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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 Sep 13, 2022 2:09 pm
by Treamcaster
Image

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 Sep 13, 2022 2:40 pm
by hawkzer0
This is awesome. Great work you guys!!

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 Sep 13, 2022 5:39 pm
by ioncannon
Got Aero Dancer connected... now to figure out the response:

Code: Select all

00000000   23 00 52 45 51 55 45 53  54 5F 46 49 4C 54 45 52   #.REQUEST_FILTER
00000010   20 46 30 30 30 30 35 54  30 30 30 30 35 31 30 37   F00005T00005107
00000020   30 30 31 30 31                                     00101
The F00005T0000510700101 value is the commodityId. Gonna try to get this Flycast debugger variant compiled to figure out the response. Should be a list of servers + terminator.

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 Sep 13, 2022 5:44 pm
by mistamontiel
Aero Dancing, 1 2 3 or 3i?

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 Sep 13, 2022 6:59 pm
by Retro-45
Came for onlive capcom games being reversed engineered. Stayed for possible breakthrough lol

Jokes aside crazy to see how much progress has been made so far.

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 Sep 13, 2022 7:50 pm
by ioncannon
mistamontiel wrote:Aero Dancing, 1 2 3 or 3i?
3i iirc, the one that supports BBA on the Dreamcast live site but I think another uses the same system but modem only.

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 Sep 13, 2022 9:43 pm
by Xiden
ioncannon wrote: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.
For daytona, i have a copy of the downloadable access key to get online for vmu. You can obtain it here http://daytonausa.dreampipe.net under downloads section. If you have a dreampi it wll automatically go to the site and you'll be able to obtain it that way via dreamcast.

I haven't parsed through it to see what would be needed to generate unique keys for all vmus or if that would even still be necessary but wanted to share.

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: Wed Sep 14, 2022 10:37 am
by Shuouma
I did a little digging into Daytona back in 2018:

1. The US version doesn't use the auth.dricas (for obvious reasons) so you only need the vmu save
above to proceed.

2. Yes the IP seems to be hardcoded, I just did a easy IPTables fix for that in the dreampi to alter it.

Other than that the thread is spot on with the gateserver etc.

Seems like the commodityId was just for the JP version (guess dricas related), see below (packet log from 2018):

Code: Select all

0000 | 0F 00 52 45 51 55 45 53 54 5F 46 49 4C 54 45 52 | ..REQUEST_FILTER
0010 | 20  

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: Wed Sep 14, 2022 10:49 am
by Shuouma
I would also try to separate the game titles a little for easier overview:

Kage suite => Propeller Arena, Bomberman, Outtriger
LobbyEngine => Daytona, Virtua Tennis 2 (JP, I think) and more.

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: Wed Sep 14, 2022 3:23 pm
by ioncannon
Oh cool; that helps.

Hm are you sure about that on Daytona? Might not call it but it definitely has the Dricas functions and state machine in there. It might be that it just skips over that part (there is a debug msg about skipping Sega Authentication).

Man finding the functions parsing the incoming packet data has been annoying though. Using a Flycast debugger variant to try and pinpoint where it's done. I also found the raw NetSDK ASK TCP functions from what I learned from debugging the KDDI stuff. Can't find a direct link between the ask_tcpreceive() func and the main state machine though. Might be some queue process used in between.