Screenshots Thread

Sylverant is a homebrew open source server for Phantasy Star Online. Dreamcast users still play PSO online with this server even today! This is the official forum for both the online game server as well as the open source project itself. Feel free to post and get a gathering started online! We can also show you how to get connected!

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Treamcaster
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Re: Screenshots Thread

Post by Treamcaster » Mon Oct 13, 2014 12:21 pm

People having fun:

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Aleron Ives
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Re: Screenshots Thread

Post by Aleron Ives » Mon Oct 13, 2014 5:33 pm

Silly Nishi, NPCs aren't people. 8-)
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Re: Screenshots Thread

Post by Treamcaster » Mon Oct 13, 2014 5:46 pm

Aleron Ives wrote:Silly Nishi, NPCs aren't people. 8-)
Who said I wasn't joking xD?
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Re: Screenshots Thread

Post by tueidj » Tue Oct 14, 2014 8:27 pm

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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Re: Screenshots Thread

Post by BlueCrab » Tue Oct 14, 2014 8:50 pm

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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Re: Screenshots Thread

Post by tueidj » Fri Oct 17, 2014 9:40 am

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: Select all

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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Re: Screenshots Thread

Post by Aleron Ives » Fri Oct 17, 2014 3:31 pm

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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Re: Screenshots Thread

Post by K_I_R_E_E_K » Fri Oct 17, 2014 7:30 pm

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!
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Re: Screenshots Thread

Post by tueidj » Sat Oct 18, 2014 12:26 am

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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Re: Screenshots Thread

Post by tueidj » Wed Nov 12, 2014 8:44 am

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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Re: Screenshots Thread

Post by BlueCrab » Wed Nov 12, 2014 1:25 pm

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: Select all

[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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Re: Screenshots Thread

Post by Aleron Ives » Wed Nov 12, 2014 2:50 pm

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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Re: Screenshots Thread

Post by BlueCrab » Wed Nov 12, 2014 3:17 pm

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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Re: Screenshots Thread

Post by BlueCrab » Wed Nov 12, 2014 9:32 pm

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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Re: Screenshots Thread

Post by tueidj » Thu Nov 13, 2014 12:08 pm

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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Re: Screenshots Thread

Post by BlueCrab » Thu Nov 13, 2014 12:10 pm

Cool. I'll commit the change then. :)
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Re: Screenshots Thread

Post by AmonX » Mon Dec 01, 2014 12:57 pm

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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Re: Screenshots Thread

Post by bogglez » Mon Dec 01, 2014 2:21 pm

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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Re: Screenshots Thread

Post by tueidj » Wed Dec 03, 2014 4:33 pm

How can you get to level 185 without ever seeing a rare monster?
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Re: Screenshots Thread

Post by Aleron Ives » Wed Dec 03, 2014 6:08 pm

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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