Hi my friends, I share with you Extreme Basketball / 劲爆篮球 Source Code, Client, VM.
I made a VM with the server for those who want to test.
Download Links + Tutorial
Spoiler:
Enjoy and Happy Christmas![]()
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Thank you for making your links on GDrive.
I've been wondering about this game, it appears quite often here but not enough to retain an actual server.
I am sorta interested, but I've never played this game before. I know for a fact that there's one English person who has experience for this game that would love to see a private server open up. We have room now so we can do it, but I would like to know if it's even plausible to do so.
That being said, make a developer discord and I'll hop in to help out, for anyone that's even interested.
Passionate x86 Reverse Engineer for Cute Anime MMO games only.
The only person in MMOExtra with a brain.
Current Projects : MabiPro, Awakened Dungeon Fighter,
Audition Galaxy (WIP), SW (WIP)
Is this any different from Complete Source Code of Extreme Basketball (Server + Client + DB + WEB + Re ?
I don't contact people randomly through discord or other means, if you want contact with me start with Ragezone Forum PM.
I had not seen that it had already been shared, sorry. Please, can you close this thread and erase it ?
"Don't forget to click on Like or Rep. buttons if you like my help"SHARE OR DIE !!!
No no all good. Was just curious if there was any difference between these two. Yours contains a VM the one I posted does not.
Is there anything else different? Maybe a more up to date version?
I don't contact people randomly through discord or other means, if you want contact with me start with Ragezone Forum PM.
Thanks for sharing, all code are successfully compiled under VS2015 with some code fixes.
Modification of vcruntime_exception.h is required for me to pass linking to std::exception::exception(char const * const&, int).
Test this file:
vcruntime_exception.h
Code:// // vcruntime_exception.h // // Copyright (c) Microsoft Corporation. All rights reserved. // // <exception> functionality that is implemented in the VCRuntime. // #pragma once #include <eh.h> #ifdef _M_CEE_PURE #include <vcruntime_new.h> #endif #pragma pack(push, _CRT_PACKING) #if !defined RC_INVOKED && _HAS_EXCEPTIONS _CRT_BEGIN_C_HEADER struct __std_exception_data { char const* _What; bool _DoFree; }; _VCRTIMP void __cdecl __std_exception_copy( _In_ __std_exception_data const* _From, _Out_ __std_exception_data* _To ); _VCRTIMP void __cdecl __std_exception_destroy( _Inout_ __std_exception_data* _Data ); _CRT_END_C_HEADER namespace std { class exception { public: exception() : _Data() { } explicit exception(char const* const _Message) : _Data() { __std_exception_data _InitData = { _Message, true }; __std_exception_copy(&_InitData, &_Data); } exception(char const* const _Message, int) : _Data() { _Data._What = _Message; } exception(exception const& _Other) : _Data() { __std_exception_copy(&_Other._Data, &_Data); } exception& operator=(exception const& _Other) { if (this == &_Other) { return *this; } __std_exception_destroy(&_Data); __std_exception_copy(&_Other._Data, &_Data); return *this; } virtual ~exception() throw() { __std_exception_destroy(&_Data); } virtual char const* what() const { return _Data._What ? _Data._What : "Unknown exception"; } private: __std_exception_data _Data; }; class bad_exception : public exception { public: bad_exception() throw() : exception("bad exception", 1) { } }; class bad_alloc : public exception { public: bad_alloc() throw() : exception("bad allocation", 1) { } private: friend class bad_array_new_length; bad_alloc(char const* const _Message) throw() : exception(_Message, 1) { } }; class bad_array_new_length : public bad_alloc { public: bad_array_new_length() throw() : bad_alloc("bad array new length") { } }; } // namespace std #endif // !RC_INVOKED && _HAS_EXCEPTIONS #pragma pack(pop) /* * Copyright (c) 1992-2012 by P.J. Plauger. ALL RIGHTS RESERVED. * Consult your license regarding permissions and restrictions. V6.00:0009 */
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מיין סקיפּע: iury_mds
In my case I edited
toexception(char const* const _Message, int)
then everything goes fine.exception(char const* const& _Message, int)
how pvp? have error from 1 vs 1
check gamessrver\GSConfig.xml
how modify FCMServer? thanks.
<!--
Street Dunk GameServer
Settings for Game ServerApp
LocalService default false
PublicUDPIP = 穿透服务器的公网地址
UDPPort = 穿透服务器的公网端口
PrivateTCPIP = 穿透服务器的私有地址
TCPPort = 穿透服务器的私网端口
当 LocalService = 1 ,GAMESERVER需要与 IP=PrivateTCPIP PORT=TCPPort 的穿透服务器进行连接
-->
<GameServer>
<ServerInfo id="10801" user_limit="50" channel_type='1' channel_name='BIG' LLLowest = '0' LLHighest='100' use_mlb = "0" ExpBase = "2" RandomRange_1 = "5" RandomRange_2 = "90" UseFCM = "1" FCMServerUrl="fcm.9you.com" FCMServiceName="fcmServlet" />
It is very bad practice to alter core files such as the vc runtime headers in such a manner.
If you do decide to alter such a file, add a conditional MACRO such as the below:
And then use the preprocessor directive in the project. :Code:#ifdef _EXTREME_BASKETBALL_FIX_ exception(char const* const& _Message, int) #else exception(char const* const _Message, int) #endif // _EXTREME_BASKETBALL_FIX_
Also, It is a good idea to use a comment noting the change made for the "fix" such as:Code:#define _EXTREME_BASKETBALL_FIX_
The above commenting should be done, also, in the vcruntime_exception.h file.Code:// vcruntime_exception.h at location [whatever_the_location_is] // has been modified for this fix with the following: // #ifdef _EXTREME_BASKETBALL_FIX_ // exception(char const* const& _Message, int) // #else // exception(char const* const _Message, int) // #endif // _EXTREME_BASKETBALL_FIX_ #define _EXTREME_BASKETBALL_FIX_
This way, you know why a file was changed and where it is located so it can be undone once a proper fix is found.
You can fix anything with a hammer...
If it isn't broken, fix it until it is...