FFFFFFFF
Packet Structure
Each Page should have a STRUCT section, which gives the variable type and a variable name if known. ==Variable Types ==
BYTE = uint8, 1 byte, mostly used for flags or small integer IDs SHORT = uint16, 2 bytes. Used for various data. INT = uint32, 4 bytes. Used for various data. FLOAT = uint32, 4 bytes. Floating point value. Used for various data. LONG = uint64, 8 bytes. Used mostly for object IDs. A_STRING = Ascii String, 2 byte Size, 1 byte characters. U_STRING = Unicode String, 4 byte Size, 2 byte characters. C_STRING = Customization String, 2 byte Size, see Customization String Format Below. B_STRING = Byte String, 4 bytes Size, 1 byte characters. Used only for session key. { } = LIST component, this is a sub section repeated as a list of data. Indent Variable types with 1 space.
Unknown Variable Names: Use ?? or Unknown for the name to display that there is no clue as to what the data does.
Uncertin Variables: Use a single question mark ? in the name to display uncertainty in the variables understanding.
Additional Guidelines
In Addition, each page should contain a section for Variable Descriptions should be made. This should include a brief, or detailed description as needed to document what the variable does and how it can be used. Also the Opperand_Count and Opcode should be listed with it.
Finally an Additional Info section should be provided to give more info in the case it is needed for that packet.
= STRUCT = {{{ SHORT: VarName SHORT: 16bitVariable INT: 32bitVariable INT: LookAList { LONG: 64bitVariable BYTE: 8bitVariable BYTE: ?? } A_STRING: AsciiString U_STRING: UnicodeString C_STRING: CustomizationString }}} ---- = Variable Description = {{{ OpperandCount = 9 Opcode = FFFFFFFF AsciiString: This variable is a string for the name. 64bitVariable: This variable is an ID for that guy. 8bitVariable: This byte is a flag for stuff. }}} ---- = Notes = {{{ Anything Additional Goes here. }}}