Lazer Tag Team Ops (LTTO) - Data Protocol

 

 

This page provides details on the signal format used in Hasbro's Lazer Tag Team Ops (LTTO) toys.  This information was derived primarily through the reverse-engineering efforts of Aaron Nabil.  


Carrier Frequency - The LTTO's IR carrier frequency is 38KHz, whereas the MilesTag carrier is 40KHz.  The MilesTag system can generate a 38KHz carrier when it is in LTTO mode.  Though I did not have to change out the 40KHz TSOP receivers on the MilesTag systems since the 38KHz signals are close enough that everything works perfectly as it is.  (It will work the other way around too; you can use the 38KHz TSOPs in MilesTag mode.)

Signal Format - The shot signal transmitted by the LTTO system consists of a "preamble" followed by a series of "data bits".  So far, all of the "shot" signals I have tested use the same preamble; 3mS Carrier On / 6mS Carrier Off / 3mS carrier On (3/6/3).  Each of the shot signals also contain 7 data bits which are used a little differently depending on the type of game. 

MegaTags - The MegaTag bits are basically the LTTO's version of Hit Points.  Some LTTO devices can transmit tags with values between 1 and 4 tags, where the "normal" shot is 1 tag.  For MilesTag systems that are set to 100 Health Points, the LTTO tags should be probably be scaled so that each tag is worth 10 Hit Points.  


LTAG Game - This is the LTTO's non-hosted, basic Laser Tag mode.  In this mode there are no teams or individual player IDs and no scoring.  The first five bits must always be "0".  The last two bits are the MegaTag value (mm).

Preamble Data Bits  
3/6/3 00000mm  

 

mm = 00    Normal shot (=1 tags)

mm = 01    1x MegaTag  (=2 tags)

mm = 10    2x MegaTag  (=3 tags)

mm = 11    3x MegaTag  (=4 tags)


Team Games - In team-based games, the first two bits are the TeamID (tt), the next three bits are the PlayerID (ppp) and the last two bits are the MegaTag value (mm).  This allows up to 8 players per team.

Preamble Data Bits  
3/6/3 ttpppmm  

 

tt = 00    Invalid for all hosted games

tt = 01    Team 1

tt = 10    Team 2

tt = 11    Team 3

 

ppp = 000  Player 1

ppp = 001  Player 2

ppp = 010  Player 3

ppp = 011  Player 4

ppp = 100  Player 5

ppp = 101  Player 6

ppp = 110  Player 7

ppp = 111  Player 8

 

mm = 00    Normal shot (=1 tags)

mm = 01    1x MegaTag  (=2 tags)

mm = 10    2x MegaTag  (=3 tags)

mm = 11    3x MegaTag  (=4 tags)


Custom Games - The custom mode allows up to 24 individual players by combining the TeamID bits and the PlayerID bits.

Preamble Data Bits  
3/6/3 ttpppmm  

 

ttppp = 01000  Player 1

ttppp = 01001  Player 2

ttppp = 01010  Player 3

ttppp = 01011  Player 4

ttppp = 01100  Player 5

ttppp = 01101  Player 6

ttppp = 01110  Player 7

ttppp = 01111  Player 8

 

ttppp = 10000  Player 9

ttppp = 10001  Player 10

ttppp = 10010  Player 11

ttppp = 10011  Player 12

ttppp = 10100  Player 13

ttppp = 10101  Player 14

ttppp = 10110  Player 15

ttppp = 10111  Player 16

 

ttppp = 11000  Player 17

ttppp = 11001  Player 18

ttppp = 11010  Player 19

ttppp = 11011  Player 20

ttppp = 11100  Player 21

ttppp = 11101  Player 22

ttppp = 11110  Player 23

ttppp = 11111  Player 24

 

mm = 00    Normal shot (=1 tags)

mm = 01    1x MegaTag  (=2 tags)

mm = 10    2x MegaTag  (=3 tags)

mm = 11    3x MegaTag  (=4 tags)