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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Artemis Protocols</title>
<link rel="stylesheet" href="https://maxcdn.bootstrapcdn.com/bootstrap/3.3.4/css/bootstrap.min.css">
<link rel="stylesheet" href="https://maxcdn.bootstrapcdn.com/bootstrap/3.3.4/css/bootstrap-theme.min.css">
<link rel="stylesheet" href="style.css">
<script src="https://code.jquery.com/jquery-2.1.4.min.js"></script>
<script src="https://maxcdn.bootstrapcdn.com/bootstrap/3.3.4/js/bootstrap.min.js"></script>
<script src="script.js"></script>
</head>
<body class="container">
<div class="row">
<nav class="navsidebar col-xs-3">
<ul id="sidebar" class="nav nav-stacked"></ul>
</nav>
<div class="col-xs-9" id="content">
<h1>Artemis Protocols</h1>
<section id="intro">
<h2>Introduction</h2>
<p>
This is unoffical documentation of the network and file protocols used by
<a href="http://www.artemis.eochu.com/" target="_blank"><cite>Artemis Spaceship Bridge Simulator</cite></a>.
No official documentation exists, so the information in this document has been obtained
through community reverse-engineering efforts. There will be parts of the protocols that
are not completely documented because their purpose has not been determined, and some
parts may not be accurate. Contributions to this documentation are welcome.
</p>
</section>
<section id="data-types">
<h2>Data Types</h2>
<p>
The Artemis protocols use the following data types:
</p>
<ul>
<li>byte</li>
<li>short (2 bytes)</li>
<li>int (4 bytes)</li>
<li>float (4 bytes)</li>
<li>bit field (variable length)</li>
<li>boolean (variable length)</li>
<li>string (variable length)</li>
</ul>
<p>
These types can be combined in <em>structs</em> or <em>arrays</em>.
</p>
<section id="endianness">
<h3>Endianness</h3>
<p>
All multi-byte data types are represented in
<a href="https://en.wikipedia.org/wiki/Endianness" target="_blank">little-endian</a>
order (least-significant byte first). Numeric literals in this documentation, in order
to follow the existing convention for many programming languages, are prefixed with
<code>0x</code> and are written in big-endian order. For example, the four bytes that
begin every Artemis packet are <code>ef be ad de</code>; represented as an int, this
is <code>0xdeadbeef</code>.
</p>
</section>
<section id="numeric-format">
<h3>Numeric Format</h3>
<p>
Integral types (byte, short, int) use
<a href="https://en.wikipedia.org/wiki/Two%27s_complement" target="_blank">two's complement</a>
representation in binary. Floats use
<a href="https://en.wikipedia.org/wiki/IEEE_floating_point" target="_blank">IEEE 754 binary32 format</a>.
</p>
</section>
<section id="bit-field-format">
<h3>Bit Field Format</h3>
<p>
A bit field is one or more bytes that encodes a series of on/off switches. Each bit
in the binary representation of each byte in the field represents a single switch.
In this documentation, an individual bit in a bit field is represented with the
notation “bit <em>{byte}</em>.<em>{bit}</em>”, where the <em>byte</em>
and <em>bit</em> values are one-based, and the bits are counted in little-endian
order (least-significant bits first).
</p>
<p>
The objects in an <a href="#objectupdatepacket">ObjectUpdatePacket</a> use bit fields
declare which properties are defined in the object's struct. Each bit represents a
property, with <code>1</code> indicating that the property is defined, and
<code>0</code> meaning it is undefined. When sending updates to clients, the Artemis
server typically omits properties which are unchanged since the last update; these
properties will be undefined when the updated struct is transmitted. Artemis bit
fields do not completely utilize the final byte; if the number of bits needed is
divisble by 8, an extra byte will be allocated. So a seven-bit field will be one byte
wide, but an eight-bit field will be two bytes wide, with the second byte always
<code>0x00</code>.
</p>
<h4>Example</h4>
<p>
The table below shows a bit field value of <code>0x93</code> represented in
little-endian binary, with the bits labelled:
</p>
<table>
<thead>
<tr>
<th>1.1</th>
<th>1.2</th>
<th>1.3</th>
<th>1.4</th>
<th>1.5</th>
<th>1.6</th>
<th>1.7</th>
<th>1.8</th>
</tr>
</thead>
<tbody>
<tr>
<td>1</td>
<td>1</td>
<td>0</td>
<td>0</td>
<td>1</td>
<td>0</td>
<td>0</td>
<td>1</td>
</tr>
</tbody>
</table>
</section>
<section id="boolean-format">
<h3>Boolean Format</h3>
<p>
Boolean values are simply expressed as an integer value 0 (<code>false</code>) or 1
(<code>true</code>). (When coercing an integer to a boolean, any non-zero value is
interpreted as <code>true</code>.) Although a byte is sufficient for this purpose, in
practice this value may be transmitted as a byte, short or int. In this
documentation, a field is considered to be a boolean if all the following conditions
are met:
</p>
<ol>
<li>There are only two possible logical values.</li>
<li>The values are exact opposites (true/false, on/off, etc.).</li>
<li>Those values are represented numerically as zero and non-zero.</li>
<li>It does not seem that other values could be added in the future. (If other values
are deemed possible, the field's value is documented as an
<a href="#enums">enumeration</a> instead.)</li>
</ol>
</section>
<section id="string-format">
<h3>String Format</h3>
<p>
Strings are represented by an int giving the length of the string in characters,
followed by the string itself encoded in
<a href="https://en.wikipedia.org/wiki/UTF-16" target="_blank">UTF-16LE</a>.
Because UTF-16 encodes each character in two bytes, the number of bytes to read after
the length value is the number of characters times two. Strings are null-terminated
(<code>0x0000</code>), and the length value includes the null. Under normal
circumstances, the null character would be the last two bytes read for the string; if
the null character occurs earlier, the remaining bytes are meaningless and should be
discarded. Zero-length strings are not allowed. For brevity's sake, all values denoted
as strings in this documentation are presumed to follow this format, and the string
length value will not be documented separately.
</p>
<h4>Example</h4>
<p>
To interpret the byte sequence <code>04 00 00 00 48 00 69 00 21 00 00 00</code> as a
string, you would first read an int (4 bytes) to learn the string's length:
<code>04 00 00 00</code>, which is four characters. In UTF-16, this is eight bytes, so
you'd then read eight bytes from the stream: <code>48 00 69 00 21 00 00 00</code>.
Decoded, this is <code>H</code>, <code>i</code>, <code>!</code> and <code>null</code>,
which terminates the string. Thus, the byte sequence represents the string "Hi!"
</p>
</section>
<section id="array-format">
<h3>Array Format</h3>
<p>
Arrays consist of an ordered list of values. These values can be primitive types,
strings, structs or other arrays. There are two basic kinds of arrays: delimited and
undelimited. Delimited arrays are typically used in circumstances where the exact
number of elements in the array is not known in advance. Elements are transmitted one
after the other until a particular byte is encountered instead of more data. With
undelimited arrays, either the exact size or exact number of elements is known, so no
delimiter is needed. Instead, parsing continues until the desired number of elements
is read, or all the bytes that make up the array are consumed.
</p>
</section>
<section id="structs">
<h3>Structs</h3>
<p>
Structs are complex types composed of primitive types, strings, arrays or other
structs. These properties are always specified in a particular defined order, so that
it is unneccessary to declare each property's name when reading or writing a struct.
There are two type of structs: static structs and bit field structs. A static struct
always transmits all of its properties. A bit field struct has a bit field as its
first property. Each bit in the field corresponds to one of the remaining properties
in the struct. If a bit is <code>1</code>, that property is defined; if it's
<code>0</code>, it is undefined and is omitted from the struct. When the Artemis
server sends game object updates, it will typically use bit field structs to only send
properties which have changed and leave the rest undefined; this reduces the payload
size for update packets.
</p>
</section>
<section id="coordinates">
<h3>Coordinates</h3>
<p>
Coordinates are expressed in three-dimensional Cartesian space as three float values
(X, Y, Z). The simulation space is defined as a rectangular cuboid. The X- and
Z-dimensions range from 0 to 100000, while the Y-dimension ranges from -100000 to
100000. In the standard siege game mode, the ship starts at (50000,0,50000). Another
way of thinking of it is that the space is two cubes of size 100000 stacked on top of
one another, with the ship starting out resting at the center of the plane that divides
them.
</p>
<p>
From the point of view of the ship when oriented at a bearing of 0°, the X-axis
increases toward starboard ("right"), the Y-axis increases toward the ventral side of
the ship ("down"), and the Z-axis increases toward aft ("back", or toward the viewer).
In the top-down view (as seen on most consoles), the X-axis increases toward the right
(90° or "east"), the Y-axis increases "into" the screen (away from the viewer), and
the Z-axis increase toward the bottom (180° or "south").
</p>
</section>
</section>
<section id="enums">
<h2>Enumerations</h2>
<p>
When <em>Artemis</em> needs to refer to an item from a static list (enumeration), it
will use a predefined numeric value to represent it. This section documents these
enumerations.
</p>
<section id="enum-alert-status">
<h3>Alert Status</h3>
<table>
<tbody>
<tr>
<td><code>0x00</code></td>
<td>normal</td>
</tr>
<tr>
<td><code>0x01</code></td>
<td>red alert</td>
</tr>
</tbody>
</table>
</section>
<section id="enum-anomaly-type">
<h3>Anomaly Type</h3>
<p>
New as of v2.1.5.
</p>
<table>
<tbody>
<tr>
<td><code>0x00</code></td>
<td>HiDens Power Cell</td>
<td></td>
</tr>
<tr>
<td><code>0x01</code></td>
<td>Vigoranium Nodule</td>
<td></td>
</tr>
<tr>
<td><code>0x02</code></td>
<td>Cetrocite Crystal</td>
<td></td>
</tr>
<tr>
<td><code>0x03</code></td>
<td>Lateral Array</td>
<td></td>
</tr>
<tr>
<td><code>0x04</code></td>
<td>Tauron Focusers</td>
<td></td>
</tr>
<tr>
<td><code>0x05</code></td>
<td>Infusion P-Coils</td>
<td></td>
</tr>
<tr>
<td><code>0x06</code></td>
<td>Carapaction Coils</td>
<td></td>
</tr>
<tr>
<td><code>0x07</code></td>
<td>Secret code case</td>
<td></td>
</tr>
<tr>
<td><code>0x08</code></td>
<td>Beacon</td>
<td>New as of v2.6.204</td>
</tr>
<tr>
<td><code>0x09</code></td>
<td>Space junk</td>
<td>New as of v2.6.204</td>
</tr>
</tbody>
</table>
</section>
<section id="enum-audio-command">
<h3>Audio Command</h3>
<table>
<tbody>
<tr>
<td><code>0x00</code></td>
<td>play</td>
</tr>
<tr>
<td><code>0x01</code></td>
<td>dismiss</td>
</tr>
</tbody>
</table>
</section>
<section id="enum-audio-mode">
<h3>Audio Mode</h3>
<table>
<tbody>
<tr>
<td><code>0x00</code></td>
<td><em>unused</em></td>
</tr>
<tr>
<td><code>0x01</code></td>
<td>playing</td>
</tr>
<tr>
<td><code>0x02</code></td>
<td>incoming</td>
</tr>
</tbody>
</table>
</section>
<section id="enum-beacon-mode">
<h3>Beacon Mode</h3>
<table>
<tbody>
<tr>
<td><code>0x00</code></td>
<td>attract</td>
</tr>
<tr>
<td><code>0x01</code></td>
<td>repel</td>
</tr>
</tbody>
</table>
</section>
<section id="enum-beam-frequency">
<h3>Beam Frequency</h3>
<table>
<tbody>
<tr>
<td><code>0x00</code></td>
<td>A</td>
</tr>
<tr>
<td><code>0x01</code></td>
<td>B</td>
</tr>
<tr>
<td><code>0x02</code></td>
<td>C</td>
</tr>
<tr>
<td><code>0x03</code></td>
<td>D</td>
</tr>
<tr>
<td><code>0x04</code></td>
<td>E</td>
</tr>
</tbody>
</table>
</section>
<section id="enum-comm-filter">
<h3>COMM Filter</h3>
<p>
Note: COMM filter values can be ORed together. Thus,
<code>0x54</code> means that the message is a status update from a
friendly space station.
</p>
<table>
<tbody>
<tr>
<th><code>0x01</code></th>
<td>alert</td>
</tr>
<tr>
<th><code>0x02</code></th>
<td>side</td>
</tr>
<tr>
<th><code>0x04</code></th>
<td>status</td>
</tr>
<tr>
<th><code>0x08</code></th>
<td>player</td>
</tr>
<tr>
<th><code>0x10</code></th>
<td>station (base)</td>
</tr>
<tr>
<th><code>0x20</code></th>
<td>enemy</td>
</tr>
<tr>
<th><code>0x40</code></th>
<td>friend</td>
</tr>
</tbody>
</table>
</section>
<section id="enum-comm-message">
<h3>COMM Message</h3>
<p>
To players:
</p>
<table>
<tbody>
<tr>
<td><code>0x00</code></td>
<td>Yes.</td>
</tr>
<tr>
<td><code>0x01</code></td>
<td>No.</td>
</tr>
<tr>
<td><code>0x02</code></td>
<td>Help!</td>
</tr>
<tr>
<td><code>0x03</code></td>
<td>Greetings.</td>
</tr>
<tr>
<td><code>0x04</code></td>
<td>Die!</td>
</tr>
<tr>
<td><code>0x05</code></td>
<td>We're leaving the sector. Bye.</td>
</tr>
<tr>
<td><code>0x06</code></td>
<td>Ready to go.</td>
</tr>
<tr>
<td><code>0x07</code></td>
<td>Please follow us.</td>
</tr>
<tr>
<td><code>0x08</code></td>
<td>We'll follow you.</td>
</tr>
<tr>
<td><code>0x09</code></td>
<td>We're badly damaged.</td>
</tr>
<tr>
<td><code>0x0a</code></td>
<td>We're headed back to the station.</td>
</tr>
<tr>
<td><code>0x0b</code></td>
<td>Sorry, please disregard.</td>
</tr>
</tbody>
</table>
<p>
To enemy ships:
</p>
<table>
<tbody>
<tr>
<td><code>0x00</code></td>
<td>Will you surrender?</td>
</tr>
<tr>
<td><code>0x01</code></td>
<td>Taunt #1 (varies by race)</td>
</tr>
<tr>
<td><code>0x02</code></td>
<td>Taunt #2 (varies by race)</td>
</tr>
<tr>
<td><code>0x03</code></td>
<td>Taunt #3 (varies by race)</td>
</tr>
</tbody>
</table>
<p>
To stations:
</p>
<table>
<tbody>
<tr>
<td><code>0x00</code></td>
<td>
<em>(friendly)</em> Stand by for docking.<br />
<em>(enemy)</em> Cease operation.
</td>
</tr>
<tr>
<td><code>0x01</code></td>
<td>Please report status.</td>
</tr>
<tr>
<td><code>0x02</code></td>
<td>Build homing missiles</td>
</tr>
<tr>
<td><code>0x03</code></td>
<td>Build nukes</td>
</tr>
<tr>
<td><code>0x04</code></td>
<td>Build mines</td>
</tr>
<tr>
<td><code>0x05</code></td>
<td>Build EMPs</td>
</tr>
<tr>
<td><code>0x06</code></td>
<td>Build PShocks</td>
</tr>
<tr>
<td><code>0x07</code></td>
<td>Build beacons <em>(since v2.6.3)</em></td>
</tr>
<tr>
<td><code>0x08</code></td>
<td>Build probes <em>(since v2.6.3)</em></td>
</tr>
<tr>
<td><code>0x09</code></td>
<td>Build tags <em>(since v2.6.3)</em></td>
</tr>
</tbody>
</table>
<p>
To other ships:
</p>
<table>
<tbody>
<tr>
<td><code>0x00</code></td>
<td>Report status</td>
</tr>
<tr>
<td><code>0x01</code></td>
<td>Turn to heading 0</td>
</tr>
<tr>
<td><code>0x02</code></td>
<td>Turn to heading 90</td>
</tr>
<tr>
<td><code>0x03</code></td>
<td>Turn to heading 180</td>
</tr>
<tr>
<td><code>0x04</code></td>
<td>Turn to heading 270</td>
</tr>
<tr>
<td><code>0x05</code></td>
<td>Turn 10 degrees to port</td>
</tr>
<tr>
<td><code>0x06</code></td>
<td>Turn 10 degrees to starboard</td>
</tr>
<tr>
<td><code>0x07</code></td>
<td>Attack nearest enemy</td>
</tr>
<tr>
<td><code>0x08</code></td>
<td>Proceed to your destination</td>
</tr>
<tr>
<td><code>0x09</code></td>
<td>Go defend [target]</td>
</tr>
<tr>
<td><code>0x0a</code></td>
<td><em>unused</em></td>
</tr>
<tr>
<td><code>0x0b</code></td>
<td><em>unused</em></td>
</tr>
<tr>
<td><code>0x0c</code></td>
<td><em>unused</em></td>
</tr>
<tr>
<td><code>0x0d</code></td>
<td><em>unused</em></td>
</tr>
<tr>
<td><code>0x0e</code></td>
<td><em>unused</em></td>
</tr>
<tr>
<td><code>0x0f</code></td>
<td>Turn 25 degrees to port</td>
</tr>
<tr>
<td><code>0x10</code></td>
<td>Turn 25 degrees to starboard</td>
</tr>
</tbody>
</table>
</section>
<section id="enum-comm-target-type">
<h3>COMM Target Type</h3>
<table>
<tbody>
<tr>
<td><code>0x00</code></td>
<td>player</td>
</tr>
<tr>
<td><code>0x01</code></td>
<td>enemy ship</td>
</tr>
<tr>
<td><code>0x02</code></td>
<td>station</td>
</tr>
<tr>
<td><code>0x03</code></td>
<td>other</td>
</tr>
</tbody>
</table>
</section>
<section id="enum-connection-type">
<h3>Connection Type</h3>
<table>
<tbody>
<tr>
<td><code>0x00</code></td>
<td><em>unused</em></td>
</tr>
<tr>
<td><code>0x01</code></td>
<td>server</td>
</tr>
<tr>
<td><code>0x02</code></td>
<td>client</td>
</tr>
</tbody>
</table>
</section>
<section id="enum-console-status">
<h3>Console Status</h3>
<table>
<tbody>
<tr>
<td><code>0x00</code></td>
<td>available</td>
</tr>
<tr>
<td><code>0x01</code></td>
<td>yours</td>
</tr>
<tr>
<td><code>0x02</code></td>
<td>unavailable</td>
</tr>
</tbody>
</table>
</section>
<section id="enum-console-type">
<h3>Console Type</h3>
<table>
<thead>
<tr>
<th></th>
<th>< v2.1</th>
<th>≥ v2.1, < v2.3</th>
<th>≥ v2.3</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>0x00</code></td>
<td>main screen</td>
<td>main screen</td>
<td>main screen</td>
</tr>
<tr>
<td><code>0x01</code></td>
<td>helm</td>
<td>helm</td>
<td>helm</td>
</tr>
<tr>
<td><code>0x02</code></td>
<td>weapons</td>
<td>weapons</td>
<td>weapons</td>
</tr>
<tr>
<td><code>0x03</code></td>
<td>engineering</td>
<td>engineering</td>
<td>engineering</td>
</tr>
<tr>
<td><code>0x04</code></td>
<td>science</td>
<td>science</td>
<td>science</td>
</tr>
<tr>
<td><code>0x05</code></td>
<td>communications</td>
<td>communications</td>
<td>communications</td>
</tr>
<tr>
<td><code>0x06</code></td>
<td>observer</td>
<td>data</td>
<td>single-seat craft</td>
</tr>
<tr>
<td><code>0x07</code></td>
<td>captain's map</td>
<td>observer</td>
<td>data</td>
</tr>
<tr>
<td><code>0x08</code></td>
<td>game master</td>
<td>captain's map</td>
<td>observer</td>
</tr>
<tr>
<td><code>0x09</code></td>
<td><em>unused</em></td>
<td>game master</td>
<td>captain's map</td>
</tr>
<tr>
<td><code>0x0a</code></td>
<td><em>unused</em></td>
<td><em>unused</em></td>
<td>game master</td>
</tr>
</tbody>
</table>
</section>
<section id="enum-creature-type">
<h3>Creature Type</h3>
<p>
New as of v2.1.5. Note that before v2.7.0, the typhon didn't have
an official name, and would just show as "ZZ" even when scanned.
</p>
<table>
<thead>
<tr>
<th></th>
<th><v2.7.0</th>
<th>≥v2.7.0</th>
<th>Note</th>
</thead>
<tbody>
<tr>
<td><code>0x00</code></td>
<td>typhon</td>
<td>typhon</td>
<td>a.k.a. classic space monster or crystalline entity</td>
</tr>
<tr>
<td><code>0x01</code></td>
<td>whale</td>
<td>whale</td>
<td></td>
</tr>
<tr>
<td><code>0x02</code></td>
<td>shark</td>
<td>shark</td>
<td></td>
</tr>
<tr>
<td><code>0x03</code></td>
<td>dragon</td>
<td>dragon</td>
<td></td>
</tr>
<tr>
<td><code>0x04</code></td>
<td>piranha</td>
<td>piranha</td>
<td></td>
</tr>
<tr>
<td><code>0x05</code></td>
<td>charybdis</td>
<td>charybdis</td>
<td></td>
</tr>
<tr>
<td><code>0x06</code></td>
<td>insect</td>
<td>insect</td>
<td></td>
</tr>
<tr>
<td><code>0x07</code></td>
<td>wreck</td>
<td>jelly</td>
<td></td>
</tr>
<tr>
<td><code>0x08</code></td>
<td><em>unused</em></td>
<td>wreck</td>
<td>can't be beaconed</td>
</tr>
</tbody>
</table>
</section>
<section id="enum-drive-type">
<h3>Drive Type</h3>
<table>
<tbody>
<tr>
<td><code>0x00</code></td>
<td>warp</td>
</tr>
<tr>
<td><code>0x01</code></td>
<td>jump</td>
</tr>
</tbody>
</table>
</section>
<section id="enum-intel-type">
<h3>Intel Type</h3>
<table>
<tbody>
<tr>
<td><code>0x00</code></td>
<td>race</td>
</tr>
<tr>
<td><code>0x01</code></td>
<td>class</td>
</tr>
<tr>
<td><code>0x02</code></td>
<td>level 1 scan description</td>
</tr>
<tr>
<td><code>0x03</code></td>
<td>level 2 scan description</td>
</tr>
</tbody>
</table>
</section>
<section id="enum-game-type">
<h3>Game Type</h3>
<table>
<thead>
<tr>
<th></th>
<th>< v2.1</th>
<th>≥ v2.1, < v2.5.1</th>
<th>≥ v2.5.1</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>0x00</code></td>
<td>siege</td>
<td>siege</td>
<td>siege</td>
</tr>
<tr>
<td><code>0x01</code></td>
<td>single front</td>
<td>single front</td>
<td>single front</td>
</tr>
<tr>
<td><code>0x02</code></td>
<td>double front</td>
<td>double front</td>
<td>double front</td>
</tr>
<tr>
<td><code>0x03</code></td>
<td><em>unused</em></td>
<td>deep strike</td>
<td>deep strike</td>
</tr>
<tr>
<td><code>0x04</code></td>
<td><em>unused</em></td>
<td>peacetime</td>
<td>peacetime</td>
</tr>
<tr>
<td><code>0x05</code></td>
<td><em>unused</em></td>
<td>border war</td>
<td>border war</td>
</tr>
<tr>
<td><code>0x06</code></td>
<td><em>unused</em></td>
<td><em>unused</em></td>
<td>infestation</td>
</tr>
</tbody>
</table>
</section>
<section id="enum-main-screen-view">
<h3>Main Screen View</h3>
<table>
<tbody>
<tr>
<td><code>0x00</code></td>
<td>forward</td>
</tr>
<tr>
<td><code>0x01</code></td>
<td>port</td>
</tr>
<tr>
<td><code>0x02</code></td>
<td>starboard</td>
</tr>
<tr>
<td><code>0x03</code></td>
<td>aft</td>
</tr>
<tr>
<td><code>0x04</code></td>
<td>tactical</td>
</tr>
<tr>
<td><code>0x05</code></td>
<td>long range</td>
</tr>
<tr>
<td><code>0x06</code></td>
<td>status</td>
</tr>
</tbody>
</table>
</section>
<section id="enum-object-type">
<h3>Object Type</h3>
<table>
<thead>
<tr>
<th></th>
<th>< v2.1.5</th>
<th>≥ v2.1.5</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>0x00</code></td>
<td><em>end of ObjectUpdatePacket</em></td>
<td><em>end of ObjectUpdatePacket</em></td>
</tr>
<tr>
<td><code>0x01</code></td>
<td>player ship</td>
<td>player ship</td>
</tr>
<tr>
<td><code>0x02</code></td>
<td>weapons console</td>
<td>weapons console</td>
</tr>
<tr>
<td><code>0x03</code></td>
<td>engineering console</td>
<td>engineering console</td>
</tr>
<tr>
<td><code>0x04</code></td>
<td>NPC ship (enemy or civilian)</td>