Screenshots Thread
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- Insane DCEmu
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- Insane DCEmu
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Re: Screenshots Thread
Who said I wasn't joking xD?Aleron Ives wrote:Silly Nishi, NPCs aren't people.
Re: Screenshots Thread
I think the hallo rappys are on strike this year, haven't managed to see a single one in over 100 runs.
- BlueCrab
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Re: Screenshots Thread
Remember, PSO has a really crappy PRNG. They'll come in batches when you find them.tueidj wrote:I think the hallo rappys are on strike this year, haven't managed to see a single one in over 100 runs.
Re: Screenshots Thread
I actually looked up the rare monster test in the code. It's basically this:BlueCrab wrote:Remember, PSO has a really crappy PRNG. They'll come in batches when you find them.
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();
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Re: Screenshots Thread
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.
"Fear the HUnewearl."
- K_I_R_E_E_K
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Re: Screenshots Thread
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.tueidj wrote:I think the hallo rappys are on strike this year, haven't managed to see a single one in over 100 runs.
Spoiler!
Re: Screenshots Thread
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).
Also found the probability of a rappy on ultimate being fat: 3.33333% (1 in 30).
Re: Screenshots Thread
Every time I reach the end of Maximum Attack 2 and use the computer to register my points, the server disconnects:
The "Registration completed" message appears on its own after a while if I don't press start to clear the disconnected error.
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
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:
That said, I probably have to figure out what to do with that packet to solve the issue.
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 ............
- Aleron Ives
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Re: Screenshots Thread
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).
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
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
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.
Re: Screenshots Thread
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.
Re: Screenshots Thread
My first rare monster
Followed by my second rare monster unfortunately this one was in a quest
Followed by my second rare monster unfortunately this one was in a quest
Re: Screenshots Thread
Long live the PSO PRNG.AmonX wrote:My first rare monster
..
Followed by my second rare monster unfortunately this one was in a quest
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Re: Screenshots Thread
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.
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