Re: LTAR TRRS Protocol
Posted: Mon Sep 18, 2017 10:10 pm
No the Block I listed above was taken from an LTAR connected to an iDevice playing using the Nerf/Shoot the Moon software. It was just me connected. I haven't seen the 2nd or 3rd frame change when connected to the iDevice and playing the Nerf game, but I haven't experimented much either. The 2nd and 3rd frames are used in the grab and go games or when the LTAR's are networked though.
This was posted back in March:
Looking at the link you posted the ??? might actually be related to the "Hostile Zone." That's just a guess though. I haven't actually checked.
Thanks for the confirmation and correct way to calculate the checksum!
This was posted back in March:
Looking at the link you posted the ??? might actually be related to the "Hostile Zone." That's just a guess though. I haven't actually checked.
Code: Select all
Player / Tags n = total ammo Minutes Seconds Check
Team Health Magazine nnnnnnnn nn Shield Left Left Sum
0 xxxxxxxx 110 xxxxxxxx 110 xxxxxxxx 110 xxxxxxxx 110 xxxxxxxx 110 xxxxxxxx 110 xxxxxxxx 110 xxxxxxxx 110 xxxxxxxx 110 xxxxxxxx 110 xxxxxxxx 11
0 01000000 110 00010000 110 10000001 110 01010000 110 01010000 110 11111111 110 11111111 110 11110000 110 00000000 110 10000000 110 01001010
aaabb??? ggss h
aaa - Player number when networked, 000 - 111 is 8 Players
bb - Team number
??? - Not sure yet ... maybe Game Type
gg - When changing the gun to auto these bits change
ss - Shield bits. Once shield is used bits change to 01, then eventually bits change to 11 and the shield can no longer be used.
h - LTTO Hunt when the team being hunted changes this bit also changes. Only confirmed as Team 2 Player 1
Magazine - The number of shots, or ammo you have before you need to reload
n - This is the total amount of shots or ammo you have for the whole game. These bits are set when Reload is limited in network mode.
Thanks for the confirmation and correct way to calculate the checksum!