
A friend and I RE'd the KDDI Capcom games but ran into a hardware roadblock. Here's how 15+ games could come back online
- jrsdc
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POD 2
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Re: A friend and I RE'd the KDDI Capcom games but ran into a hardware roadblock. Here's how 15+ games could come back on
Would also like to add that structure of the NET file was figured out so no need for the painful Windows XP/TLS initial setup. At this point, it's just a matter of playing The Waiting Game™ while we figure out all the things that need to be figured out. I make no promises on ETAs.
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- Anarki
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Re: A friend and I RE'd the KDDI Capcom games but ran into a hardware roadblock. Here's how 15+ games could come back on
And we found the packets blocking Jojo's, SFIIX and SPFIIX.
- runkthepunk
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Re: A friend and I RE'd the KDDI Capcom games but ran into a hardware roadblock. Here's how 15+ games could come back on
Great work guys this is wonderful progress 

- spinksy
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Re: A friend and I RE'd the KDDI Capcom games but ran into a hardware roadblock. Here's how 15+ games could come back on
This is awesome stuff, the thought of Powerstone 2 among other fighting games being able to be played online is exciting stuff!!
Dreamcast, it's still thinking.
PSO v2 HuCAST lvl.46
name: Predator
PSO v2 HuCAST lvl.46
name: Predator
- dark
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Re: A friend and I RE'd the KDDI Capcom games but ran into a hardware roadblock. Here's how 15+ games could come back on
This is really exciting. Many of these capcom fighters and the like are the games that have stood the test of time and that people are most interested in playing on their dreamcasts these days.
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- Anarki
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Re: A friend and I RE'd the KDDI Capcom games but ran into a hardware roadblock. Here's how 15+ games could come back on
So while I wait for the modem side of things to be figured out, I've taken a look at Sakura Taisen, Datona USA, Propeller Area and Aero Dancer iFSD (love me some flight sims).
The cool thing is three of em use the BBA and can be tested easily on Flycast. I've noticed the authentication lib for Dricas is the same on all three and have basically mapped them out.
The issue (as has been said before) is Dricas uses SSL to encrypt the HTTP connection to the server. It looks like it sends a commodityId (game type?), username, and password. The server then returns either a success (unsure if that is just 200 OK) or a failure with a body containing the "rejectCause", "limitDate", and "illegalUser" params. The function itself (I labeled doDricas) seems to only return a 1 for success or an error code (negatives) which the game can handle as it pleases.
A lot of these games use a LobbyEngine NetSDK library which handle calling this function and handling the error. They also have some nice debug info. Sadly patching out the function like PSO does seems to just cause the connection to hang before it fails. My guess is the next step is to connect to a "Gate Server" that gives the list of lobby servers to the client. However no IP/Port is stored for this server and I am worried the Dricas success response is the ip to this server.
The doDricas Func:
https://cdn.discordapp.com/attachments/ ... nknown.png
https://cdn.discordapp.com/attachments/ ... nknown.png
The function calling it:
https://cdn.discordapp.com/attachments/ ... nknown.png
I need to get into contact with the PS2 DNAS guy and see how he generated new certs for the DNAS system. Maybe something like that can be done for the older Dreamcast lib. I do have the client cert that is pinned to the games however (unsure if differs between em, didn't diff).
https://cdn.discordapp.com/attachments/ ... 1/cert.bin
The cool thing is three of em use the BBA and can be tested easily on Flycast. I've noticed the authentication lib for Dricas is the same on all three and have basically mapped them out.
The issue (as has been said before) is Dricas uses SSL to encrypt the HTTP connection to the server. It looks like it sends a commodityId (game type?), username, and password. The server then returns either a success (unsure if that is just 200 OK) or a failure with a body containing the "rejectCause", "limitDate", and "illegalUser" params. The function itself (I labeled doDricas) seems to only return a 1 for success or an error code (negatives) which the game can handle as it pleases.
A lot of these games use a LobbyEngine NetSDK library which handle calling this function and handling the error. They also have some nice debug info. Sadly patching out the function like PSO does seems to just cause the connection to hang before it fails. My guess is the next step is to connect to a "Gate Server" that gives the list of lobby servers to the client. However no IP/Port is stored for this server and I am worried the Dricas success response is the ip to this server.
The doDricas Func:
https://cdn.discordapp.com/attachments/ ... nknown.png
https://cdn.discordapp.com/attachments/ ... nknown.png
The function calling it:
https://cdn.discordapp.com/attachments/ ... nknown.png
I need to get into contact with the PS2 DNAS guy and see how he generated new certs for the DNAS system. Maybe something like that can be done for the older Dreamcast lib. I do have the client cert that is pinned to the games however (unsure if differs between em, didn't diff).
https://cdn.discordapp.com/attachments/ ... 1/cert.bin
Last edited by ioncannon on Tue Sep 13, 2022 12:03 pm, edited 1 time in total.
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- Anarki
- Posts: 90
Re: A friend and I RE'd the KDDI Capcom games but ran into a hardware roadblock. Here's how 15+ games could come back on
The LobbyEngine is interesting in the fact it has 3-4 servers.
Auth Server (Dricas)
Gate Server
Lobby Server (multiple)
Game Server (optional)
Sakura differs from the LobbyEngine games but still has a Gate Server. But like I said, I can see where the Gate Server connection happens (and the dbg msg with the ip/port it will use) but have no clue where it gets this ip/port.
Auth Server (Dricas)
Gate Server
Lobby Server (multiple)
Game Server (optional)
Sakura differs from the LobbyEngine games but still has a Gate Server. But like I said, I can see where the Gate Server connection happens (and the dbg msg with the ip/port it will use) but have no clue where it gets this ip/port.
- Scrivani
- Metallic
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Re: A friend and I RE'd the KDDI Capcom games but ran into a hardware roadblock. Here's how 15+ games could come back on
Nice info,
Looks like a gateway must be created and hosted to support that conversation
Good job, enjoy the process , it is nice to troubleshot
Looks like a gateway must be created and hosted to support that conversation
Good job, enjoy the process , it is nice to troubleshot
Happy if may help:
- https://bit.ly/scrivanidc
- BBA Mode for DreamPi: https://bit.ly/3JEIuhs
- VPN Port Fowarding: https://bit.ly/3Bgw4bu
- DC Now Data Analysis: https://bit.ly/42coxXw
- DC KARA NOT DEAD AT ALL- VCD Method: https://bit.ly/3P6VePw
- Know part of BR Community: https://bit.ly/3iLXS12
- https://bit.ly/scrivanidc
- BBA Mode for DreamPi: https://bit.ly/3JEIuhs
- VPN Port Fowarding: https://bit.ly/3Bgw4bu
- DC Now Data Analysis: https://bit.ly/42coxXw
- DC KARA NOT DEAD AT ALL- VCD Method: https://bit.ly/3P6VePw
- Know part of BR Community: https://bit.ly/3iLXS12
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- Anarki
- Posts: 90
Re: A friend and I RE'd the KDDI Capcom games but ran into a hardware roadblock. Here's how 15+ games could come back on
Doh! "doDricas" should return 0, while setting the rejectCause also be set to 0 (if doDricas returns 0 or -1 it proceeds to check for any returned errors in the authObj struct). Hard coding a "return 1" to the error parser fixed it.
Ok I am seeing Flycast trying to open a connection to 203.179.41.170:9500! Weird; I wonder if this IP is hard coded?? 203.179.*.* is a Japanese IP so looks like we are getting somewhere.
Daytona also has a similar 203.179.*.* IP.
Ok I am seeing Flycast trying to open a connection to 203.179.41.170:9500! Weird; I wonder if this IP is hard coded?? 203.179.*.* is a Japanese IP so looks like we are getting somewhere.
Daytona also has a similar 203.179.*.* IP.
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