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 Post subject: Re: Screenshots Thread
PostPosted: Mon Oct 13, 2014 10:21 am 
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Insane DCEmu
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 Post subject: Re: Screenshots Thread
PostPosted: Mon Oct 13, 2014 3:33 pm 
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Psychotic DCEmu
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Silly Nishi, NPCs aren't people. 8-)

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 Post subject: Re: Screenshots Thread
PostPosted: Mon Oct 13, 2014 3:46 pm 
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Insane DCEmu
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Aleron Ives wrote:
Silly Nishi, NPCs aren't people. 8-)

Who said I wasn't joking xD?


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 Post subject: Re: Screenshots Thread
PostPosted: Tue Oct 14, 2014 6:27 pm 
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Insane DCEmu
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I think the hallo rappys are on strike this year, haven't managed to see a single one in over 100 runs.


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 Post subject: Re: Screenshots Thread
PostPosted: Tue Oct 14, 2014 6:50 pm 
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The Crabby Overlord
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tueidj wrote:
I think the hallo rappys are on strike this year, haven't managed to see a single one in over 100 runs.
Remember, PSO has a really crappy PRNG. They'll come in batches when you find them. :roll:


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 Post subject: Re: Screenshots Thread
PostPosted: Fri Oct 17, 2014 7:40 am 
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Insane DCEmu
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BlueCrab wrote:
Remember, PSO has a really crappy PRNG. They'll come in batches when you find them. :roll:

I actually looked up the rare monster test in the code. It's basically this:
Code:
uint32_t r = rand(); // generic libc rand: state = state * 1103515245 + 12345, out = (state>>16)&0x7FFF
float chance = (float)r / 32768.0;
if (chance < 0.002)
  make_monster_rare();

So it's a 0.2% chance... which should equal 1 in 500 rappys. :(


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 Post subject: Re: Screenshots Thread
PostPosted: Fri Oct 17, 2014 1:31 pm 
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Psychotic DCEmu
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How about that. The supposed 1 / 512 rate for GC isn't that far off. I suppose if that same method is used both online and offline, then the leader pre-calculates which monsters will become rare upon team creation and then forwards that information to other players in the join packet. Offline performs the roll at spawn time since client sync isn't needed, which is why piping works.

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 Post subject: Re: Screenshots Thread
PostPosted: Fri Oct 17, 2014 5:30 pm 
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Mental DCEmu
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tueidj wrote:
I think the hallo rappys are on strike this year, haven't managed to see a single one in over 100 runs.


I know, it's not exactly what you wanted (if we get all technical about the picture), but i hope i can cheer you up a little. :wink:
Spoiler: show
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 Post subject: Re: Screenshots Thread
PostPosted: Fri Oct 17, 2014 10:26 pm 
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Insane DCEmu
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I missed something; when playing online the libc rand() function isn't used, instead it's taken from a small object-specific entropy pool. Can't seem to find where this pool gets initialized during object creation...

Also found the probability of a rappy on ultimate being fat: 3.33333% (1 in 30).


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 Post subject: Re: Screenshots Thread
PostPosted: Wed Nov 12, 2014 7:44 am 
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Insane DCEmu
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Every time I reach the end of Maximum Attack 2 and use the computer to register my points, the server disconnects:
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The "Registration completed" message appears on its own after a while if I don't press start to clear the disconnected error.


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 Post subject: Re: Screenshots Thread
PostPosted: Wed Nov 12, 2014 12:25 pm 
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The Crabby Overlord
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That probably means it's sending some sort of packet that the server doesn't like. I'll take a look through the logs and see what I can find.

EDIT: Yep... That's exactly what happened:
Code:
[2014:11:12: 14:33:43.975]: Unknown packet!
0000 AA 00 2C 00 D5 00 00 00 3B 00 AB 01 01 00 00 00    ..,.....;.......
0010 E1 00 00 00 76 06 00 00 23 00 00 00 8B 00 00 00    ....v...#.......
0020 00 00 00 00 00 00 00 00 00 00 00 00                ............


That said, I probably have to figure out what to do with that packet to solve the issue.


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 Post subject: Re: Screenshots Thread
PostPosted: Wed Nov 12, 2014 1:50 pm 
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Psychotic DCEmu
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Ugh, GC quests are so disorganised and annoying to look through. Silly Segac. Anyway, the quest indeed tries to send a packet using one of the mysterious GC opcodes when you try to register, presumably so Sega could track players' progress when the quest was first released. (They offered some kind of prize if the server could reach 10 million kills or something, didn't they?)

From what I can tell, the quest sends eight statistics, three of which just seem to be padding. The first and fourth seem to be related to the number of players in the team, the second is for your kills, the third is for the timer, and the fifth is for your level.

Note that MA2v2 does not do this, so presumably Sega replaced the quest with the second version that gives you "hearts" after the initial kill-counting event was over. Unless you plan to track kills for an event in the near future, the simplest course of action would be to make note of the packet's potential function and then discard the results whenever anyone plays the quest.

Of course, now that Sylverant can track monster kills globally to some degree, the original version of the quest isn't even needed, since you could just track the kills in MA2v2 based on the kill packets, rather than the quest's statistics (which has the distinct benefit of working in any quest, even on DC and PC, which don't have access to the statistics opcode).

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 Post subject: Re: Screenshots Thread
PostPosted: Wed Nov 12, 2014 2:17 pm 
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The Crabby Overlord
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Interesting... So the course of action will be to just ignore 0xAA packets for now. I'll probably be able to deal with that shortly.


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 Post subject: Re: Screenshots Thread
PostPosted: Wed Nov 12, 2014 8:32 pm 
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The Crabby Overlord
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So... I've added in code that should just ignore the packets. Once I get confirmation that it works fine, I'll go ahead and commit it. So, tueidj, if you get a chance, try the quest again on Iselia and let me know if it works. :wink:


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 Post subject: Re: Screenshots Thread
PostPosted: Thu Nov 13, 2014 11:08 am 
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Insane DCEmu
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After a false start where the wifi decided to drop out mid-quest (leaving me standing helpless beside a red box) I can confirm it works.


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 Post subject: Re: Screenshots Thread
PostPosted: Thu Nov 13, 2014 11:10 am 
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The Crabby Overlord
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Cool. I'll commit the change then. :)


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 Post subject: Re: Screenshots Thread
PostPosted: Mon Dec 01, 2014 11:57 am 
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DCEmu Freak
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My first rare monster
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Followed by my second rare monster unfortunately this one was in a quest :(
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 Post subject: Re: Screenshots Thread
PostPosted: Mon Dec 01, 2014 1:21 pm 
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AmonX wrote:
My first rare monster
..
Followed by my second rare monster unfortunately this one was in a quest :(

Long live the PSO PRNG.

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 Post subject: Re: Screenshots Thread
PostPosted: Wed Dec 03, 2014 3:33 pm 
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Insane DCEmu
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How can you get to level 185 without ever seeing a rare monster?


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 Post subject: Re: Screenshots Thread
PostPosted: Wed Dec 03, 2014 5:08 pm 
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Psychotic DCEmu
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The rate is at least twice as bad on DC as it is on GC, but he's the level 109 player, not the level 185 player. :P

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