Daytona USA Progress

Online games, how to get online, and anything involving Dreamcast online can be discussed here.

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DarkSynbios
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Re: Daytona USA Progress

Post#41 » Tue Sep 27, 2022 10:40 am

Wombat wrote:Just dropping by to say I'm in awe looking at history being made :O


We live in exciting moments! ^^

ioncannon
Anarki
Posts: 90

Re: Daytona USA Progress

Post#42 » Thu Sep 29, 2022 11:04 pm

More progress:

Image

Can decode some of these unknown packet values.

Edit: Figured out that the 0x18 and 0x29 packets add 1 player and add 1 team + it's members respectively. Still can't find how the caps are set for teams tho.

colgate
Doom
Posts: 185

Re: Daytona USA Progress

Post#43 » Fri Sep 30, 2022 12:14 am

That's awesome!

ioncannon
Anarki
Posts: 90

Re: Daytona USA Progress

Post#44 » Fri Sep 30, 2022 12:19 am

Chat!

Image

Sennar83
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Posts: 19

Re: Daytona USA Progress

Post#45 » Fri Sep 30, 2022 12:50 pm

Great.

Sennar83
rebel
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Re: Daytona USA Progress

Post#46 » Fri Sep 30, 2022 12:51 pm

ioncannon wrote:Chat!

Image


What is missing? Great job

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Shuouma
Developer
Posts: 406

Re: Daytona USA Progress

Post#47 » Fri Sep 30, 2022 1:55 pm

Sennar83 wrote:
ioncannon wrote:Chat!

Image


What is missing? Great job


I would say, the game room and then the game-server. Short time I looked at it, the game server looks like
a relay server and that makes it a little bit easier to get back.

ioncannon
Anarki
Posts: 90

Re: Daytona USA Progress

Post#48 » Fri Sep 30, 2022 3:14 pm

Shuouma wrote:
Sennar83 wrote:
ioncannon wrote:Chat!

Image


What is missing? Great job


I would say, the game room and then the game-server. Short time I looked at it, the game server looks like
a relay server and that makes it a little bit easier to get back.


Well I need to document how all these packets properly work (right now I just throw em at the client), but yeah; team room/view and the game server.

Turns out the game server is called NetEngine, NE; and yeah probably some kind of relay server. The lib is pretty small, here are all the public functions exported in the RuneJade DLL:

Capture.PNG

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Shuouma
Developer
Posts: 406

Re: Daytona USA Progress

Post#49 » Fri Sep 30, 2022 3:21 pm

ioncannon wrote:
Shuouma wrote:
Sennar83 wrote:
What is missing? Great job


I would say, the game room and then the game-server. Short time I looked at it, the game server looks like
a relay server and that makes it a little bit easier to get back.


Well I need to document how all these packets properly work (right now I just throw em at the client), but yeah; team room/view and the game server.

Turns out the game server is called NetEngine, NE; and yeah probably some kind of relay server. The lib is pretty small, here are all the public functions exported in the RuneJade DLL:

Capture.PNG


Yup looks really similar to the POD/Monaco setup, probably not the same packet structure, but same sequence

colgate
Doom
Posts: 185

Re: Daytona USA Progress

Post#50 » Fri Sep 30, 2022 9:46 pm

ioncannon wrote:
Shuouma wrote:
Sennar83 wrote:
What is missing? Great job


I would say, the game room and then the game-server. Short time I looked at it, the game server looks like
a relay server and that makes it a little bit easier to get back.


Well I need to document how all these packets properly work (right now I just throw em at the client), but yeah; team room/view and the game server.

Turns out the game server is called NetEngine, NE; and yeah probably some kind of relay server. The lib is pretty small, here are all the public functions exported in the RuneJade DLL:

Capture.PNG
Does Daytona uses the same network lib as Rune Jade? Can RuneJade be a possible candidate to get back online in the future?

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