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        <dc:date>2025-03-28T19:01:31+00:00</dc:date>
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        <title>DSR GameData Communication</title>
        <link>http://soulsmodding.com/doku.php?id=topic:dsr_gamedata_communication&amp;rev=1743188491&amp;do=diff</link>
        <description>DSR GameData Communication

These handle all game-specific data.

The two primary functions of interest are


bool sendNetMessage(NS_FRPG::FrpgSessionManagerImp *sessionman,ConnectedPlayerData *playerdata, uint64_t type, byte *data, int size) @1405098A0</description>
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        <dc:date>2025-02-27T00:47:04+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>DSR Network Protocol</title>
        <link>http://soulsmodding.com/doku.php?id=topic:dsr_network_protocol&amp;rev=1740617224&amp;do=diff</link>
        <description>DSR Network Protocol

This is a copy of the article &#039;Dissecting the network-protocol and -crypto behind Dark Souls Remastered.&#039; originally written and published October 2, 2019.

Introduction

This post covers the complete game server messaging protocol of Dark Souls Remastered. All the information presented was obtained through reverse engineering of the patch 1.03 client, which is the latest version as of the writing of this article.</description>
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        <dc:date>2025-02-25T02:24:46+00:00</dc:date>
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        <title>DSR P2P Communication</title>
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        <description>DSR P2P Communication

DSR P2P communication is a nested protocol, which uses the steam API to send P2P packets.

The upper layer, a raw P2P packet, encapsulates the entire P2P system.
It&#039;s 1st byte is the the following enum:


enum EPacketType : uint8_t {
    ePacketType_GameData = 0,
    ePacketType_P2PProtocol = 1,
    ePacketType_Voice = 2,
    ePacketType_P2PInit = 3, //Essentially just an unencrypted P2P protocol packet

    ePacketDataType = 7,

    //Test
    ePacketType_UDP = 1 &lt;&lt; 3,
  …</description>
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        <dc:date>2025-04-05T04:28:44+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>DSR Server Communication</title>
        <link>http://soulsmodding.com/doku.php?id=topic:dsr_server_communication&amp;rev=1743827324&amp;do=diff</link>
        <description>DSR Server Communication

Authors: metal-crow

Function control-flow used for the server-client communications

Sending (last to first):

	*  SFSocketManager::Send
	*  SVFW::SFStreamManagerTCP::SendToServer
	*  SVFW::SFRPCManagerImpl::BuildClientTypeXRequestPacket</description>
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        <dc:date>2025-02-25T02:25:52+00:00</dc:date>
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        <title>DSR Steam Communication</title>
        <link>http://soulsmodding.com/doku.php?id=topic:dsr_steam_communication&amp;rev=1740450352&amp;do=diff</link>
        <description>DSR Steam Communication

This handles setting up/closing down connections, voice packets, other steam management stuff.

Reading &lt;https://partner.steamgames.com/doc/api&gt; may be helpful.

The two primary functions of interest are


void GetSteamData_Packet(DLNRD::SteamSessionLight *SteamSessionLight, DLNRD::SteamSessionMemberLight *SteamSessionMemberLight, uint param_3,uint8_t *data, uint data_len) @141088020</description>
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        <dc:date>2025-02-24T14:29:49+00:00</dc:date>
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        <title>Dantelion</title>
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        <description>Which game engines have been used by FromSoftware for what and when is an age-old question shrouded in mystery and misinformation. This page will attempt to clarify the matter, while still providing no information of any actual practical use whatsoever. The various engines From uses are described below, in vaguely decreasing order of relevance.</description>
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        <title>Havok Behavior Editing</title>
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        <description>Havok Behavior Editing

Introduction to Havok Behaviors

Havok behaviors are used in Dark Souls III, Bloodborne and Sekiro to control all character animations. The behavior system consists of two parts: hkx behavior files which store the character&#039;s behavior info and hks Havok script files which trigger the behaviors in the character&#039;s behavior files. I will be focusing on Dark Souls III behaviors, however Bloodborne uses the same version of Havok, and thus will likely be nearly, if not complete…</description>
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        <dc:date>2025-02-26T23:57:11+00:00</dc:date>
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        <title>Topics</title>
        <link>http://soulsmodding.com/doku.php?id=topic:main&amp;rev=1740614231&amp;do=diff</link>
        <description>Topics



This page lists articles on broader modding topics that aren&#039;t confined to one param or format.
 Topic  Description  DSR Network Protocol  Information about the DSR server netcode protocol  DSR Server Communication  Control flow details for the DSR server netcode protocol  DSR P2P Communication  Information about DSR P2P netcode protocol</description>
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        <dc:date>2025-02-25T02:31:37+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Map Modding</title>
        <link>http://soulsmodding.com/doku.php?id=topic:map_modding&amp;rev=1740450697&amp;do=diff</link>
        <description>Map Modding

All the Souls games split the game world into several distinct maps. Each map is identified by a 4 number identifier in the form of m_AA_BB_CC_DD. The AA digit identifies an “area”, and all maps under a particular area share texture/lightmap assets. The BB digit identifies a</description>
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        <dc:date>2025-02-25T02:33:03+00:00</dc:date>
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        <title>Sound Modding</title>
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        <description>Sound Modding

This page will have information about sound modding, but for now I just made it to have somewhere to write down the encryption keys.

FSB Encryption Keys
 Game  Key  Dark Souls 3  FDPrVuT4fAFvdHJYAgyMzRF4EcBAnKg  Sekiro  G0KTrWjS9syqF7vVD6RaVXlFD91gMgkC</description>
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        <dc:date>2025-02-25T02:31:02+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>TaskMan</title>
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        <description>TaskMan

In DSR and other games, TaskMan is a global object that handles “tasks”. Every frame, it runs the tasks that have been queued, until they voluntarily mark themselves to end.

Each task is a class that has a series of “Steps”, which are like nodes in a state machine. Each step performs a set of actions, and is responsible for selecting which of it&#039;s own steps runs next. It can also queue other tasks.</description>
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