http://wiki.sb-online.net/api.php?action=feedcontributions&user=Admin.tofuman&feedformat=atomSBOL Project - User contributions [en-gb]2024-03-28T12:47:55ZUser contributionsMediaWiki 1.27.1http://wiki.sb-online.net/index.php?title=Sound_Effects&diff=184Sound Effects2019-06-22T00:32:56Z<p>Admin.tofuman: /* Format */</p>
<hr />
<div>== Format ==<br />
The sound effects format in SBOL is [https://en.wikipedia.org/wiki/DLS_format DLS] which is a file format which contains multiple WAV files and parameters. Luckily this is a known format and there are editors that can edit these files. The program you can use to edit these files is "Microsoft DirectMusic Producer". This is a utility that came with the DirectX8 development tools. Microsoft removed links to the installer. The installer is also 16bit so you'll have issues installing this on anything later than Windows XP. So I've recreated the installer that supports modern operating systems. You can download this [http://wiki.sb-online.net/uploads/DMUSProd%20Setup.exe here]</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Client-code-carlist&diff=183Client-code-carlist2019-06-13T19:49:15Z<p>Admin.tofuman: /* Mitsubishi */</p>
<hr />
<div>= Client Car List =<br />
== Toyota ==<br />
{| style="background-color:#fefefe; border-color:#000000; border-collapse:collapse;" cellpadding="8" border="1"<br />
|- style="font-weight: bold; background-color:#eeeeee;"<br />
| style="width: 280px;"|Model<br />
|Drive Type<br />
|Class<br />
|Power<br />
|Price<br />
|Image<br />
|-<br />
!colspan="6" style="background-color:#dddddd; text-align: center; font-weight: bold; font-size: 16px;"|Car Shop<br />
|-<br />
|2000 bB 1.5Z<br />
|FF<br />
|C<br />
|109PS<br />
|330CP<br />
|style="padding: 0px;"|[[file:ncp35.jpg|120px]]<br />
|-<br />
|1999 MR-S<br />
|MR<br />
|C<br />
|139PS<br />
|460CP<br />
|style="padding: 0px;"|[[file:w30.jpg|120px]]<br />
|-<br />
|1985 Trueno 3 Door GT-Apex<br />
|FR<br />
|C<br />
|114PS<br />
|480CP<br />
|style="padding: 0px;"|[[file:ae86t3.jpg|120px]]<br />
|-<br />
|1999 Celica SS-II Strut Package<br />
|FF<br />
|B<br />
|180PS<br />
|560CP<br />
|style="padding: 0px;"|[[file:t231.jpg|120px]]<br />
|-<br />
|1996 Celica SS-III<br />
|FF<br />
|B<br />
|199PS<br />
|580CP<br />
|style="padding: 0px;"|[[file:st202.jpg|120px]]<br />
|-<br />
|1998 Altezza RS200 Z Edition<br />
|FR<br />
|B<br />
|210PS<br />
|620CP<br />
|style="padding: 0px;"|[[file:xe10rs.jpg|120px]]<br />
|-<br />
|1997 Supra SZ-R<br />
|FR<br />
|B<br />
|224PS<br />
|800CP<br />
|style="padding: 0px;"|[[file:a80sz.jpg|120px]]<br />
|-<br />
|1996 Chaser Tourer-V<br />
|FR<br />
|A<br />
|276PS<br />
|840CP<br />
|style="padding: 0px;"|[[file:100tv.jpg|120px]]<br />
|-<br />
|1998 Chaser Tourer-V<br />
|FR<br />
|A<br />
|279PS<br />
|860CP<br />
|style="padding: 0px;"|[[file:100tvm.jpg|120px]]<br />
|-<br />
!colspan="6" style="background-color:#dddddd; text-align: center; font-weight: bold; font-size: 16px;"|Ticket Only<br />
|-<br />
|1985 ???<br />
|FR<br />
|C<br />
|114PS<br />
|TICKET ONLY<br />
|style="padding: 0px;"|[[file:ae86l2.jpg|120px]]<br />
|-<br />
|1996 ???<br />
|4WD<br />
|A<br />
|254PS<br />
|TICKET ONLY<br />
|style="padding: 0px;"|[[file:st205.jpg|120px]]<br />
|-<br />
|1989 ???<br />
|FR<br />
|A<br />
|270PS<br />
|TICKET ONLY<br />
|style="padding: 0px;"|[[file:a70gta.jpg|120px]]<br />
|-<br />
|1993 ???<br />
|FR<br />
|A<br />
|279PS<br />
|TICKET ONLY<br />
|style="padding: 0px;"|[[file:a80rz.jpg|120px]]<br />
|-<br />
|1991 ???<br />
|FR<br />
|A<br />
|281PS<br />
|TICKET ONLY<br />
|style="padding: 0px;"|[[file:a70tta.jpg|120px]]<br />
|}<br />
== Nissan ==<br />
{| style="background-color:#fefefe; border-color:#000000; border-collapse:collapse;" cellpadding="8" border="1"<br />
|- style="font-weight: bold; background-color:#eeeeee;"<br />
| style="width: 280px;"|Model<br />
|Drive Type<br />
|Class<br />
|Power<br />
|Price<br />
|Image<br />
|-<br />
!colspan="6" style="background-color:#dddddd; text-align: center; font-weight: bold; font-size: 16px;"|Car Shop<br />
|-<br />
|1988 Silvia Q's<br />
|FR<br />
|C<br />
|135PS<br />
|480CP<br />
|style="padding: 0px;"|[[file:s13q.jpg|120px]]<br />
|-<br />
|1988 Silvia K's<br />
|FR<br />
|B<br />
|175PS<br />
|530CP<br />
|style="padding: 0px;"|[[file:s13k.jpg|120px]]<br />
|-<br />
|1999 Silvia Spec.S<br />
|FR<br />
|C<br />
|165PS<br />
|530CP<br />
|style="padding: 0px;"|[[file:s15s.jpg|120px]]<br />
|-<br />
|1991 Silvia K's<br />
|FR<br />
|B<br />
|205PS<br />
|560CP<br />
|style="padding: 0px;"|[[file:ps13k.jpg|120px]]<br />
|-<br />
|1993 Silvia K's<br />
|FR<br />
|B<br />
|220PS<br />
|600CP<br />
|style="padding: 0px;"|[[file:s14k.jpg|120px]]<br />
|-<br />
|1996 Silvia K's<br />
|FR<br />
|B<br />
|219PS<br />
|640CP<br />
|style="padding: 0px;"|[[file:s14km.jpg|120px]]<br />
|-<br />
|1990 Cefiro Cruising<br />
|FR<br />
|B<br />
|205PS<br />
|640CP<br />
|style="padding: 0px;"|[[file:a31c.jpg|120px]]<br />
|-<br />
|1998 Pulsar Serie VZ-R N1 Version2<br />
|FF<br />
|C<br />
|198PS<br />
|670CP<br />
|style="padding: 0px;"|[[file:n15n1.jpg|120px]]<br />
|-<br />
|1991 Skyline GTS-t type-M<br />
|FR<br />
|B<br />
|214PS<br />
|700CP<br />
|style="padding: 0px;"|[[file:r32gtm.jpg|120px]]<br />
|-<br />
|1994 180SX Type-III<br />
|FR<br />
|B<br />
|205PS<br />
|720CP<br />
|style="padding: 0px;"|[[file:rps133.jpg|120px]]<br />
|-<br />
|1997 Gloria GranTurismo ULTIMA<br />
|FR<br />
|B<br />
|269PS<br />
|900CP<br />
|style="padding: 0px;"|[[file:y33gtu.jpg|120px]]<br />
|-<br />
|1997 Cedric Brougham VIP<br />
|FR<br />
|B<br />
|269PS<br />
|900CP<br />
|style="padding: 0px;"|[[file:y33cv.jpg|120px]]<br />
|-<br />
|1998 Fairlady Z 300ZX 2by2 T-Bar roof<br />
|FR<br />
|B<br />
|229PS<br />
|950CP<br />
|style="padding: 0px;"|[[file:z32zx.jpg|120px]]<br />
|-<br />
!colspan="6" style="background-color:#dddddd; text-align: center; font-weight: bold; font-size: 16px;"|Ticket Only<br />
|-<br />
|1972 ???<br />
|FR<br />
|B<br />
|131PS<br />
|TICKET ONLY<br />
|style="padding: 0px;"|[[file:s30zg.jpg|120px]]<br />
|-<br />
|1971 ???<br />
|FR<br />
|C<br />
|140PS<br />
|TICKET ONLY<br />
|style="padding: 0px;"|[[file:kpgc10.jpg|120px]]<br />
|-<br />
|1996 ???<br />
|FR<br />
|B<br />
|205PS<br />
|TICKET ONLY<br />
|style="padding: 0px;"|[[file:rps13x.jpg|120px]]<br />
|-<br />
|1999 ???<br />
|FR<br />
|A<br />
|249PS<br />
|TICKET ONLY<br />
|style="padding: 0px;"|[[file:s15r.jpg|120px]]<br />
|-<br />
|1998 ???<br />
|FR<br />
|A<br />
|279PS<br />
|TICKET ONLY<br />
|style="padding: 0px;"|[[file:r34gt.jpg|120px]]<br />
|-<br />
|1989 ???<br />
|4WD<br />
|A<br />
|280PS<br />
|TICKET ONLY<br />
|style="padding: 0px;"|[[file:r32rn.jpg|120px]]<br />
|-<br />
|1994 ???<br />
|4WD<br />
|A<br />
|280PS<br />
|TICKET ONLY<br />
|style="padding: 0px;"|[[file:r32rv2.jpg|120px]]<br />
|-<br />
|1998 ???<br />
|FR<br />
|A<br />
|280PS<br />
|TICKET ONLY<br />
|style="padding: 0px;"|[[file:z32vs.jpg|120px]]<br />
|-<br />
|2000 ???<br />
|FR<br />
|A<br />
|280PS<br />
|TICKET ONLY<br />
|style="padding: 0px;"|[[file:r34gtm.jpg|120px]]<br />
|}<br />
<br />
== Mitsubishi ==<br />
{| style="background-color:#fefefe; border-color:#000000; border-collapse:collapse;" cellpadding="8" border="1"<br />
|- style="font-weight: bold; background-color:#eeeeee;"<br />
| style="width: 280px;"|Model<br />
|Drive Type<br />
|Class<br />
|Power<br />
|Price<br />
|Image<br />
|-<br />
!colspan="6" style="background-color:#dddddd; text-align: center; font-weight: bold; font-size: 16px;"|Car Shop<br />
|-<br />
|1988 Starion GSR-VR<br />
|FR<br />
|B<br />
|180PS<br />
|660CP<br />
|style="padding: 0px;"|[[file:a187.jpg|120px]]<br />
|-<br />
|1999 Eclipse GS-T<br />
|FF<br />
|B<br />
|230PS<br />
|680CP<br />
|style="padding: 0px;"|[[file:d32ags.jpg|120px]]<br />
|-<br />
|1997 FTO GP VersionR<br />
|FF<br />
|B<br />
|198PS<br />
|690CP<br />
|style="padding: 0px;"|[[file:de3a.jpg|120px]]<br />
|-<br />
|1995 Lancer GSR Evolution III<br />
|4WD<br />
|A<br />
|269PS<br />
|890CP<br />
|style="padding: 0px;"|[[file:ce9a.jpg|120px]]<br />
|-<br />
!colspan="6" style="background-color:#dddddd; text-align: center; font-weight: bold; font-size: 16px;"|Ticket Only<br />
|-<br />
|1993 ???<br />
|4WD<br />
|A<br />
|279PS<br />
|TICKET ONLY<br />
|style="padding: 0px;"|[[file:z16a.jpg|120px]]<br />
|-<br />
|1996 ???<br />
|4WD<br />
|A<br />
|280PS<br />
|TICKET ONLY<br />
|style="padding: 0px;"|[[file:cn9a.jpg|120px]]<br />
|-<br />
|2001 ???<br />
|4WD<br />
|A<br />
|280PS<br />
|TICKET ONLY<br />
|style="padding: 0px;"|[[file:ct9a.jpg|120px]]<br />
|}<br />
<br />
== Mazda ==<br />
{| style="background-color:#fefefe; border-color:#000000; border-collapse:collapse;" cellpadding="8" border="1"<br />
|- style="font-weight: bold; background-color:#eeeeee;"<br />
| style="width: 280px;"|Model<br />
|Drive Type<br />
|Class<br />
|Power<br />
|Price<br />
|Image<br />
|-<br />
!colspan="6" style="background-color:#dddddd; text-align: center; font-weight: bold; font-size: 16px;"|Car Shop<br />
|-<br />
|1992 AZ-1<br />
|MR<br />
|C<br />
|64PS<br />
|300CP<br />
|style="padding: 0px;"|[[file:pg6sa.jpg|120px]]<br />
|-<br />
|1993 LANTIS COUPE Type-R<br />
|FF<br />
|B<br />
|169PS<br />
|500CP<br />
|style="padding: 0px;"|[[file:cbaep.jpg|120px]]<br />
|-<br />
|1998 ROADSTER RS<br />
|FR<br />
|C<br />
|140PS<br />
|520CP<br />
|style="padding: 0px;"|[[file:nb8rs.jpg|120px]]<br />
|-<br />
|2000 ROADSTER RS<br />
|FR<br />
|C<br />
|160PS<br />
|520CP<br />
|style="padding: 0px;"|[[file:nb8rsm.jpg|120px]]<br />
|-<br />
|1983 SAVANNA RX-7 GT-X<br />
|FR<br />
|B<br />
|145PS<br />
|560CP<br />
|style="padding: 0px;"|[[file:sagtx.jpg|120px]]<br />
|-<br />
|1989 SAVANNA RX-7 ∞-III<br />
|FR<br />
|B<br />
|215PS<br />
|700CP<br />
|style="padding: 0px;"|[[file:fc3e3.jpg|120px]]<br />
|-<br />
|1998 RX-7 Type-RZ<br />
|FR<br />
|A<br />
|265PS<br />
|870CP<br />
|style="padding: 0px;"|[[file:fd3rz.jpg|120px]]<br />
|-<br />
!colspan="6" style="background-color:#dddddd; text-align: center; font-weight: bold; font-size: 16px;"|Ticket Only<br />
|-<br />
|1973 ???<br />
|FR<br />
|C<br />
|105PS<br />
|TICKET ONLY<br />
|style="padding: 0px;"|[[file:rx3.jpg|120px]]<br />
|-<br />
|1990 ???<br />
|FR<br />
|A<br />
|280PS<br />
|TICKET ONLY<br />
|style="padding: 0px;"|[[file:jcese.jpg|120px]]<br />
|-<br />
|}<br />
<br />
== Subaru ==<br />
{| style="background-color:#fefefe; border-color:#000000; border-collapse:collapse;" cellpadding="8" border="1"<br />
|- style="font-weight: bold; background-color:#eeeeee;"<br />
| style="width: 280px;"|Model<br />
|Drive Type<br />
|Class<br />
|Power<br />
|Price<br />
|Image<br />
|-<br />
!colspan="6" style="background-color:#dddddd; text-align: center; font-weight: bold; font-size: 16px;"|Car Shop<br />
|-<br />
|1998 LEGACY TOURING WAGON GT-B<br />
|4WD<br />
|A<br />
|280PS<br />
|860CP<br />
|style="padding: 0px;"|[[file:bh5b.jpg|120px]]<br />
|-<br />
|2000 IMPREZA WRX NB<br />
|4WD<br />
|A<br />
|249PS<br />
|880CP<br />
|style="padding: 0px;"|[[file:tagda.jpg|120px]]<br />
|-<br />
!colspan="6" style="background-color:#dddddd; text-align: center; font-weight: bold; font-size: 16px;"|Ticket Only<br />
|-<br />
|1997 ???<br />
|4WD<br />
|A<br />
|279PS<br />
|TICKET ONLY<br />
|style="padding: 0px;"|[[file:gc8s4.jpg|120px]]<br />
|-<br />
|1997 ???<br />
|4WD<br />
|A<br />
|279PS<br />
|TICKET ONLY<br />
|style="padding: 0px;"|[[file:gc8c4.jpg|120px]]<br />
|-<br />
|1998 ???<br />
|4WD<br />
|A<br />
|279PS<br />
|TICKET ONLY<br />
|style="padding: 0px;"|[[file:gc8s5.jpg|120px]]<br />
|-<br />
|1999 ???<br />
|4WD<br />
|A<br />
|279PS<br />
|TICKET ONLY<br />
|style="padding: 0px;"|[[file:gc8s6.jpg|120px]]<br />
|-<br />
|1998 ???<br />
|4WD<br />
|A<br />
|280PS<br />
|TICKET ONLY<br />
|style="padding: 0px;"|[[file:be5.jpg|120px]]<br />
|-<br />
|2000 ???<br />
|4WD<br />
|A<br />
|282PS<br />
|TICKET ONLY<br />
|style="padding: 0px;"|[[file:tasti.jpg|120px]]<br />
|-<br />
|}<br />
<br />
== Suzuki ==<br />
{| style="background-color:#fefefe; border-color:#000000; border-collapse:collapse;" cellpadding="8" border="1"<br />
|- style="font-weight: bold; background-color:#eeeeee;"<br />
| style="width: 280px;"|Model<br />
|Drive Type<br />
|Class<br />
|Power<br />
|Price<br />
|Image<br />
|-<br />
!colspan="6" style="background-color:#dddddd; text-align: center; font-weight: bold; font-size: 16px;"|Car Shop<br />
|-<br />
|1991 CAPPUCCINO<br />
|FR<br />
|C<br />
|64PS<br />
|290CP<br />
|style="padding: 0px;"|[[file:ea11r.jpg|120px]]<br />
|-<br />
|}</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Protocol&diff=182Protocol2019-05-13T15:42:06Z<p>Admin.tofuman: /* Packets */</p>
<hr />
<div>= Information =<br />
SBOL uses a networking protocol provided by MultiTerm. This network protocol is a part of their "MassPlayer System" (MPS). MPS was mainly used by consoles (PS2 and Gamecude) to integrate online play. There doesn't appear to be any documentation on the system online and MultiTerm has long been shutdown.<br />
<br />
One thing to keep in mind when working with the protocol in SBOL is that MPS uses big endian byte ordering. Unlike many x86 based systems which use little endian. This is likely something carried over from the libraries being largely developed for systems that processed bytes as big endian. The client uses the ntohl/ntohs functions to switch these bytes when processing them (network to host long/short. A winsock function but I guess why write a function when its already available in the libraries you're using).<br />
<br />
= Structure =<br />
Client:<br /><br />
<code><br />
PS PS PT PT PD PD PD PD PD ..<br />
</code><br /><br /><br />
Server:<br /><br />
<code><br />
PS PS PT PT ST ST PD PD PD PD PD ..<br />
</code><br /><br /><br />
PS = '''P'''acket '''S'''ize: Data type Short (the packet size is the size minus 2)<br /><br />
PT = '''P'''acket '''T'''ype: Data type Short<br /><br />
ST = Packet '''S'''ub '''T'''ype: Data type Short<br /><br />
PD = '''P'''acket '''D'''ata array of bytes structure is specific to the type of packet<br />
<br />
= Packets =<br />
*[[0x0000]] - Keep Alive<br />
*[[0x0100]] - Authentication<br />
*[[0x0200]] - Car Information<br />
*[[0x0300]] - Course Information<br />
*[[0x0400]] - Player Actions<br />
*[[0x0500]] - ???<br />
*[[0x0600]] - Chat<br />
*[[0x0700]] - Player Movement<br />
*[[0x0800]] - ???<br />
*[[0x0900]] - Shop<br />
*[[0x0A00]] - Ping<br />
*[[0x0B00]] - ???<br />
*[[0x0C00]] - Rival Information<br />
*[[0x0D00]] - ???<br />
*[[0x0E00]] - User Creation<br />
*[[0x0F00]] - ???<br />
*[[0x1000]] - career Data<br />
*[[0x1100]] - ???<br />
*[[0x1200]] - ???<br />
*[[0x1300]] - ???<br />
*[[0x1400]] - ???<br />
*[[0x1500]] - ???<br />
*[[0x1600]] - ???<br />
*[[0x1700]] - ???</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Server&diff=181Server2018-12-03T23:50:49Z<p>Admin.tofuman: /* Server Binaries */</p>
<hr />
<div>== Server Binaries ==<br />
Currently there are no fully functional public binaries. Currently we aren't at a stage where the game is functional with our server code. Once we have a release of the server software it will be posted here.<br />
<br />
In the mean time you can download an early build of a working server and client which currently has very limited functionality [http://wiki.sb-online.net/client/SBOL%20Server%20files.zip HERE]. The login with this is<br />
<br />
'''Username''': test<br />
<br />
'''Password''': test<br />
<br />
<br />
you can create accounts using the DB server using the -createaccount switch further edits can be made using a SQLite DB editor like http://sqlitebrowser.org/<br />
<br />
== Server Source Code ==<br />
The server is currently in its early stages of development. It can be found on [https://github.com/tofuman0/SBOL GitHub here]</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Server&diff=180Server2018-12-03T23:50:31Z<p>Admin.tofuman: </p>
<hr />
<div>== Server Binaries ==<br />
Currently there are no fully functional public binaries. Currently we aren't at a stage where the game is functional with our server code. Once we have a release of the server software it will be posted here.<br />
<br />
In the mean time you can download an early build of a working server and client which currently has very limited functionality [http://wiki.sb-online.net/client/SBOL%20Server%20files.zip HERE]. The login with this is<br />
<br />
'''Username''': test<br />
<br />
'''Password''': test<br />
<br />
<br />
you can create accounts using the SB server using the -createaccount switch further edits can be made using a SQLite DB editor like http://sqlitebrowser.org/<br />
<br />
== Server Source Code ==<br />
The server is currently in its early stages of development. It can be found on [https://github.com/tofuman0/SBOL GitHub here]</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Server&diff=179Server2018-12-03T23:49:47Z<p>Admin.tofuman: </p>
<hr />
<div>== Server Binaries ==<br />
Currently there are no fully functional public binaries. Currently we aren't at a stage where the game is functional with our server code. Once we have a release of the server software it will be posted here.<br />
<br />
In the mean time you can download an early build of a working server and client which currently has very limited functionality [http://wiki.sb-online.net/client/SBOL%20Server%20files.zip HERE]. The login with this is<br />
Username: test<br />
Password: test<br />
<br />
you can create accounts using the SB server using the -createaccount switch further edits can be made using a SQLite DB editor like http://sqlitebrowser.org/<br />
<br />
== Server Source Code ==<br />
The server is currently in its early stages of development. It can be found on [https://github.com/tofuman0/SBOL GitHub here]</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Server&diff=178Server2018-12-03T23:45:50Z<p>Admin.tofuman: /* Server Binaries */</p>
<hr />
<div>== Server Binaries ==<br />
Currently there are no fully functional public binaries. Currently we aren't at a stage where the game is functional with our server code. Once we have a release of the server software it will be posted here.<br />
<br />
In the mean time you can download an early build of a working server and client which currently has very limited functionality [http://wiki.sb-online.net/client/SBOL%20Server%20files.zip HERE]<br />
<br />
== Server Source Code ==<br />
The server is currently in its early stages of development. It can be found on [https://github.com/tofuman0/SBOL GitHub here]</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Textures&diff=177Textures2018-08-11T19:46:29Z<p>Admin.tofuman: /* Structure */</p>
<hr />
<div>I've made an editor for these texture files. You can find this on Github https://github.com/tofuman0/MIA-Manager<br />
=Format=<br />
The textures used in SBOL use an .MIA extension. I'm unable to find any details on this format or if it is used in any other games. The format is unprotected and stored using a basic run length compression for the pixel data.<br />
<br />
=Structure=<br />
<pre style="border: solid 1px #808080; background-color: #fcfcf0"><br />
0x0000: Short - Texture Count<br />
0x0002: Short - ???? always appears to be 1<br />
0x0004: Pointer Table for Textures. One for every texture<br />
<br />
Texture Structure:<br />
0x0000: Int - ID<br />
0x0004: String (36bytes) Texture name<br />
0x0028: Int - Format<br />
0x002C: Short - Texture Width<br />
0x002E: Short - Texture Height<br />
Pixel Entries:<br />
Structure is 5 Bytes for each entry (number of entries calculated from Pointer table values / 5<br />
Pixel Structure:<br />
0x00: Number of Pixels + 1 (must not exceed width of texture - current row offset)<br />
0x01: Blue<br />
0x02: Green<br />
0x03: Red<br />
0x04: Alpha<br />
</pre></div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Textures&diff=176Textures2018-08-11T19:46:04Z<p>Admin.tofuman: </p>
<hr />
<div>I've made an editor for these texture files. You can find this on Github https://github.com/tofuman0/MIA-Manager<br />
=Format=<br />
The textures used in SBOL use an .MIA extension. I'm unable to find any details on this format or if it is used in any other games. The format is unprotected and stored using a basic run length compression for the pixel data.<br />
<br />
=Structure=<br />
<pre style="border: solid 1px #808080; background-color: #fcfcf0"><br />
0x0000: Short - Texture Count<br />
0x0002: Short - ???? always appears to be 1<br />
0x0004: Pointer Table for Textures. One for every texture<br />
<br />
Texture Structure:<br />
0x0000: Int - ???? maybe id or MIPMAP detail<br />
0x0004: String (36bytes) Texture name<br />
0x0028: Int - Format<br />
0x002C: Short - Texture Width<br />
0x002E: Short - Texture Height<br />
Pixel Entries:<br />
Structure is 5 Bytes for each entry (number of entries calculated from Pointer table values / 5<br />
Pixel Structure:<br />
0x00: Number of Pixels + 1 (must not exceed width of texture - current row offset)<br />
0x01: Blue<br />
0x02: Green<br />
0x03: Red<br />
0x04: Alpha<br />
</pre></div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Textures&diff=175Textures2018-08-07T20:58:58Z<p>Admin.tofuman: /* Structure */</p>
<hr />
<div>=Format=<br />
The textures used in SBOL use an .MIA extension. I'm unable to find any details on this format or if it is used in any other games. The format is unprotected and stored using a basic run length compression for the pixel data.<br />
<br />
=Structure=<br />
<pre style="border: solid 1px #808080; background-color: #fcfcf0"><br />
0x0000: Short - Texture Count<br />
0x0002: Short - ???? always appears to be 1<br />
0x0004: Pointer Table for Textures. One for every texture<br />
<br />
Texture Structure:<br />
0x0000: Int - ???? maybe id or MIPMAP detail<br />
0x0004: String (36bytes) Texture name<br />
0x0028: Int - Format<br />
0x002C: Short - Texture Width<br />
0x002E: Short - Texture Height<br />
Pixel Entries:<br />
Structure is 5 Bytes for each entry (number of entries calculated from Pointer table values / 5<br />
Pixel Structure:<br />
0x00: Number of Pixels + 1<br />
0x01: Blue<br />
0x02: Green<br />
0x03: Red<br />
0x04: Alpha<br />
</pre></div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Textures&diff=174Textures2018-08-07T20:57:59Z<p>Admin.tofuman: /* Structure */</p>
<hr />
<div>=Format=<br />
The textures used in SBOL use an .MIA extension. I'm unable to find any details on this format or if it is used in any other games. The format is unprotected and stored using a basic run length compression for the pixel data.<br />
<br />
=Structure=<br />
<pre style="border: solid 1px #808080; background-color: #fcfcf0"><br />
0x0000: Short - Texture Count<br />
0x0002: Short - ???? always appears to be 1<br />
0x0004: Pointer Table for Textures. One for every texture<br />
<br />
Texture Structure:<br />
0x0000: Int - ???? maybe id or MIPMAP detail<br />
0x0004: String (32bytes) Texture name<br />
0x0028: Int - Format<br />
0x002C: Short - Texture Width<br />
0x002E: Short - Texture Height<br />
Pixel Entries:<br />
Structure is 5 Bytes for each entry (number of entries calculated from Pointer table values / 5<br />
Pixel Structure:<br />
0x00: Number of Pixels + 1<br />
0x01: Blue<br />
0x02: Green<br />
0x03: Red<br />
0x04: Alpha<br />
</pre></div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Textures&diff=173Textures2018-08-07T20:57:47Z<p>Admin.tofuman: /* Structure */</p>
<hr />
<div>=Format=<br />
The textures used in SBOL use an .MIA extension. I'm unable to find any details on this format or if it is used in any other games. The format is unprotected and stored using a basic run length compression for the pixel data.<br />
<br />
=Structure=<br />
<pre style="border: solid 1px #808080; background-color: #fcfcec"><br />
0x0000: Short - Texture Count<br />
0x0002: Short - ???? always appears to be 1<br />
0x0004: Pointer Table for Textures. One for every texture<br />
<br />
Texture Structure:<br />
0x0000: Int - ???? maybe id or MIPMAP detail<br />
0x0004: String (32bytes) Texture name<br />
0x0028: Int - Format<br />
0x002C: Short - Texture Width<br />
0x002E: Short - Texture Height<br />
Pixel Entries:<br />
Structure is 5 Bytes for each entry (number of entries calculated from Pointer table values / 5<br />
Pixel Structure:<br />
0x00: Number of Pixels + 1<br />
0x01: Blue<br />
0x02: Green<br />
0x03: Red<br />
0x04: Alpha<br />
</pre></div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Client&diff=172Client2018-08-07T20:56:15Z<p>Admin.tofuman: /* Client Assets */</p>
<hr />
<div>== Client Download ==<br />
The latest client available is 2.03.00. However it appears that there was at least version 2.08.00 available but I've not been able to find a download for this. This version appears to have more features such as beginners course, more garage capacity and trading.<br /><br />
Genki no longer host the installer on their servers.<br />
<br />
== Client Assets ==<br />
Select from the list below:<br />
*[[Models|3D Models]]<br />
*[[Textures|Textures]]<br />
*[[Interface|Interface]]<br />
*[[Sound Effects|Sound Effects]]<br />
*[[Background Music|Music]]<br />
<br />
== Client Code ==<br />
*[[client-code-dll|CSP Crypt DLL]]<br />
*[[client-code-lang|Language Translations]]<br />
*[[client-code-carlist|Car List]]</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Textures&diff=170Textures2018-08-07T20:55:29Z<p>Admin.tofuman: Admin.tofuman moved page Client-assets-textures to Textures</p>
<hr />
<div>=Format=<br />
The textures used in SBOL use an .MIA extension. I'm unable to find any details on this format or if it is used in any other games. The format is unprotected and stored using a basic run length compression for the pixel data.<br />
<br />
=Structure=<br />
<pre style="border: solid 1px #808080; background-color: #f0f0e0"><br />
0x0000: Short - Texture Count<br />
0x0002: Short - ???? always appears to be 1<br />
0x0004: Pointer Table for Textures. One for every texture<br />
<br />
Texture Structure:<br />
0x0000: Int - ???? maybe id or MIPMAP detail<br />
0x0004: String (32bytes) Texture name<br />
0x0028: Int - Format<br />
0x002C: Short - Texture Width<br />
0x002E: Short - Texture Height<br />
Pixel Entries:<br />
Structure is 5 Bytes for each entry (number of entries calculated from Pointer table values / 5<br />
Pixel Structure:<br />
0x00: Number of Pixels + 1<br />
0x01: Blue<br />
0x02: Green<br />
0x03: Red<br />
0x04: Alpha<br />
</pre></div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Client-assets-textures&diff=171Client-assets-textures2018-08-07T20:55:29Z<p>Admin.tofuman: Admin.tofuman moved page Client-assets-textures to Textures</p>
<hr />
<div>#REDIRECT [[Textures]]</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Textures&diff=169Textures2018-08-07T20:55:01Z<p>Admin.tofuman: /* Format */</p>
<hr />
<div>=Format=<br />
The textures used in SBOL use an .MIA extension. I'm unable to find any details on this format or if it is used in any other games. The format is unprotected and stored using a basic run length compression for the pixel data.<br />
<br />
=Structure=<br />
<pre style="border: solid 1px #808080; background-color: #f0f0e0"><br />
0x0000: Short - Texture Count<br />
0x0002: Short - ???? always appears to be 1<br />
0x0004: Pointer Table for Textures. One for every texture<br />
<br />
Texture Structure:<br />
0x0000: Int - ???? maybe id or MIPMAP detail<br />
0x0004: String (32bytes) Texture name<br />
0x0028: Int - Format<br />
0x002C: Short - Texture Width<br />
0x002E: Short - Texture Height<br />
Pixel Entries:<br />
Structure is 5 Bytes for each entry (number of entries calculated from Pointer table values / 5<br />
Pixel Structure:<br />
0x00: Number of Pixels + 1<br />
0x01: Blue<br />
0x02: Green<br />
0x03: Red<br />
0x04: Alpha<br />
</pre></div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Textures&diff=168Textures2018-08-07T20:54:46Z<p>Admin.tofuman: Created page with "=Format= The textures used in SBOL use a .MIA extension. I'm unable to find any details on this format or if it is used in any other games. The format is unprotected and store..."</p>
<hr />
<div>=Format=<br />
The textures used in SBOL use a .MIA extension. I'm unable to find any details on this format or if it is used in any other games. The format is unprotected and stored using a basic run length compression for the pixel data.<br />
<br />
=Structure=<br />
<pre style="border: solid 1px #808080; background-color: #f0f0e0"><br />
0x0000: Short - Texture Count<br />
0x0002: Short - ???? always appears to be 1<br />
0x0004: Pointer Table for Textures. One for every texture<br />
<br />
Texture Structure:<br />
0x0000: Int - ???? maybe id or MIPMAP detail<br />
0x0004: String (32bytes) Texture name<br />
0x0028: Int - Format<br />
0x002C: Short - Texture Width<br />
0x002E: Short - Texture Height<br />
Pixel Entries:<br />
Structure is 5 Bytes for each entry (number of entries calculated from Pointer table values / 5<br />
Pixel Structure:<br />
0x00: Number of Pixels + 1<br />
0x01: Blue<br />
0x02: Green<br />
0x03: Red<br />
0x04: Alpha<br />
</pre></div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Client&diff=167Client2018-08-07T20:41:58Z<p>Admin.tofuman: /* Client Download */</p>
<hr />
<div>== Client Download ==<br />
The latest client available is 2.03.00. However it appears that there was at least version 2.08.00 available but I've not been able to find a download for this. This version appears to have more features such as beginners course, more garage capacity and trading.<br /><br />
Genki no longer host the installer on their servers.<br />
<br />
== Client Assets ==<br />
Select from the list below:<br />
*[[client-assets-3dmodels|3D Models]]<br />
*[[client-assets-textures|Textures]]<br />
*[[client-assets-interface|Interface]]<br />
*[[Sound Effects|Sound Effects]]<br />
*[[Background Music|Music]]<br />
<br />
== Client Code ==<br />
*[[client-code-dll|CSP Crypt DLL]]<br />
*[[client-code-lang|Language Translations]]<br />
*[[client-code-carlist|Car List]]</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Main_Page&diff=166Main Page2018-07-10T14:49:22Z<p>Admin.tofuman: </p>
<hr />
<div><strong>Welcome to the SBOL Project site.</strong><br />
<br />
Back in 2003-2005 Genki released 首都高バトルONLINE (SHUTOKOU BATTLE ONLINE) for PC. Unfortunately this game never made it outside of Japan and was short lived. The goal for this project is to enable fans to play this game.<br />
<br />
With the official servers being shutdown long ago the only option is to develop a private server. However with no packet logs of the game, development of the server is being achieved by reverse engineering the game client (which making development extremely time consuming).<br />
<br />
If anyone would like to contribute to the project please get in contact.</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Server&diff=165Server2018-06-17T23:52:58Z<p>Admin.tofuman: /* Server Source Code */</p>
<hr />
<div>== Server Binaries ==<br />
Currently there are no fully functional public binaries. Currently we aren't at a stage where the game is functional with our server code. Once we have a release of the server software it will be posted here.<br />
<br />
In the mean time you can download an early build of a working server and client which currently has very limited functionality [http://sbol.myae86.co.uk/client/client%200.1.rar HERE]<br />
<br />
== Server Source Code ==<br />
The server is currently in its early stages of development. It can be found on [https://github.com/tofuman0/SBOL GitHub here]</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Background_Music&diff=164Background Music2018-06-17T23:39:55Z<p>Admin.tofuman: /* Format */</p>
<hr />
<div>== Format ==<br />
The music format in SBOL is WAV but it however uses DirectMusic Segment File ([http://www.vgmpf.com/Wiki/index.php/SGT SGT]) to accompany the WAV files this file contains the loop information. Luckily this is a known format and there are editors that can edit these files. The program you can use to edit these files is "Microsoft DirectMusic Producer". This is a utility that came with the DirectX8 development tools. Microsoft removed links to the installer. The installer is also 16bit so you'll have issues installing this on anything later than Windows XP. So I've recreated the installer that supports modern operating systems. You can download this [http://sbol.myae86.co.uk/uploads/DMUSProd%20Setup.exe here]</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Sound_Effects&diff=163Sound Effects2018-06-17T23:37:53Z<p>Admin.tofuman: /* Format */</p>
<hr />
<div>== Format ==<br />
The sound effects format in SBOL is [https://en.wikipedia.org/wiki/DLS_format DLS] which is a file format which contains multiple WAV files and parameters. Luckily this is a known format and there are editors that can edit these files. The program you can use to edit these files is "Microsoft DirectMusic Producer". This is a utility that came with the DirectX8 development tools. Microsoft removed links to the installer. The installer is also 16bit so you'll have issues installing this on anything later than Windows XP. So I've recreated the installer that supports modern operating systems. You can download this [http://sbol.myae86.co.uk/uploads/DMUSProd%20Setup.exe here]</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Sound_Effects&diff=162Sound Effects2018-06-17T23:33:31Z<p>Admin.tofuman: Created page with "== Format == The sound effects format in SBOL is DLS which is a file format which contains multiple WAV files and parameters. Luckily this is a known format and there are edit..."</p>
<hr />
<div>== Format ==<br />
The sound effects format in SBOL is DLS which is a file format which contains multiple WAV files and parameters. Luckily this is a known format and there are editors that can edit these files. The program you can use to edit these files is "Microsoft DirectMusic Producer". This is a utility that came with the DirectX8 development tools. Microsoft removed links to the installer. The installer is also 16bit so you'll have issues installing this on anything later than Windows XP. So I've recreated the installer that supports modern operating systems. You can download this [http://sbol.myae86.co.uk/uploads/DMUSProd%20Setup.exe here]</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Client&diff=161Client2018-06-17T23:31:59Z<p>Admin.tofuman: /* Client Assets */</p>
<hr />
<div>== Client Download ==<br />
The latest client available is 2.00.03. However it appears that there was at least version 2.08.00 available but I've not been able to find a download for this. This version appears to have more features such as beginners course, more garage capacity and trading.<br /><br />
Genki no longer host the installer on their servers. You can download the latest client [http://sbol.myae86.co.uk/client/client%200.1.rar HERE].<br />
<br />
== Client Assets ==<br />
Select from the list below:<br />
*[[client-assets-3dmodels|3D Models]]<br />
*[[client-assets-textures|Textures]]<br />
*[[client-assets-interface|Interface]]<br />
*[[Sound Effects|Sound Effects]]<br />
*[[Background Music|Music]]<br />
<br />
== Client Code ==<br />
*[[client-code-dll|CSP Crypt DLL]]<br />
*[[client-code-lang|Language Translations]]<br />
*[[client-code-carlist|Car List]]</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Background_Music&diff=160Background Music2018-06-17T23:30:38Z<p>Admin.tofuman: /* Background Music */</p>
<hr />
<div>== Format ==<br />
The music format in SBOL is WAV but it however uses DirectMusic Segment File (SGT) to accompany the WAV files this file contains the loop information. Luckily this is a known format and there are editors that can edit these files. The program you can use to edit these files is "Microsoft DirectMusic Producer". This is a utility that came with the DirectX8 development tools. Microsoft removed links to the installer. The installer is also 16bit so you'll have issues installing this on anything later than Windows XP. So I've recreated the installer that supports modern operating systems. You can download this [http://sbol.myae86.co.uk/uploads/DMUSProd%20Setup.exe here]</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Client&diff=159Client2018-06-17T23:30:23Z<p>Admin.tofuman: /* Client Assets */</p>
<hr />
<div>== Client Download ==<br />
The latest client available is 2.00.03. However it appears that there was at least version 2.08.00 available but I've not been able to find a download for this. This version appears to have more features such as beginners course, more garage capacity and trading.<br /><br />
Genki no longer host the installer on their servers. You can download the latest client [http://sbol.myae86.co.uk/client/client%200.1.rar HERE].<br />
<br />
== Client Assets ==<br />
Select from the list below:<br />
*[[client-assets-3dmodels|3D Models]]<br />
*[[client-assets-textures|Textures]]<br />
*[[client-assets-interface|Interface]]<br />
*[[client-assets-sfx|Sound Effects]]<br />
*[[Background Music|Music]]<br />
<br />
== Client Code ==<br />
*[[client-code-dll|CSP Crypt DLL]]<br />
*[[client-code-lang|Language Translations]]<br />
*[[client-code-carlist|Car List]]</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Background_Music&diff=157Background Music2018-06-17T23:29:51Z<p>Admin.tofuman: Admin.tofuman moved page Client-assets-bgm to Background Music</p>
<hr />
<div>== Background Music ==<br />
The music format in SBOL is WAV but it however uses DirectMusic Segment File (SGT) to accompany the WAV files this file contains the loop information. Luckily this is a known format and there are editors that can edit these files. The program you can use to edit these files is "Microsoft DirectMusic Producer". This is a utility that came with the DirectX8 development tools. Microsoft removed links to the installer. The installer is also 16bit so you'll have issues installing this on anything later than Windows XP. So I've recreated the installer that supports modern operating systems. You can download this [http://sbol.myae86.co.uk/uploads/DMUSProd%20Setup.exe here]</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Client-assets-bgm&diff=158Client-assets-bgm2018-06-17T23:29:51Z<p>Admin.tofuman: Admin.tofuman moved page Client-assets-bgm to Background Music</p>
<hr />
<div>#REDIRECT [[Background Music]]</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Background_Music&diff=156Background Music2018-06-17T23:28:45Z<p>Admin.tofuman: /* Background Music */</p>
<hr />
<div>== Background Music ==<br />
The music format in SBOL is WAV but it however uses DirectMusic Segment File (SGT) to accompany the WAV files this file contains the loop information. Luckily this is a known format and there are editors that can edit these files. The program you can use to edit these files is "Microsoft DirectMusic Producer". This is a utility that came with the DirectX8 development tools. Microsoft removed links to the installer. The installer is also 16bit so you'll have issues installing this on anything later than Windows XP. So I've recreated the installer that supports modern operating systems. You can download this [http://sbol.myae86.co.uk/uploads/DMUSProd%20Setup.exe here]</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Background_Music&diff=155Background Music2018-06-17T23:28:26Z<p>Admin.tofuman: /* Background Music */</p>
<hr />
<div>== Background Music ==<br />
The music format in SBOL is WAV but it however uses DirectMusic Segment File (SGT) to accompany the WAV files this file contains the loop information. Luckily this is a known format and there are editors that can edit these files. The program you can use to edit these files is "Microsoft DirectMusic Producer". This is a utility that came with the DirectX8 development tools. Microsoft removed links to the installer. The installer is also 16bit so you'll have issues installing this on anything later than Windows XP. So I've recreated the installer that supports modern operating systems. You can download this ['http://sbol.myae86.co.uk/uploads/DMUSProd Setup.exe' here]</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Background_Music&diff=154Background Music2018-06-17T23:28:00Z<p>Admin.tofuman: Created page with "== Background Music == The music format in SBOL is WAV but it however uses DirectMusic Segment File (SGT) to accompany the WAV files this file contains the loop information. L..."</p>
<hr />
<div>== Background Music ==<br />
The music format in SBOL is WAV but it however uses DirectMusic Segment File (SGT) to accompany the WAV files this file contains the loop information. Luckily this is a known format and there are editors that can edit these files. The program you can use to edit these files is "Microsoft DirectMusic Producer". This is a utility that came with the DirectX8 development tools. Microsoft removed links to the installer. The installer is also 16bit so you'll have issues installing this on anything later than Windows XP. So I've recreated the installer that supports modern operating systems. You can download this [http://sbol.myae86.co.uk/uploads/DMUSProd Setup.exe |here]</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Main_Page&diff=153Main Page2017-02-07T13:41:25Z<p>Admin.tofuman: </p>
<hr />
<div><strong>Welcome to the SBOL Project site.</strong><br />
<br />
Back in 2003-2005 Genki released 首都高バトルONLINE (SHUTOKO BATTLE ONLINE) for PC. Unfortunately this game never made it outside of Japan and was short lived. The goal for this project is to enable fans to play this game.<br />
<br />
With the official servers being shutdown long ago the only option is to develop a private server. However with no packet logs of the game, development of the server is being achieved by reverse engineering the game client (which making development extremely time consuming).<br />
<br />
If anyone would like to contribute to the project please get in contact.</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Main_Page&diff=152Main Page2017-02-07T13:40:49Z<p>Admin.tofuman: </p>
<hr />
<div><strong>Welcome to the SBOL Project site.</strong><br />
<br />
Back in 2003-2005 Genki released 首都高バトルONLINE (SHUTOKO BATTLE ONLINE) for PC. Unfortunately this game never made it outside of Japan and was short lived. The goal for this project is to enable fans to play this game.<br />
<br />
With the official servers being shutdown long ago the only option is to develop a private server. However with no packet logs of the game development of the server is being achieved by reverse engineering the game client (which making development extremely time consuming).<br />
<br />
If anyone would like to contribute to the project please get in contact.</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Server&diff=151Server2017-01-31T10:54:46Z<p>Admin.tofuman: /* Server Binaries */</p>
<hr />
<div>== Server Binaries ==<br />
Currently there are no fully functional public binaries. Currently we aren't at a stage where the game is functional with our server code. Once we have a release of the server software it will be posted here.<br />
<br />
In the mean time you can download an early build of a working server and client which currently has very limited functionality [http://sbol.myae86.co.uk/client/client%200.1.rar HERE]<br />
<br />
== Server Source Code ==<br />
The server is currently in its early stages of development. Once we're able to get to the wangan we'll make a public GIT of the project. If you would like to join the development of the SBOL Project please contact us.</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Client&diff=150Client2017-01-31T10:52:20Z<p>Admin.tofuman: /* Client Download */</p>
<hr />
<div>== Client Download ==<br />
The latest client available is 2.00.03. However it appears that there was at least version 2.08.00 available but I've not been able to find a download for this. This version appears to have more features such as beginners course, more garage capacity and trading.<br /><br />
Genki no longer host the installer on their servers. You can download the latest client [http://sbol.myae86.co.uk/client/client%200.1.rar HERE].<br />
<br />
== Client Assets ==<br />
Select from the list below:<br />
*[[client-assets-3dmodels|3D Models]]<br />
*[[client-assets-textures|Textures]]<br />
*[[client-assets-interface|Interface]]<br />
*[[client-assets-sfx|Sound Effects]]<br />
*[[client-assets-bgm|Music]]<br />
<br />
== Client Code ==<br />
*[[client-code-dll|CSP Crypt DLL]]<br />
*[[client-code-lang|Language Translations]]<br />
*[[client-code-carlist|Car List]]</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Packet_0x0100&diff=149Packet 0x01002016-11-15T00:17:44Z<p>Admin.tofuman: /* Details */</p>
<hr />
<div>== Example ==<br />
00 16 01 00 53 42 6F 00 XX XX XX XX XX XX XX XX<br />
XX XX XX XX XX XX XX XX<br />
<br />
== Description ==<br />
Upon connecting the client will send this packet containing the players username. The packet has a constant string/Value at offset 0x04 which reads "SBo". Earlier versions of the client used "SB*" so could be used to indicate client version. The players username is 15 characters null terminated at offset 0x08<br />
<br />
== Details ==<br />
{| style="background-color:#fefefe; border-color:#000000; border-collapse:collapse; padding: 8px;" border="1"<br />
|-<br />
|style="width:100px; padding:4px; text-align:right; font-weight: bold;"|Size<br />
|style="width:160px; padding:4px;"|24 Bytes (Static)<br />
|-<br />
|style="width:100px; padding:4px; text-align:right; font-weight: bold;"|Response<br />
|style="width:160px; padding:4px;"|[[Packet 0x0180|0x0180]], [[Packet 0x0181|0x0181]]<br />
|-<br />
|}</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Packet_0x0102&diff=148Packet 0x01022016-11-15T00:17:10Z<p>Admin.tofuman: Created page with "== Example == 00 22 01 02 XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 == Description == Upon receiving a 0x0180 pack..."</p>
<hr />
<div>== Example ==<br />
00 22 01 02 XX XX XX XX XX XX XX XX XX XX XX XX<br />
XX XX XX XX 00 00 00 00 00 00 00 00 00 00 00 00<br />
00 00 00 00<br />
<br />
== Description ==<br />
Upon receiving a 0x0180 packet the client will send this packet containing the players password encrypted with the csp_crypt.dll. The players encrypted password is 16 characters at offset 0x04 followed by 16 bytes of 0.<br />
<br />
== Details ==<br />
{| style="background-color:#fefefe; border-color:#000000; border-collapse:collapse; padding: 8px;" border="1"<br />
|-<br />
|style="width:100px; padding:4px; text-align:right; font-weight: bold;"|Size<br />
|style="width:160px; padding:4px;"|36 Bytes (Static)<br />
|-<br />
|style="width:100px; padding:4px; text-align:right; font-weight: bold;"|Response<br />
|style="width:160px; padding:4px;"|[[Packet 0x0181|0x0181]], [[Packet 0x0182|0x0182]]<br />
|-<br />
|}</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Packet_0x0100&diff=147Packet 0x01002016-11-15T00:09:03Z<p>Admin.tofuman: /* Description */</p>
<hr />
<div>== Example ==<br />
00 16 01 00 53 42 6F 00 XX XX XX XX XX XX XX XX<br />
XX XX XX XX XX XX XX XX<br />
<br />
== Description ==<br />
Upon connecting the client will send this packet containing the players username. The packet has a constant string/Value at offset 0x04 which reads "SBo". Earlier versions of the client used "SB*" so could be used to indicate client version. The players username is 15 characters null terminated at offset 0x08<br />
<br />
== Details ==<br />
{| style="background-color:#fefefe; border-color:#000000; border-collapse:collapse; padding: 8px;" border="1"<br />
|-<br />
|style="width:100px; padding:4px; text-align:right; font-weight: bold;"|Size<br />
|style="width:160px; padding:4px;"|18 Bytes (Static)<br />
|-<br />
|style="width:100px; padding:4px; text-align:right; font-weight: bold;"|Response<br />
|style="width:160px; padding:4px;"|[[Packet 0x0180|0x0180]], [[Packet 0x0181|0x0181]]<br />
|-<br />
|}</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Packet_0x0100&diff=146Packet 0x01002016-11-15T00:08:21Z<p>Admin.tofuman: /* Details */</p>
<hr />
<div>== Example ==<br />
00 16 01 00 53 42 6F 00 XX XX XX XX XX XX XX XX<br />
XX XX XX XX XX XX XX XX<br />
<br />
== Description ==<br />
Upon connecting the client will send this packet containing the players username. The packet has a constant string/Value at offset 0x04 which reads "SBo". Earlier version of the client used "SB*" so could be used to indicate client version. The players username is 15 characters null terminated at offset 0x08<br />
<br />
== Details ==<br />
{| style="background-color:#fefefe; border-color:#000000; border-collapse:collapse; padding: 8px;" border="1"<br />
|-<br />
|style="width:100px; padding:4px; text-align:right; font-weight: bold;"|Size<br />
|style="width:160px; padding:4px;"|18 Bytes (Static)<br />
|-<br />
|style="width:100px; padding:4px; text-align:right; font-weight: bold;"|Response<br />
|style="width:160px; padding:4px;"|[[Packet 0x0180|0x0180]], [[Packet 0x0181|0x0181]]<br />
|-<br />
|}</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Packet_0x0100&diff=145Packet 0x01002016-11-14T23:56:52Z<p>Admin.tofuman: /* Details */</p>
<hr />
<div>== Example ==<br />
00 16 01 00 53 42 6F 00 XX XX XX XX XX XX XX XX<br />
XX XX XX XX XX XX XX XX<br />
<br />
== Description ==<br />
Upon connecting the client will send this packet containing the players username. The packet has a constant string/Value at offset 0x04 which reads "SBo". Earlier version of the client used "SB*" so could be used to indicate client version. The players username is 15 characters null terminated at offset 0x08<br />
<br />
== Details ==<br />
Size: 18 Bytes (Static)<br />
Response: [Packet 0x0180|0x0180], [Packet 0x0181|0x0181]</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Packet_0x0100&diff=144Packet 0x01002016-11-14T23:56:35Z<p>Admin.tofuman: Created page with "== Example == 00 16 01 00 53 42 6F 00 XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX == Description == Upon connecting the client will send this packet containing the pl..."</p>
<hr />
<div>== Example ==<br />
00 16 01 00 53 42 6F 00 XX XX XX XX XX XX XX XX<br />
XX XX XX XX XX XX XX XX<br />
<br />
== Description ==<br />
Upon connecting the client will send this packet containing the players username. The packet has a constant string/Value at offset 0x04 which reads "SBo". Earlier version of the client used "SB*" so could be used to indicate client version. The players username is 15 characters null terminated at offset 0x08<br />
<br />
== Details ==<br />
Size: 18 Bytes (Static)<br />
Response: [Packet 0x0180|0x0180], [Packet 0x0181|0x0181]</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Packet_0x0002&diff=143Packet 0x00022016-11-14T23:06:27Z<p>Admin.tofuman: Created page with "== Example == 00 02 00 02 == Decription == Appears to indicate that the client is waiting on a response from a packet. This packet is sent every 10-15 seconds if a response..."</p>
<hr />
<div>== Example ==<br />
00 02 00 02<br />
<br />
== Decription ==<br />
Appears to indicate that the client is waiting on a response from a packet. This packet is sent every 10-15 seconds if a response is required to a packet and the client is yet to receive one. The server shouldn't respond with a 0x0000 packet.</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=Protocol&diff=142Protocol2016-11-02T17:46:10Z<p>Admin.tofuman: /* Packets */</p>
<hr />
<div>= Information =<br />
SBOL uses a networking protocol provided by MultiTerm. This network protocol is a part of their "MassPlayer System" (MPS). MPS was mainly used by consoles (PS2 and Gamecude) to integrate online play. There doesn't appear to be any documentation on the system online and MultiTerm has long been shutdown.<br />
<br />
One thing to keep in mind when working with the protocol in SBOL is that MPS uses big endian byte ordering. Unlike many x86 based systems which use little endian. This is likely something carried over from the libraries being largely developed for systems that processed bytes as big endian. The client uses the ntohl/ntohs functions to switch these bytes when processing them (network to host long/short. A winsock function but I guess why write a function when its already available in the libraries you're using).<br />
<br />
= Structure =<br />
Client:<br /><br />
<code><br />
PS PS PT PT PD PD PD PD PD ..<br />
</code><br /><br /><br />
Server:<br /><br />
<code><br />
PS PS PT PT ST ST PD PD PD PD PD ..<br />
</code><br /><br /><br />
PS = '''P'''acket '''S'''ize: Data type Short (the packet size is the size minus 2)<br /><br />
PT = '''P'''acket '''T'''ype: Data type Short<br /><br />
ST = Packet '''S'''ub '''T'''ype: Data type Short<br /><br />
PD = '''P'''acket '''D'''ata array of bytes structure is specific to the type of packet<br />
<br />
= Packets =<br />
*[[0x0000]] - ???<br />
*[[0x0100]] - Authentication<br />
*[[0x0200]] - ???<br />
*[[0x0300]] - ???<br />
*[[0x0400]] - ???<br />
*[[0x0500]] - ???<br />
*[[0x0600]] - Chat<br />
*[[0x0700]] - Movement/Player Actions<br />
*[[0x0800]] - ???<br />
*[[0x0900]] - Shop<br />
*[[0x0A00]] - ???<br />
*[[0x0B00]] - ???<br />
*[[0x0C00]] - ???<br />
*[[0x0D00]] - ???<br />
*[[0x0E00]] - User Creation<br />
*[[0x0F00]] - ???<br />
*[[0x1000]] - ???<br />
*[[0x1100]] - ???<br />
*[[0x1200]] - ???<br />
*[[0x1300]] - ???</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=0x0700&diff=1410x07002016-10-31T14:28:12Z<p>Admin.tofuman: </p>
<hr />
<div>The function of this packet type is still being worked out. <br />
<br />
= Client =<br />
*[[Packet 0x0700|0x0700]]<br />
= Server =<br />
*[[Packet 0x0780|0x0780]]</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=0x0400&diff=1400x04002016-10-31T14:22:35Z<p>Admin.tofuman: </p>
<hr />
<div>The function of this packet type is still being worked out. <br />
<br />
= Client =<br />
*[[Packet 0x0400|0x0400]]<br />
*[[Packet 0x0401|0x0401]]<br />
*[[Packet 0x0402|0x0402]]<br />
= Server =<br />
*[[Packet 0x0480|0x0480]]<br />
*[[Packet 0x0481|0x0481]]<br />
*[[Packet 0x0482|0x0482]]</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=0x0300&diff=1390x03002016-10-31T14:22:08Z<p>Admin.tofuman: </p>
<hr />
<div>The function of this packet type is still being worked out. <br />
<br />
= Client =<br />
*[[Packet 0x0300|0x0300]]<br />
*[[Packet 0x0301|0x0301]]<br />
*[[Packet 0x0302|0x0302]]<br />
= Server =<br />
*[[Packet 0x0380|0x0380]]<br />
*[[Packet 0x0381|0x0381]]<br />
*[[Packet 0x0382|0x0382]]</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=0x0200&diff=1380x02002016-10-31T14:21:45Z<p>Admin.tofuman: </p>
<hr />
<div>The function of this packet type is still being worked out.<br />
<br />
= Client =<br />
*[[Packet 0x0200|0x0200]]<br />
*[[Packet 0x0201|0x0201]]<br />
*[[Packet 0x0202|0x0202]]<br />
= Server =<br />
*[[Packet 0x0280|0x0280]]<br />
*[[Packet 0x0281|0x0281]]<br />
*[[Packet 0x0282|0x0282]]<br />
*[[Packet 0x0283|0x0283]]<br />
*[[Packet 0x0284|0x0284]]<br />
*[[Packet 0x0285|0x0285]]<br />
*[[Packet 0x0286|0x0286]]<br />
*[[Packet 0x0287|0x0287]]<br />
*[[Packet 0x0288|0x0288]]<br />
*[[Packet 0x0289|0x0289]]<br />
*[[Packet 0x028A|0x028A]]<br />
*[[Packet 0x028B|0x028B]]<br />
*[[Packet 0x028C|0x028C]]<br />
*[[Packet 0x028D|0x028D]]<br />
*[[Packet 0x028E|0x028E]]<br />
*[[Packet 0x028F|0x028F]]<br />
*[[Packet 0x0290|0x0290]]<br />
*[[Packet 0x0291|0x0291]]<br />
*[[Packet 0x0292|0x0292]]<br />
*[[Packet 0x0293|0x0293]]<br />
*[[Packet 0x0294|0x0294]]<br />
*[[Packet 0x0295|0x0295]]<br />
*[[Packet 0x0296|0x0296]]<br />
*[[Packet 0x0297|0x0297]]<br />
*[[Packet 0x0298|0x0298]]<br />
*[[Packet 0x0299|0x0299]]<br />
*[[Packet 0x029A|0x029A]]<br />
*[[Packet 0x029B|0x029B]]<br />
*[[Packet 0x029C|0x029C]]<br />
*[[Packet 0x029D|0x029D]]<br />
*[[Packet 0x029E|0x029E]]<br />
*[[Packet 0x029F|0x029F]]<br />
*[[Packet 0x02A0|0x02A0]]<br />
*[[Packet 0x02A1|0x02A1]]</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=0x0100&diff=1370x01002016-10-31T14:21:01Z<p>Admin.tofuman: </p>
<hr />
<div>This is the authentication packet. Below are the packet types.<br />
= Client =<br />
*[[Packet 0x0100|0x0100]] - Start authentication and send username<br />
*[[Packet 0x0102|0x0102]] - Send encrypted password<br />
<br />
= Server =<br />
*[[Packet 0x0180|0x0180]] - Connection accepted<br />
*[[Packet 0x0181|0x0181]] - Connection rejected<br />
*[[Packet 0x0182|0x0182]] - Client authenticated</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=0x0000&diff=1360x00002016-10-31T14:20:13Z<p>Admin.tofuman: </p>
<hr />
<div>The function of this packet type is still being worked out. <br />
<br />
= Client =<br />
*[[Packet 0x0002|0x0002]]<br />
= Server =</div>Admin.tofumanhttp://wiki.sb-online.net/index.php?title=0x1300&diff=1350x13002016-10-31T14:15:20Z<p>Admin.tofuman: Created page with "The function of this packet type is still being worked out but appears to be linked to the 0x600 packets."</p>
<hr />
<div>The function of this packet type is still being worked out but appears to be linked to the 0x600 packets.</div>Admin.tofuman