck_GC_Ep3_6xB3x14_CAx14) / 4, 0, 0x14, 0, 0, 0, 0, 0}; le_uint16_t client_id = 0; uint8_t is_cpu_player = 0; uint8_t unused2 = 0; Episode3::DeckEntry entry; } __packed__; // 6xB3x15 / CAx15: Hard-reset server state // This command appears to be completely unused; the client never sends it. struct G_HardResetServerState_GC_Ep3_6xB3x15_CAx15 { G_CardServerDataCommandHeader header = {0xB3, sizeof(G_HardResetServerState_GC_Ep3_6xB3x15_CAx15) / 4, 0, 0x15, 0, 0, 0, 0, 0}; // No arguments } __packed__; // 6xB5x17: Unknown // TODO: Document this from Episode 3 client/server disassembly struct G_Unknown_GC_Ep3_6xB5x17 { G_CardBattleCommandHeader header = {0xB5, sizeof(G_Unknown_GC_Ep3_6xB5x17) / 4, 0, 0x17, 0, 0, 0}; // No arguments } __packed__; // 6xB5x1A: Force disconnect // This command seems to cause the client to unconditionally disconnect. The // player is returned to the main menu (the "The line was disconnected" message // box is skipped). Unlike all other known ways to disconnect, the client does // not save when it receives this command, and instead returns directly to the // main menu. struct G_ForceDisconnect_GC_Ep3_6xB5x1A { G_CardBattleCommandHeader header = {0xB5, sizeof(G_ForceDisconnect_GC_Ep3_6xB5x1A) / 4, 0, 0x1A, 0, 0, 0}; // No arguments } __packed__; // 6xB3x1B / CAx1B: Set player name during setup // Curiously, this command can be used during a non-setup phase; the server // should ignore the command's contents but still send a 6xB4x1C in response. struct G_SetPlayerName_GC_Ep3_6xB3x1B_CAx1B { G_CardServerDataCommandHeader header = {0xB3, sizeof(G_SetPlayerName_GC_Ep3_6xB3x1B_CAx1B) / 4, 0, 0x1B, 0, 0, 0, 0, 0}; Episode3::NameEntry entry; } __packed__; // 6xB4x1C: Set all player names struct G_SetPlayerNames_GC_Ep3_6xB4x1C { G_CardBattleCommandHeader header = {0xB4, sizeof(G_SetPlayerNames_GC_Ep3_6xB4x1C) / 4, 0, 0x1C, 0, 0, 0}; parray entries; } __packed__; // 6xB3x1D / CAx1D: Request for battle start // The battle actually begins when the server sends a state flags update (in // response to this command) that includes RegistrationPhase::BATTLE_STARTED and // a SetupPhase value other than REGISTRATION. struct G_StartBattle_GC_Ep3_6xB3x1D_CAx1D { G_CardServerDataCommandHeader header = {0xB3, sizeof(G_StartBattle_GC_Ep3_6xB3x1D_CAx1D) / 4, 0, 0x1D, 0, 0, 0, 0, 0}; } __packed__; // 6xB4x1E: Action result struct G_ActionResult_GC_Ep3_6xB4x1E { G_CardBattleCommandHeader header = {0xB4, sizeof(G_ActionResult_GC_Ep3_6xB4x1E) / 4, 0, 0x1E, 0, 0, 0}; // TODO: Is this supposed to be big-endian or little-endian? The client makes // it look like it should be little-endian, but logs from the Sega servers // make it look like it should be big-endian. be_uint32_t sequence_num = 0; uint8_t error_code = 0; uint8_t response_phase = 0; parray unused; } __packed__; // 6xB4x1F: Set context token // This token is sent back in the context_token field of all CA commands from // the client. It seems Sega never used this functionality. struct G_SetContextToken_GC_Ep3_6xB4x1F { G_CardBattleCommandHeader header = {0xB4, sizeof(G_SetContextToken_GC_Ep3_6xB4x1F) / 4, 0, 0x1F, 0, 0, 0}; // Note that this field is little-endian, but the corresponding context_token // field in G_CardServerDataCommandHeader is big-endian! le_uint32_t context_token = 0; } __packed__; // 6xB5x20: Unknown // TODO: Document this from Episode 3 client/server disassembly struct G_Unknown_GC_Ep3_6xB5x20 { G_CardBattleCommandHeader header = {0xB5, sizeof(G_Unknown_GC_Ep3_6xB5x20) / 4, 0, 0x20, 0, 0, 0}; le_uint32_t player_tag = 0x00010000; le_uint32_t guild_card_number = 0; uint8_t client_id = 0; parray unused; } __packed__; // 6xB3x21 / CAx21: End battle struct G_EndBattle_GC_Ep3_6xB3x21_CAx21 { G_CardServerDataCommandHeader header = {0xB3, sizeof(G_EndBattle_GC_Ep3_6xB3x21_CAx21) / 4, 0, 0x21, 0, 0, 0, 0, 0}; le_uint32_t unused2 = 0; } __packed__; // 6xB4x22: Unknown // This command appears to be completely unused. The client's handler for this // command sets a flag on some data structure if it exists, but it appears that // that data structure is never allocated. struct G_Unknown_GC_Ep3_6xB4x22 { G_CardBattleCommandHeader header = {0xB4, sizeof(G_Unknown_GC_Ep3_6xB4x22) / 4, 0, 0x22, 0, 0, 0}; // No arguments } __packed__; // 6xB4x23: Unknown // This command was actually sent by Sega's original servers, but it does // nothing on the client. struct G_Unknown_GC_Ep3_6xB4x23 { G_CardBattleCommandHeader header = {0xB4, sizeof(G_Unknown_GC_Ep3_6xB4x23) / 4, 0, 0x23, 0, 0, 0}; uint8_t present = 0; // Handler expects this to be equal to 1 uint8_t client_id = 0; parray unused; } __packed__; // 6xB5x27: Unknown // TODO: Document this from Episode 3 client/server disassembly struct G_Unknown_GC_Ep3_6xB5x27 { G_CardBattleCommandHeader header = {0xB5, sizeof(G_Unknown_GC_Ep3_6xB5x27) / 4, 0, 0x27, 0, 0, 0}; // Note: This command uses header_b1 as well, which looks like another client // ID (it must be < 4, though it does not always match unknown_a1 below). le_uint32_t unknown_a1 = 0; // Probably client ID (must be < 4) le_uint32_t unknown_a2 = 0; // Must be < 0x10 le_uint32_t unknown_a3 = 0; le_uint32_t unused = 0; // Curiously, this usually contains a memory address } __packed__; // 6xB3x28 / CAx28: End defense list // This command informs the server that the client is done playing defense // cards. (In the attack phase, CAx12 is used instead.) struct G_EndDefenseList_GC_Ep3_6xB3x28_CAx28 { G_CardServerDataCommandHeader header = {0xB3, sizeof(G_EndDefenseList_GC_Ep3_6xB3x28_CAx28) / 4, 0, 0x28, 0, 0, 0, 0, 0}; uint8_t unused1; uint8_t client_id = 0; parray unused2; } __packed__; // 6xB4x29: Set action state // TODO: How is this different from 6xB4x09? It looks like the server never // sends this. struct G_SetActionState_GC_Ep3_6xB4x29 { G_CardBattleCommandHeader header = {0xB4, sizeof(G_SetActionState_GC_Ep3_6xB4x29) / 4, 0, 0x29, 0, 0, 0}; uint8_t unknown_a1 = 0; parray unknown_a2; Episode3::ActionState state; } __packed__; // 6xB4x2A: Unknown // TODO: Document this from Episode 3 client/server disassembly struct G_Unknown_GC_Ep3_6xB4x2A { G_CardBattleCommandHeader header = {0xB4, sizeof(G_Unknown_GC_Ep3_6xB4x2A) / 4, 0, 0x2A, 0, 0, 0}; parray unknown_a1; le_uint16_t unknown_a2 = 0; parray unused; } __packed__; // 6xB3x2B / CAx2B: Unknown // It seems Sega's servers completely ignored this command. struct G_Unknown_GC_Ep3_6xB3x2B_CAx2B { G_CardServerDataCommandHeader header = {0xB3, sizeof(G_Unknown_GC_Ep3_6xB3x2B_CAx2B) / 4, 0, 0x2B, 0, 0, 0, 0, 0}; le_uint16_t unused2 = 0; parray unused3; } __packed__; // 6xB4x2C: Unknown struct G_Unknown_GC_Ep3_6xB4x2C { G_CardBattleCommandHeader header = {0xB4, sizeof(G_Unknown_GC_Ep3_6xB4x2C) / 4, 0, 0x2C, 0, 0, 0}; uint8_t change_type = 0; uint8_t client_id = 0; parray card_refs; Episode3::Location loc; parray unknown_a2; } __packed__; // 6xB5x2D: Unknown // TODO: Document this from Episode 3 client/server disassembly struct G_Unknown_GC_Ep3_6xB5x2D { G_CardBattleCommandHeader header = {0xB5, sizeof(G_Unknown_GC_Ep3_6xB5x2D) / 4, 0, 0x2D, 0, 0, 0}; // This array is indexed into by a global variable. I don't have any examples // of this command, so I don't know how long the array should be - 4 is a // probably-incorrect guess. parray unknown_a1; } __packed__; // 6xB5x2E: Notify other players that battle is about to end struct G_BattleEndNotification_GC_Ep3_6xB5x2E { G_CardBattleCommandHeader header = {0xB5, sizeof(G_BattleEndNotification_GC_Ep3_6xB5x2E) / 4, 0, 0x2E, 0, 0, 0}; uint8_t unknown_a1 = 0; // Command ignored unless this is 0 or 1 parray unused; } __packed__; // 6xB5x2F: Unknown // TODO: Document this from Episode 3 client/server disassembly struct G_Unknown_GC_Ep3_6xB5x2F { G_CardBattleCommandHeader header = {0xB5, sizeof(G_Unknown_GC_Ep3_6xB5x2F) / 4, 0, 0x2F, 0, 0, 0}; parray unknown_a1; parray unknown_a2; ptext deck_name; parray unknown_a3; le_uint16_t unknown_a4 = 0; parray card_ids; parray unused; le_uint32_t unknown_a5 = 0; le_uint16_t unknown_a6 = 0; le_uint16_t unknown_a7 = 0; } __packed__; // 6xB5x30: Unknown // TODO: Document this from Episode 3 client/server disassembly struct G_Unknown_GC_Ep3_6xB5x30 { G_CardBattleCommandHeader header = {0xB5, sizeof(G_Unknown_GC_Ep3_6xB5x30) / 4, 0, 0x30, 0, 0, 0}; // No arguments } __packed__; // 6xB5x31: Unknown // TODO: Document this from Episode 3 client/server disassembly struct G_Unknown_GC_Ep3_6xB5x31 { G_CardBattleCommandHeader header = {0xB5, sizeof(G_Unknown_GC_Ep3_6xB5x31) / 4, 0, 0x31, 0, 0, 0}; // Note: This command uses header_b1 for... something. uint8_t unknown_a1 = 0; // Must be 0 or 1 uint8_t unknown_a2 = 0; // Must be < 4 uint8_t unknown_a3 = 0; // Must be < 4 uint8_t unknown_a4 = 0; // Must be < 0x14 uint8_t unknown_a5 = 0; // Used as an array index parray unused; } __packed__; // 6xB5x32: Unknown // TODO: Document this from Episode 3 client/server disassembly struct G_Unknown_GC_Ep3_6xB5x32 { G_CardBattleCommandHeader header = {0xB5, sizeof(G_Unknown_GC_Ep3_6xB5x32) / 4, 0, 0x32, 0, 0, 0}; // Note: This command uses header_b1 for... something. le_uint16_t unknown_a1 = 0; le_uint16_t unknown_a2 = 0; parray unknown_a3; } __packed__; // 6xB4x33: Subtract ally ATK points (e.g. for photon blast) struct G_SubtractAllyATKPoints_GC_Ep3_6xB4x33 { G_CardBattleCommandHeader header = {0xB4, sizeof(G_SubtractAllyATKPoints_GC_Ep3_6xB4x33) / 4, 0, 0x33, 0, 0, 0}; uint8_t client_id = 0; uint8_t ally_cost = 0; le_uint16_t card_ref = 0xFFFF; } __packed__; // 6xB3x34 / CAx34: Photon blast request struct G_PhotonBlastRequest_GC_Ep3_6xB3x34_CAx34 { G_CardServerDataCommandHeader header = {0xB3, sizeof(G_PhotonBlastRequest_GC_Ep3_6xB3x34_CAx34) / 4, 0, 0x34, 0, 0, 0, 0, 0}; uint8_t ally_client_id = 0; uint8_t reason = 0; le_uint16_t card_ref = 0xFFFF; } __packed__; // 6xB4x35: Update photon blast status struct G_PhotonBlastStatus_GC_Ep3_6xB4x35 { G_CardBattleCommandHeader header = {0xB4, sizeof(G_PhotonBlastStatus_GC_Ep3_6xB4x35) / 4, 0, 0x35, 0, 0, 0}; uint8_t client_id = 0; uint8_t accepted = 0; le_uint16_t card_ref = 0xFFFF; } __packed__; // 6xB5x36: Unknown // TODO: Document this from Episode 3 client/server disassembly // Setting unknown_a1 to a value 4 or greater while in a game causes the player // to be temporarily replaced with a default HUmar and placed inside the central // column in the Morgue, rendering them unable to move. The only ways out of // this predicament appear to be either to disconnect (e.g. select Quit Game // from the pause menu) or receive an ED (force leave game) command. struct G_Unknown_GC_Ep3_6xB5x36 { G_CardBattleCommandHeader header = {0xB5, sizeof(G_Unknown_GC_Ep3_6xB5x36) / 4, 0, 0x36, 0, 0, 0}; uint8_t unknown_a1 = 0; // Must be < 12 (maybe lobby or spectator team client ID) parray unused; } __packed__; // 6xB3x37 / CAx37: Ready to advance from starting rolls phase struct G_AdvanceFromStartingRollsPhase_GC_Ep3_6xB3x37_CAx37 { G_CardServerDataCommandHeader header = {0xB3, sizeof(G_AdvanceFromStartingRollsPhase_GC_Ep3_6xB3x37_CAx37) / 4, 0, 0x37, 0, 0, 0, 0, 0}; uint8_t client_id = 0; parray unused2; } __packed__; // 6xB5x38: Card counts request // This command causes the client identified by requested_client_id to send a // 6xBC command to the client identified by reply_to_client_id (privately, via // the 6D command). This appears to be unused; it is likely superseded by the // CAx49 command. struct G_CardCountsRequest_GC_Ep3_6xB5x38 { G_CardBattleCommandHeader header = {0xB5, sizeof(G_CardCountsRequest_GC_Ep3_6xB5x38) / 4, 0, 0x38, 0, 0, 0}; uint8_t requested_client_id = 0; uint8_t reply_to_client_id = 0; parray unused; } __packed__; // 6xB4x39: Update all player statistics struct G_UpdateAllPlayerStatistics_GC_Ep3_6xB4x39 { G_CardBattleCommandHeader header = {0xB4, sizeof(G_UpdateAllPlayerStatistics_GC_Ep3_6xB4x39) / 4, 0, 0x39, 0, 0, 0}; parray stats; } __packed__; // 6xB3x3A / CAx3A: Unknown // It seems Sega's servers completely ignored this command. struct G_Unknown_GC_Ep3_6xB3x3A_CAx3A { G_CardServerDataCommandHeader header = {0xB3, sizeof(G_Unknown_GC_Ep3_6xB3x3A_CAx3A) / 4, 0, 0x3A, 0, 0, 0, 0, 0}; } __packed__; // 6xB4x3B: Unknown // TODO: Document this from Episode 3 client/server disassembly struct G_Unknown_GC_Ep3_6xB4x3B { G_CardBattleCommandHeader header = {0xB4, sizeof(G_Unknown_GC_Ep3_6xB4x3B) / 4, 0, 0x3B, 0, 0, 0}; parray unused; } __packed__; // 6xB5x3C: Set player substatus // This command sets the text that appears under the player's name in the HUD. struct G_SetPlayerSubstatus_GC_Ep3_6xB5x3C { // Note: header.sender_client_id specifies which client's status to update G_CardBattleCommandHeader header = {0xB5, sizeof(G_SetPlayerSubstatus_GC_Ep3_6xB5x3C) / 4, 0, 0x3C, 0, 0, 0}; // Status values: // 00 (or any value not listed below) = (nothing) // 01 = Editing // 02 = Trading... // 03 = At Counter uint8_t status = 0; parray unused; } __packed__; // 6xB4x3D: Set tournament player decks // This is sent before the counter sequence in a tournament game, to reserve the // player and COM slots and set the map number. struct G_SetTournamentPlayerDecks_GC_Ep3_6xB4x3D { G_CardBattleCommandHeader header = {0xB4, sizeof(G_SetTournamentPlayerDecks_GC_Ep3_6xB4x3D) / 4, 0, 0x3D, 0, 0, 0}; Episode3::Rules rules; parray unknown_a1; struct Entry { uint8_t type = 0; // 0 = no player, 1 = human, 2 = COM ptext player_name; ptext deck_name; // Only be used for COM players parray unknown_a1; parray card_ids; // Can be blank for human players uint8_t client_id = 0; // Unused for COMs uint8_t unknown_a4 = 0; le_uint16_t unknown_a2 = 0; le_uint16_t unknown_a3 = 0; } __packed__; parray entries; le_uint32_t map_number = 0; uint8_t player_slot = 0; // Which deck slot is editable by the client uint8_t unknown_a3 = 0; uint8_t unknown_a4 = 0; uint8_t unknown_a5 = 0; } __packed__; // 6xB5x3E: Make card auction bid struct G_MakeCardAuctionBid_GC_Ep3_6xB5x3E { G_CardBattleCommandHeader header = {0xB5, sizeof(G_MakeCardAuctionBid_GC_Ep3_6xB5x3E) / 4, 0, 0x3E, 0, 0, 0}; // Note: This command uses header.unknown_a1 for the bidder's client ID. uint8_t card_index = 0; // Index of card in EF command uint8_t bid_value = 0; // 1-99 parray unused; } __packed__; // 6xB5x3F: Open blocking menu // This command opens a shared menu between all clients in a game. The client // specified in .client_id is able to control the menu; the other clients see // that player's actions but cannot control anything. struct G_OpenBlockingMenu_GC_Ep3_6xB5x3F { G_CardBattleCommandHeader header = {0xB5, sizeof(G_OpenBlockingMenu_GC_Ep3_6xB5x3F) / 4, 0, 0x3F, 0, 0, 0}; // Menu type should be one of these values: // 0x01/0x02 = battle prep menu // 0x11 = card auction counter menu (join or cancel) // 0x12 = go directly to card auction state (client sends EF command) // Other values will likely crash the client. int8_t menu_type = 0; // Must be in the range [-1, 0x14] uint8_t client_id = 0; parray unused1; le_uint32_t unknown_a3 = 0; parray unused2; } __packed__; // 6xB3x40 / CAx40: Request map list // The server should respond with a 6xB6x40 command. struct G_MapListRequest_GC_Ep3_6xB3x40_CAx40 { G_CardServerDataCommandHeader header = {0xB3, sizeof(G_MapListRequest_GC_Ep3_6xB3x40_CAx40) / 4, 0, 0x40, 0, 0, 0, 0, 0}; } __packed__; // 6xB3x41 / CAx41: Request map data // The server should respond with a 6xB6x41 command containing the definition of // the specified map. struct G_MapDataRequest_GC_Ep3_6xB3x41_CAx41 { G_CardServerDataCommandHeader header = {0xB3, sizeof(G_MapDataRequest_GC_Ep3_6xB3x41_CAx41) / 4, 0, 0x41, 0, 0, 0, 0, 0}; le_uint32_t map_number = 0; } __packed__; // 6xB5x42: Initiate card auction // Sending this command to a client has the same effect as sending a 6xB5x3F // command to tell it to open the auction menu. (This works even if the client // doesn't have a VIP card or there are fewer than 4 players in the current // game.) Under normal operation, the server doesn't need to do this - the // client sends this when all of the following conditions are met: // 1. The client has a VIP card. (This is stored client-side in seq flag 7000.) // 2. The client is in a game with 4 players. // 3. All clients are at the auction counter. struct G_InitiateCardAuction_GC_Ep3_6xB5x42 { G_CardBattleCommandHeader header = {0xB5, sizeof(G_InitiateCardAuction_GC_Ep3_6xB5x42) / 4, 0, 0x42, 0, 0, 0}; // This command uses header.unknown_a1 (probably for the client's ID). } __packed__; // 6xB5x43: Unknown // TODO: Document this from Episode 3 client/server disassembly struct G_Unknown_GC_Ep3_6xB5x43 { G_CardBattleCommandHeader header = {0xB5, sizeof(G_Unknown_GC_Ep3_6xB5x43) / 4, 0, 0x43, 0, 0, 0}; struct Entry { // Both fields here are masked. To get the actual values used by the game, // XOR the values here with 0x39AB. le_uint16_t masked_card_id = 0xFFFF; // Must be < 0x2F1 (when unmasked) le_uint16_t masked_unknown_a1 = 0; // Must be in [1, 99] (when unmasked) } __packed__; parray entries; } __packed__; // 6xB5x44: Card auction bid summary struct G_CardAuctionBidSummary_GC_Ep3_6xB5x44 { G_CardBattleCommandHeader header = {0xB5, sizeof(G_CardAuctionBidSummary_GC_Ep3_6xB5x44) / 4, 0, 0x44, 0, 0, 0}; // Note: This command uses header.unknown_a1 for the bidder's client ID. parray bids; // In same order as cards in the EF command } __packed__; // 6xB5x45: Card auction results struct G_CardAuctionResults_GC_Ep3_6xB5x45 { G_CardBattleCommandHeader header = {0xB5, sizeof(G_CardAuctionResults_GC_Ep3_6xB5x45) / 4, 0, 0x45, 0, 0, 0}; // Note: This command uses header.unknown_a1 for the sender's client ID. // This array is indexed by [card_index][client_id], and contains the final // bid for each player on each card (or 0 if they did not bid on that card). parray, 8> bids_by_player; } __packed__; // 6xB4x46: Server version strings // This command doesn't seem to be necessary to actually play the game; the // client just copies the included strings to global buffers and then ignores // them. Sega's servers sent this twice for each battle, however: once after the // initial setup phase (before starter rolls) and once when the results screen // appeared. The second instance of this command appears to be caused by them // recreating the TCardServer object (implemented in newserv's Episode3::Server) // in order to support multiple sequential battles in the same team. struct G_ServerVersionStrings_GC_Ep3_6xB4x46 { G_CardBattleCommandHeader header = {0xB4, sizeof(G_ServerVersionStrings_GC_Ep3_6xB4x46) / 4, 0, 0x46, 0, 0, 0}; // In all of the examples (from Sega's servers) that I've seen of this // command, these fields have the following values: // version_signature = "[V1][FINAL2.0] 03/09/13 15:30 by K.Toya" // date_str1 = "Mar 7 2007 21:42:40" // In the client, date_str1 is different: // version_signature = "[V1][FINAL2.0] 03/09/13 15:30 by K.Toya" // date_str1 = "Jan 21 2004 18:36:47' // Presumably if any logs exist from before 7 March 2007, they would have a // different date_str1, but the unchanged version_signature likely means that // Sega never made any code changes on the server side. ptext version_signature; ptext date_str1; // Probably card definitions revision date // In Sega's implementation, it seems this field is blank when starting a // battle, and contains the current time (in the format "YYYY/MM/DD hh:mm:ss") // when ending a battle. This may have been used for identifying debug logs. ptext date_str2; // It seems Sega used to send 0 here when starting a battle, and 0x04157580 // when ending a battle. Since the field is unused by the client, it's not // clear what that value means, if anything. This behavior may be another // uninitialized memory bug in the server implementation (of which there are // many other examples). le_uint32_t unused = 0; } __packed__; // 6xB5x47: Unknown // TODO: Document this from Episode 3 client/server disassembly struct G_Unknown_GC_Ep3_6xB5x47 { G_CardBattleCommandHeader header = {0xB5, sizeof(G_Unknown_GC_Ep3_6xB5x47) / 4, 0, 0x47, 0, 0, 0}; // Note: This command uses header_b1, which must be < 12. le_uint32_t unknown_a1 = 0; } __packed__; // 6xB3x48 / CAx48: End turn struct G_EndTurn_GC_Ep3_6xB3x48_CAx48 { G_CardServerDataCommandHeader header = {0xB3, sizeof(G_EndTurn_GC_Ep3_6xB3x48_CAx48) / 4, 0, 0x48, 0, 0, 0, 0, 0}; uint8_t client_id = 0; parray unused2; } __packed__; // 6xB3x49 / CAx49: Card counts // This command is sent when a client joins a game, but it is completely ignored // by the original Episode 3 server. Sega presumably could have used this to // detect the presence of unreleased cards to ban cheaters, but the effects of // the non-saveable Have All Cards AR code don't appear in this data, so this // would have been ineffective. There appears to be a place where Sega's server // intended to use this data, however - the deck verification function takes a // pointer to the card counts array, but Sega's implementation always passes // null there, which skips the owned card count check. newserv uses this data at // that callsite to implement one of the deck validity checks. struct G_CardCounts_GC_Ep3_6xB3x49_CAx49 { G_CardServerDataCommandHeader header = {0xB3, sizeof(G_CardCounts_GC_Ep3_6xB3x49_CAx49) / 4, 0, 0x49, 0, 0, 0, 0, 0}; uint8_t basis = 0; parray unused; // This is encrypted with the trivial algorithm (see decrypt_trivial_gci_data) // using the basis in the preceding field parray card_id_to_count; } __packed__; // 6xB4x4A: Unknown // TODO: Document this from Episode 3 client/server disassembly struct G_Unknown_GC_Ep3_6xB4x4A { G_CardBattleCommandHeader header = {0xB4, sizeof(G_Unknown_GC_Ep3_6xB4x4A) / 4, 0, 0x4A, 0, 0, 0}; // Note: entry_count appears not to be bounds-checked; presumably the server // could send up to 0xFF entries, but those after the 8th would not be // byteswapped before the client handles them. uint8_t client_id = 0; uint8_t entry_count = 0; le_uint16_t round_num = 0; parray card_refs; } __packed__; // 6xB4x4B: Set EX result values // This command specifies how much EX the player should get based on the // difference between their level and the levels of the players they defeated or // were defeated by. (For multi-player opponent teams, the average of the // opponents' levels is used.) The game scans the appropriate list for the entry // whose threshold is less than or equal to than the level difference, and // returns the corresponding value. For example, if the first two entries in the // win list are {20, 40} and {10, 30}, and the player defeats an opponent who is // 15 levels above the player's level, the player will get 30 EX when they win // the battle. If all thresholds are greater than the level difference, the last // entry's value is used. Finally, if the opponent team has no humans on it, the // resulting EX values are divided by 2 (so in the example above, the player // would only get 15 EX for defeating COMs). // If any entry in either list has .value < -100 or > 100, the entire command is // ignored and the EX thresholds and values are reset to their default values. // These default values are: // win_entries = {50, 100}, {30, 80}, {15, 70}, {10, 55}, {7, 45}, {4, 35}, // {1, 25}, {-1, 20}, {-9, 15}, {0, 10} // lose_entries = {1, 0}, {-2, 0}, {-3, 0}, {-4, 0}, {-5, 0}, {-6, 0}, {-7, 0}, // {-10, -10}, {-30, -10}, {0, -15} struct G_SetEXResultValues_GC_Ep3_6xB4x4B { G_CardBattleCommandHeader header = {0xB4, sizeof(G_SetEXResultValues_GC_Ep3_6xB4x4B) / 4, 0, 0x4B, 0, 0, 0}; struct Entry { le_int16_t threshold; le_int16_t value; } __packed__; parray win_entries; parray lose_entries; } __packed__; // 6xB4x4C: Update action chain struct G_UpdateActionChain_GC_Ep3_6xB4x4C { G_CardBattleCommandHeader header = {0xB4, sizeof(G_UpdateActionChain_GC_Ep3_6xB4x4C) / 4, 0, 0x4C, 0, 0, 0}; uint8_t client_id = 0; int8_t index = 0; parray unused; Episode3::ActionChain chain; } __packed__; // 6xB4x4D: Update action metadata struct G_UpdateActionMetadata_GC_Ep3_6xB4x4D { G_CardBattleCommandHeader header = {0xB4, sizeof(G_UpdateActionMetadata_GC_Ep3_6xB4x4D) / 4, 0, 0x4D, 0, 0, 0}; uint8_t client_id = 0; int8_t index = 0; parray unused; Episode3::ActionMetadata metadata; } __packed__; // 6xB4x4E: Update card conditions struct G_UpdateCardConditions_GC_Ep3_6xB4x4E { G_CardBattleCommandHeader header = {0xB4, sizeof(G_UpdateCardConditions_GC_Ep3_6xB4x4E) / 4, 0, 0x4E, 0, 0, 0}; uint8_t client_id = 0; int8_t index = 0; parray unused; parray conditions; } __packed__; // 6xB4x4F: Clear set card conditions struct G_ClearSetCardConditions_GC_Ep3_6xB4x4F { G_CardBattleCommandHeader header = {0xB4, sizeof(G_ClearSetCardConditions_GC_Ep3_6xB4x4F) / 4, 0, 0x4F, 0, 0, 0}; uint8_t client_id = 0; uint8_t unused = 0; // For each 1 bit in this mask, the conditions of the corresponding card // should be deleted. The low bit corresponds to the SC card; the next bit // corresponds to set slot 0, the next bit to set slot 1, etc. (The upper 7 // bits of this field are unused.) le_uint16_t clear_mask = 0; } __packed__; // 6xB4x50: Set trap tile locations struct G_SetTrapTileLocations_GC_Ep3_6xB4x50 { G_CardBattleCommandHeader header = {0xB4, sizeof(G_SetTrapTileLocations_GC_Ep3_6xB4x50) / 4, 0, 0x50, 0, 0, 0}; // Each entry in this array corresponds to one of the 5 trap types, in order. // Each entry is an [x, y] pair; if that trap type is not present, its // location entry is FF FF. parray, 5> locations; parray unused; } __packed__; // 6xB4x51: Tournament match result // This is sent as soon as the battle result is determined (before the battle // results screen). If the client is in tournament mode (tournament_flag is 1 in // the StateFlags struct), then it will use this information to show the // tournament match result screen before the battle results screen. struct G_TournamentMatchResult_GC_Ep3_6xB4x51 { G_CardBattleCommandHeader header = {0xB4, sizeof(G_TournamentMatchResult_GC_Ep3_6xB4x51) / 4, 0, 0x51, 0, 0, 0}; ptext match_description; struct NamesEntry { ptext team_name; parray, 2> player_names; } __packed__; parray names_entries; le_uint16_t unused1 = 0; // If round_num is equal to 6, the "On to the next battle..." text is replaced // with "Congratulations!" and some flashier graphics. This is used for the // final match. le_uint16_t round_num = 0; le_uint16_t num_players_per_team = 0; le_uint16_t winner_team_id = 0; le_uint32_t meseta_amount = 0; // This field apparently is supposed to contain a %s token (as for printf) // which is replaced with meseta_amount. The results screen animates this text // counting up from 0 to meseta_amount. ptext meseta_reward_text; } __packed__; // 6xB4x52: Set game metadata // This is sent to all players in a game and all attached spectator teams when // any player joins or leaves any spectator team watching the same game. struct G_SetGameMetadata_GC_Ep3_6xB4x52 { G_CardBattleCommandHeader header = {0xB4, sizeof(G_SetGameMetadata_GC_Ep3_6xB4x52) / 4, 0, 0x52, 0, 0, 0}; // This field appears before the slash in the spectators' HUD. Presumably this // is used to indicate how many spectators are in the current spectator team. // In the primary game (watched lobby), this is presumably unused. le_uint16_t local_spectators = 0; // Clamped to [0, 999] by the client // This field appears after the slash in the spectators' HUD. This is used to // indicate how many spectators there are in all spectator teams attached to // the same battle. // This field also controls the icon shown in the primary game. If this field // is nonzero, an icon appears in the middle of the screen during battle when // the details view is enabled (by pressing Z). However, the number of people // visible in the icon doesn't match the value in this field. Specifically: // 0 = no icon // 1 = icon with a single spectator (green) // 2-4 = icon with 3 spectators (blue) // 5-10 = icon with 5 spectators (yellow) // 11-29 = icon with 8 spectators (purple) // 30+ = icon with 12 spectators (red) le_uint16_t total_spectators = 0; // Clamped to [0, 999] by the client le_uint16_t unused = 0; le_uint16_t size = 0; // Number of used bytes in unknown_a2 (clamped to 0xFF) parray unknown_a2; } __packed__; // 6xB4x53: Reject battle start request // This is sent in response to a CAx1D command if setup isn't complete (e.g. if // some names/decks are missing or invalid). Under normal operation, this should // never happen. // Note: It seems the client ignores everything in this structure; the command // handler just sets a global state flag and returns immediately. struct G_RejectBattleStartRequest_GC_Ep3_6xB4x53 { G_CardBattleCommandHeader header = {0xB4, sizeof(G_RejectBattleStartRequest_GC_Ep3_6xB4x53) / 4, 0, 0x53, 0, 0, 0}; Episode3::SetupPhase setup_phase; Episode3::RegistrationPhase registration_phase; parray unused; Episode3::MapAndRulesState state; } __packed__;