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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

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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/

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About this entry

The description was reviewed against primary sources.

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Primary sources

  1. tools/Iridium/README.md GitHub · BanterSR/Lolo · Revision 8b62191
  2. README.md GitHub · BanterSR/Lolo · Revision 8b62191

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