Case study
Lolo: reconstructing the OverField game server and protocol
Lolo implements portions of an OverField server for a client connected through a configured proxy. The bundled Iridium tool captures and decodes the game's TCP traffic, exposes live packets through a web view and JSON API, and saves per-session NDJSON for protocol analysis.
- Targets
- Game · Protocol
- Category
- Independent reconstruction cases
- Relationship
- Independent reconstruction project
- Sources reviewed
- Stars
- 18
- Last commit
- 2026-08-28
- Language
- JavaScript
- License (GitHub)
- Apache-2.0
GitHub data as of 2026-11-10
Requirements & limits
- Prerequisites: Running the server requires the OverField client, the project's data files and LoloResource files saved in a Resource directory, and client proxy configuration.
- Prerequisites: Iridium requires Npcap or a compatible capture driver and current protocol definitions.
- Limits: Combat, some chat functions and other listed features remain unfinished.
- License: Apache-2.0 License.
Cite
BibTeX
@misc{lolo-overfield-case,
title = {{Lolo: reconstructing the OverField game server and protocol}},
howpublished = {\url{https://github.com/BanterSR/Lolo}},
url = {https://github.com/BanterSR/Lolo},
urldate = {2026-11-06},
note = {Awesome REA entry: \url{https://awesomerea.org/resources/lolo-overfield-case/}}
}Plain text
Lolo: reconstructing the OverField game server and protocol. https://github.com/BanterSR/Lolo (accessed 2026-11-06). Awesome REA entry: https://awesomerea.org/resources/lolo-overfield-case/
Useful? Star Awesome REA on GitHub2.4k
About this entry
The description was reviewed against primary sources.
Primary sources
- tools/Iridium/README.md GitHub · BanterSR/Lolo · Revision 8b62191
- README.md GitHub · BanterSR/Lolo · Revision 8b62191
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