PS2 SWBF1.1 Server Update

Started by Dark_Phantom, October 01, 2026, 04:54:44 AM

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The BOBclan:  A Rich History


Quote from: Unit 33 on November 29, 2014, 03:44:44 AM'Please, tell me more about the logistics of the design of laser swords being wielded by space wizards' - Some guy on the internet.

This is for server hosts who intend on using SWBF1 PS2 1.1 online.  The original has some issues which this update fixes to work with the current iteration of the 1.1 server that is active on SWBFSpy.

https://www.swbfgamers.com/index.php?action=downloads;sa=view;down=689 --> This is the original server, which you will need before replacing the EXE.

For those of you who wish to play online using this patch (PS2 ONLY):
1.) Go to Multiplayer
2.) Select SG-17's DNS server (or another DNS server which has pointed correctly at SWBFSpy's patch directory).
3.) You should be prompted with a patch notification.  Download it.  I have updated the date so those that were testing can grab a fresh version and should not need to remove the old one.
4.) After it has completed, reset your game.
5.) Go back into Multiplayer.  Some new things you will see (new server list, updated optimatch, and planet name on the load screens.

You may be asking, "Why did we do this?"

This patch is much more stable online.  I'm hoping it practically eliminates the bug where people get locked out on map switches, as it doesn't go back to the server list at all unless you exit.  On a small scale, the netcode has seemed a lot more stable.  On the server side, the server is much more configurable for server hosts like SG-17 and SWBFgamers.  I'm able to do per-map reinforcement counts like on PC, and also the boot/ban mechanics actually work.  Spawn Invincibility is also a thing for PS2 now.

How did this happen?

SG-17 was able to provide a dump of the SWBF1 patch from their PS2.  However, it's not usable as is - I ripped out the rest of the screen updates pretty quickly but the ELF (the executable file) is already in use and base values mutated.  The patch itself was not able to be pulled without a dump - it's doubly encrypted from Sony and one of the layers is a signature layer by the receiving PS2.  I tried to fix it myself by hand but didn't get very far, and ended up using AI which analyzed this and compared it to my limited Ghidra disassembly of SWBF1.  Most of the changes it made were small but there were quite a few of them to get back to a launchable ELF file.  There was a ton of iterating but the only difference visibly I noted is there seems to be a small hitch on the load screen that doesn't affect functionality.
The BOBclan:  A Rich History


Quote from: Unit 33 on November 29, 2014, 03:44:44 AM'Please, tell me more about the logistics of the design of laser swords being wielded by space wizards' - Some guy on the internet.