Huuuuuge Progress!!!
It's Thanksgiving here in Canada and I've stuffed myself full of turkey, however apart from the festivities, I've made a lot of progress the last few days. I've discovered countless packets; some through the sniffed packets, but others were discovered through guesswork and trial & error!
First, I worked on figuring out the 0x19x and 0x1Ax packets. These seem to be all the "fluff" info from quests completed (your Unending Journey), to your Chocobo name, to your title, to your achievements. The following information has been discovered:
0x0145 Set Actor Icon (Busy, GM, Disconnecting)
0x0194 Set Grand Company Info
0x0197 Set Chocobo Appearance
0x0198 Set Chocobo Name
0x019A Set Achievements Completed
0x019B Set Top Achievements
0x019C Set Total Achievement Points
0x019D Set Player Title
0x019E Achievement Earned Packet
0x01A3 Set Completed Quests (For Book)
0x01A4 Set Current Job
0x01A7 Set Dream Result (Required for wakeup)
Because I can set the quests completed, this also means the Unending Journey has access to all the cutscenes! It seems however some will not load, probably because a Path Companion has not been set. Gotta figure that one out.
Funny enough, 0x19E was just a guess! With that figured out, I tried my luck on other guess. I made a packet of 0x28 in size (most packets are this size), and just began going through opcodes from 0x02 and up. I found the following:
0x0004 ???Begin Zoneout?
0x0007 Delete All Actors
0x000E Logout
0x0011 Quit Game
0x00CD Unset Actor Class/Script?
0x00D3 Set Actor Target (Animated)
0x00D4 Turn Actor to Target
0x00D7 Flashes Appearance, Sets Actor Target
0x00D8 Appearance Related?
0x00DB Set Actor Target
0x00DC Set Actor Target (Unknown)
0x00DE Clears Actor Target (Seems to)
0x00DF Set Actor Target
As you can see, some are just guesses at what they do, however finding out the animated "turn to target" was great cause it let me do the head turning thing characters in ARR do! Also Logout and Exit game, YES! Back when I was modding SU I got the menus for the Bed object and Quit option to pop up but didn't know how to actually log or quit. Now that can be fully implemented.
A lot of this info was found while examining a player object in the game. With this information, I probably have everything needed to create player actors in a player's instance. I think I have the groundwork for multiplayer! However I won't start that until I finish more of the login packets and get the player out of the inn and into the world. I'll leave you with this video of me testing player spawning and moving:
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