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
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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
no idea what you guys are talking about but nice work.
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Holsten knallt am dollsten.
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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
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.
You might have to do something similar if a hardware approach doesn't work. The downside is you break compatibility with stock games.
Last edited by SEGA RPG FAN on Tue May 31, 2022 4:56 pm, edited 1 time in total.
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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
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.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.
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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
It's not like you can buy them anymore with the current pricesSEGA 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.

Nice to see this thread getting traction. You guys are opening the Pandora box.
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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
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.
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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
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.
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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
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.
So some coordination would be ideal before we start heading off in parallel directions with dreampi mods.
Last edited by SEGA RPG FAN on Thu Jun 02, 2022 5:12 pm, edited 1 time in total.
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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
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.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.
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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
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.dude2207 wrote: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.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.
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