246/256 dongle, copy

Discussion in 'Arcade and Supergun' started by zouzzz, Apr 27, 2014.

  1. Shou

    Shou Gutsy Member

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    Added detailed info for Time Crisis 4 and Vampire Night around their media, IO boards and requirements. Removed Gun Survivor 3, it was never an arcade release. Removed Raizing Ping Pong since it is a Type-Zero game.
     
  2. subbie

    subbie Guardian of the Forum

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    Yeah I removed Raizing a while back as well. I don't know what to thinkg on Gun Survivor 3. I though there was some info out there that made it look like it was in development at one time (much like Surf X which i'm pretty sure never got released).

    You should also remove Dragon Chronicle II as it's an error listing (it really is just DC Online).

    Also why no version number on your first Vampire Night?
     
  3. Shou

    Shou Gutsy Member

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    I've never seen anything in Japanese that indicated Gun Survivor 3 would hit the arcades.

    I haven't opened up my Vampire Night to see what the dongle says, just got it all wired up last night to play.
     
  4. zouzzz

    zouzzz Site Supporter 2013

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    Last edited: May 14, 2014
  5. l_oliveira

    l_oliveira Officer at Arms

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    Only because we don't know the keys.
     
  6. zouzzz

    zouzzz Site Supporter 2013

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    Windows and Ubuntu don't recognize the dongle.
     
    Last edited: Jun 5, 2014
  7. zouzzz

    zouzzz Site Supporter 2013

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    No idea ?
    Thanks :).
     
  8. l_oliveira

    l_oliveira Officer at Arms

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    You can't use CECH-ZM1 to access COH-10020 dongles, because like I said before there is no publicly known cryptographic keys to unlock them.

    Cryptographic keys for standard PS2 memory cards are public knowledge:
    http://psx-scene.com/forums/f153/new-way-booting-fmcb-people-sony-hdd-63886/index28.html#post992654

    Anyone with a pea for a brain can extract them from SONY PS3 firmware. Yes, the stuff quoted on that post ARE THE REAL SONY MAGIC GATE keys for retail PS2 memory cards. While the guy didn't knew what was what, the keys were indeed correct. Heck ! Even the algorithms are there. Just analyze the code and figure out how to use these keys, you can even make *PROPER* fake PS2 memory cards that work correctly !

    COH keys are different and we don't have any means to obtain them at the moment.
     
  9. Woodu

    Woodu Member

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    Seems that someone works for MAME project have ways to access COH keys?
     
  10. l_oliveira

    l_oliveira Officer at Arms

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    No, because they can't decrypt the encrypted elf files on the memory cards.

    The Guru guy is dumping the NAND chips which have a standard PS2 memory card filesystem in them.
    You can read/dump the files but the boot file (boot.bin) is still magic gate encrypted. :)
     
    Last edited: Jul 7, 2014
  11. krHACKen

    krHACKen Enthusiastic Member

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    The few COH keys that we have (for decrypting the bootfiles and "emptying" the containers) weren't acquired from a MechaCon dump/analysis, but with some kind of nasty bruteforce attack against virtualized data using an emulator. It has been done out of the MAME project. Unless someone else went ahead in this regard, the stuff we currently have does NOT allow us to auth/unlock the dongles and bind the bootfiles to another card... In other words, making a WORKING dongle clone to a retail PS2MC isn't possible at the moment.
    Like l_Oliveira said, The Guru gentleman just images the NANDs that are PS2MC formatted.
     
  12. krHACKen

    krHACKen Enthusiastic Member

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    Sorry for le bump, Gentlemen, but since we were talking about a Dongle->PC adapter, I was wondering, did you Gentlemen ever try to dump your dongle files (not bind lol) using such a crap device ?
    [​IMG]

    I got one a few days ago.
    This thing plugs into a MC slot of a retail PS2 and you insert your PS1/PS2 Memory Card into it. Once the mechanic's controller did authentificate the card and the session is open, the LED of the adapter is flashing green. Then you can link the adapter to your PC using the USB cable and run teh PC software. Both the bundled client/manager and the EMS one are unstable as hell and can't raw dump the cards from what I saw...
    Perhaps this kind of adapter is COH MechaCon friendly LULz, who knows[​IMG]...
     
  13. subbie

    subbie Guardian of the Forum

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    Is that using the PS2 to unlock magic gate? If so, I do wonder about using it on a 246 but it's possible the boot only keeps the card going long enough to pull the elf.
     
  14. l_oliveira

    l_oliveira Officer at Arms

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    Here's what we know at the moment about the COH dongle and COH hardware: (Basically this regards Konami Python and Namco 246/256)

    -MG keys for authenticating and unlocking COH dongles are different than the ones used in retail memory cards. (keys for COH hardware are unknown at the moment. retail Magic Gate PS2 keys were found inside of PS3 isolated modules in 2011. Also there were PSP kirk keys nearby... lol)
    read this particular post: http://psx-scene.com/forums/f153/new-way-booting-fmcb-people-sony-hdd-63886/index28.html#post992654

    -MG keys used on validating COH KELF(encrypted elf) and KIRX (encrypted IRX) files are different as well.

    -MG binding for MC files on COH hardware seem to be similar to binding on DTL hardware. (but the DTL-H10020 startup card is just a retail memory card with a fancy sticker and custom "for DTL-Hx010x only bootfiles" installed in it)

    -Unlock protocol for dongle seems also different than that of retail memory cards. BIOS uses different drivers for the dongle (dongleman vs mcman) and for any eventual memory card which might be plugged in. So I don't think kHn idea of using that "MG BYPASS" device will work... Well, if it works I won't be eating my shorts ... lol

    -Mechanics Controller only authenticate ONE DONGLE per session. (You have to power cycle the unit to have it accept a different dongle, but you can unplug and re-plug a already authenticated dongle "no problem".)
     
  15. sp193

    sp193 Site Soldier

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    To add on: everything is the same on the MCMAN and SECRMAN level, except for:
    1. There's no key swap in the card authentication process.
    2. The equipment number sent to the MECHACON is 0xF.

    #2 tells the MECHACON to use a different set of keys and/or algorithm.
     
    Last edited: Aug 16, 2014
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