Packet 0x96: Difference between revisions
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Page about Packet 0x96. |
Bad checksum response = BOOM to your character data. |
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{| border="1" | {| border="1" | ||
! Flag !! Meaning | ! Flag !! Meaning | ||
|- | |||
| 0 || Bad Checksum | |||
|- | |- | ||
| 1 || Ok | | 1 || Ok | ||
|} | |} | ||
Sending the bad checksum response to the client will cause the client to overwrite portions of the character data. Specifically on PSOGC, according to chaos_ak, it clears such information as your inventory, bank, material usage, and C-Mode completion. Kayak (and Kabes) add that it clears techniques as well. | |||
[[Category:PSO Server Protocol]] | [[Category:PSO Server Protocol]] |
Latest revision as of 04:02, 23 January 2016
According to Fuzziqer's documentation, Packet 0x96 is some kind of client checksum. What it is a checksum of, I have no idea (but knowing about the checksums in PSOBB, its probably a CRC32 of something). Clients expect a reply to this packet that is of type 0x97.
Dreamcast Packet Format (Client->Server)
Bytes | Meaning |
---|---|
0x00 | Packet Type (0x96) |
0x01 | Flags (0x00) |
0x02-0x03 | Packet Size (0x0008) |
0x04-0x07 | Checksum |
Dreamcast Packet Format (Server->Client)
Bytes | Meaning |
---|---|
0x00 | Packet Type (0x97) |
0x01 | Flags (Checksum Response) |
0x02-0x03 | Packet Size (0x0004) |
Checksum Responses
Flag | Meaning |
---|---|
0 | Bad Checksum |
1 | Ok |
Sending the bad checksum response to the client will cause the client to overwrite portions of the character data. Specifically on PSOGC, according to chaos_ak, it clears such information as your inventory, bank, material usage, and C-Mode completion. Kayak (and Kabes) add that it clears techniques as well.