Shuouma wrote:Hi
I can just give a example, take the Capcom matching service, they work like this:
1. Calls into a "Dwango", they called it IWANGO in the assembler code.
2. Back in the days this was regular phone-tax per minut.
3. In the Lobby server you could chat and find opponent etc.
4. When you challenged a opponent, the DC phone numbers would be stored in a KDD database.
5. The player that challenged will hang up and call a KDD number, which was much more expensive.
6. The KDD server will check the database and dial the other player, so that the other player also payed the more expensive charge.
7. The assembler code has some kind of answer,answer next procedure which I assume is the KDD setup.
7. After the match it redials the "Dwango/IWANGO/Lobby" server.
Games like, propeller arena, bomberman, outtrigger utilized the Kage Network Architecture,
which is stated in the assembler code as well.
Oooga Booga and the Sega Sport games used a in-house VC solution.
Then we have games like Daytona and PowerSmash, that used segas own LobbyEngine,
forgot the name but is also in the assembler code. Pretty much all games have strings of what Onlinge engine they are using, so no need to speculate.
Have a nice day!
Yes, this is 99% correct, except the switching-based system in Dwango (which was only a PART of what was going on at that time) was a piece of hardware not used for anything other than the switching service which at that time was part-hardware based. Those in doubt can look that up or even ask DreamcastTM.
There were several people from SoA and Sega.com that helped with the system in Japan because of the difference in infrastructure, and even a interview with "Alex" that states just what I am trying to say here. Among others that it was a system not suitable for use in Europe or USA, but Japan-only. You would have to dig a little bit deeper to actually get the facts collected and "assembled" for the big picture.
Jonas is correct in that most games will have its online system mentioned in the sources and therefore also in the deassembled code, but that is because they were obligated to do so by SEGA - by not using KAGE, one would have to document how it worked. The in-house VC solution was evolving everyday, and believe it or not, was used for a very long time after the Dreamcast. The Saturn System is a kind of pre-Kage system.
Jonas, the LobbyEngine you are talking about is just that - a lobby server keeping track of the players, storing them in a DB, before switching to a more KAGE-similar approach after the lobby-session is complete and players are ready. The games with the "LobbyEngine" is not any more special than others, but often have other things that makes them harder to work with. Daytona has the Save File one would get from the auth-server (Kage), Propeller Arena has encryption (but also uses the latest version of Kage which at that time was more or less complete. This also applies to Outtrigger except the encryption part. There are however no need to actually encrypt the data in PA to get it back online.)
(Tip: Think WWP except the DirectPlay part with P2P).