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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

Posted: Tue May 31, 2022 1:59 pm
by Holsten
no idea what you guys are talking about but nice work.

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

Posted: Tue May 31, 2022 4:24 pm
by SEGA RPG FAN
The way I solved the ring problem on the Netlink games was to modify them by changing the modem init string for the waiting side. It dials out and establishes a connection to the tunneler when it inits the modem. This is mostly an automated process so the game is unaware. The game monitors the modem responses and waits for RING\r\n, followed by CONNECT\r\n. Since the modem is already connected, the tunnel just sends those over the line.

You might have to do something similar if a hardware approach doesn't work. The downside is you break compatibility with stock games.

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

Posted: Tue May 31, 2022 4:56 pm
by pcwzrd13
SEGA RPG FAN wrote: You might have to do something similar of a hardware approach doesn't work. The downside is you break compatibility with stock games.
To me, if possible, patching the games would be the better solution. Burning a CD-R or copying a patched game image to an ODE beats having to buy new hardware. It may even be possible to make a patcher disc for original games similar to the Sylverant PSO Patcher.

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

Posted: Tue May 31, 2022 6:28 pm
by krovellium
can we put this on news?

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

Posted: Tue May 31, 2022 7:58 pm
by colgate
SEGA RPG FAN wrote:The way I solved the ring problem on the Netlink games was to modify them by changing the modem init string for the waiting side. It dials out and establishes a connection to the tunneler when it inits the modem. This is mostly an automated process so the game is unaware. The game monitors the modem responses and waits for RING\r\n, followed by CONNECT\r\n. Since the modem is already connected, the tunnel just sends those over the line.

You might have to do something similar if a hardware approach doesn't work. The downside is you break compatibility with stock games.
It's not like you can buy them anymore with the current prices :(

Nice to see this thread getting traction. You guys are opening the Pandora box.

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

Posted: Thu Jun 02, 2022 10:55 am
by SEGA RPG FAN
I would start here (see attachment). This is the 1st_read.bin from puzzle fighter. The highlighted section looks like an init for a waiting side. ATS0=0 is indicating don't auto-answer an incoming call, which is the default behavior but they seem to be explicitly sending a lot of modem defaults anyway. You would only want to set that for a waiting modem. Try changing it to a dial command and see what kind of behavior you get from the wait side.

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

Posted: Thu Jun 02, 2022 4:09 pm
by pcwzrd13
I've been talking with Shu and I believe he's going to try and tackle the re-dialing issue with DreamPi. Once that's taken care of and we can actually connect to the server, we can start testing with patching the games.

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

Posted: Thu Jun 02, 2022 4:36 pm
by SEGA RPG FAN
If you can, keep in mind that I would also like to merge this into dreampi https://github.com/eaudunord/Netlink/tree/main/tunnel

So some coordination would be ideal before we start heading off in parallel directions with dreampi mods.

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

Posted: Thu Jun 02, 2022 4:39 pm
by dude2207
pcwzrd13 wrote:I've been talking with Shu and I believe he's going to try and tackle the re-dialing issue with DreamPi. Once that's taken care of and we can actually connect to the server, we can start testing with patching the games.
I remember the theory I had was to try to just netcat the modem's serial port. Never tried it out though because I've never properly used python and didn't wanna dig into how to make the DreamPi script let go of the modem and start a netcat command. By using my previous idea of having the "phone number" be a unique number you pre-register for you'd know which Pi's need to connect to each other, and you could use the server to pass the IPs for netcat.

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

Posted: Thu Jun 02, 2022 5:11 pm
by SEGA RPG FAN
dude2207 wrote:
pcwzrd13 wrote:I've been talking with Shu and I believe he's going to try and tackle the re-dialing issue with DreamPi. Once that's taken care of and we can actually connect to the server, we can start testing with patching the games.
I remember the theory I had was to try to just netcat the modem's serial port. Never tried it out though because I've never properly used python and didn't wanna dig into how to make the DreamPi script let go of the modem and start a netcat command. By using my previous idea of having the "phone number" be a unique number you pre-register for you'd know which Pi's need to connect to each other, and you could use the server to pass the IPs for netcat.
Check out the repo I linked. tunnel.py is just a stripped down and modified version of the main dreampi script process. In netlink.py I do parsing of dialed digits to an IP address and establishing a tunnel. It could be modified to accommodate the KDDI games.