Difference between revisions of "Protocol:Packet 0x1A"

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(Add page about Packet 0x1A.)
 
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The server sends clients a Packet 0x1A to pop up a large message box on the client's screen (it covers most of the screen). Schtserv uses this packet format to show the welcome message once a client is in the lobby on PSO for Dreamcast.
 
The server sends clients a Packet 0x1A to pop up a large message box on the client's screen (it covers most of the screen). Schtserv uses this packet format to show the welcome message once a client is in the lobby on PSO for Dreamcast.
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For PSO v3 and later (GameCube, Xbox, Blue Burst), packet 0xD5 does the same thing as 0x1A. On PSO Episodes 1 & 2 (GC/Xbox), the client will respond with a packet 0xD6 when the user presses A or B to close the message box. "Later" versions of PSO v3 (PSO Plus and Episode 3) will send an 0xD6 only if the player has not yet joined a lobby in the current session. Blue Burst will never send an 0xD6.
  
 
==Dreamcast Packet Format==
 
==Dreamcast Packet Format==

Revision as of 04:39, 12 January 2010

The server sends clients a Packet 0x1A to pop up a large message box on the client's screen (it covers most of the screen). Schtserv uses this packet format to show the welcome message once a client is in the lobby on PSO for Dreamcast.

For PSO v3 and later (GameCube, Xbox, Blue Burst), packet 0xD5 does the same thing as 0x1A. On PSO Episodes 1 & 2 (GC/Xbox), the client will respond with a packet 0xD6 when the user presses A or B to close the message box. "Later" versions of PSO v3 (PSO Plus and Episode 3) will send an 0xD6 only if the player has not yet joined a lobby in the current session. Blue Burst will never send an 0xD6.

Dreamcast Packet Format

Bytes Meaning
0x00 Packet Type (0x1A)
0x01 Flags (0x00)
0x02-0x03 Packet Size (Variable)
0x04... Message to show