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  1. 6 points
    Woohoo! Just got our 200th folower on twitter ( @tamatalkdotcom ). What’s cooler than that? Next month we celebrate 15 years online!!
  2. 5 points
    GUYS! This is on amazon? It is called Tamagotchi On and it seems like it is a localised tamagotchi meets?? Have our prayers been answered? https://www.amazon.com/Tamagotchi-42834-On-Magic-Purple/dp/B07R18MJGM/ref=sr_1_1?keywords=Tamagotchi%2BOn&qid=1557159747&s=gateway&sr=8-1&pldnSite=1&th=1 This box looks HUGE
  3. 5 points
    Hello guys! Umm... I don't know how to start. So... It has been a rather interesting week for this project. I discovered that my old laptop was still lying around in my attic. This laptop was from 2008. My cousin had formatted it a few years ago but I was certain that I had visited the old Tamagotchi Europe quite a few times before the format. Long story short, I contacted a recovery service and told them about the situation. Two days ago they told me they have found some files. Some of them were OK but some of them were corrupted. So I have to wait for their next reply when they have finished working on the hard drive. I am confident that this time it will be A FULL RESTORATION PROJECT! I AM SO HYPED! See ya in the next one!
  4. 5 points
    KEEP THEM COMING! Bandai Japan is on a roll with all these Meets versions, and they just keep getting cuter and cuter! Behold - the Tamagotchi Meets Fantasy version! We’ve got some information from the leaks that you’re just going to LOVE! The Tamagotchi Meets Fantasy Version will be available in two different color shells, purple and blue. Both are very pastel-like colors and have adorable shell designs that are decked out with jewels and a rainbow ombre. Both shells will feature some jewels, very similar to the Tamagotchi P’s design. Princess Palace, Arabian Night, and Wonderland are the three new locations that will be featured. Let’s talk about those characters. Fantasy Mametchi, Loveli Princess, Yumei (Dream) Alice, Kirari (Shiny) Hatter, Meloarabian, and Lamppatchi. The mixes are just SO cute, and we love seeing these characters all dressed up. You can expect to get your hands on the Tamagotchi Meets Fantasy Version this summer, August of 2019! Pricing is sure to be similar to the original Tamagotchi Meets, Pastel Meets, & Sanrio Meets. More information is sure to leak before Bandai Japan officially announces the newest version, its basically tradition at this point, and we will be sure to keep you updated! Stay tuned!
  5. 4 points
    WAAAAY back in 2004 TamaTalk first appeared online. Thinks were very different back then. I was still learning how to manage a web site... The member count was tiny... Things were simple. Then TamaTalk started growing... And growing... And growing. Back then in 2004, if you told me that in 2019 this site would still be online I would have laughed and thought you were dreaming. Well... No dreaming required (though there are lots of blinding fast years in between). So June 15 is TamaTalk official birthday. This little community is now 15 years old... 15!!! Like any 15 year old, we've gone through many changes over the years. Uh... I guess 15 puts us into awkward puberty age... *checks for pimples on the site* It is times like this that I am left feeling very grateful. Grateful to all of our wonderful members... Our wonderful Guides... Our wonderful Angelgotchi and Lifetime Angelgotchi donors... Even grateful to Google for helping people find us for the first time. So thank you to all of you! Fifteen years is pretty amazing, in my opinion. HAPPY BIRTHDAY TAMATALK!!!
  6. 4 points
    The Tamagotchi ON just received FCC Approval: FCC ID PQ342830 The FCC approval indicates it will be Bluetooth-enabled. At least 5 Model Numbers: 42830 [Pink?], 42831, 42833, 42834, 42835 FCC ID Attachments: Low-Quality User Manual: https://fccid.io/PQ342830/Users-Manual/User-Manual-4215747.pdf Another source for the user manual (screenshots of each english page): https://manuals.plus/tamagotchi/tamagotchi-user-manual/ Internal Photos of the device: https://fccid.io/PQ342830/Internal-Photos/Internal-Photos-4215757 External Photos of the device [Pink, Blue, Green Models]: https://fccid.io/PQ342830/External-Photos/External-Photos-4215755
  7. 4 points
    While I'm quite sceptical of this, I do think the topic of Tamagotchi Prototypes is an interesting one. Expanding upon what Penguin-keeper wrote above, test products were given out in the late 90s to see peoples' responses to Tamagotchis. It seems like a similar approach was taken when the Tamagotchi Connection released, as Bandai released early adoption forms for people to apply with. It seems that this was more for review purposes than for preview purposes however, so it's likely that all the devices released through this scheme were standard US V1s (ROM version 4.0). There's also this one image taken from a magazine back in the 90s that shows some seriously early prototypes of the P1: Seems to be three different stages of development with the device on the bottom being a lot closer to the final product. A prototype version of the Tama-Go was shown off in February 2010 at the New York Toy Fair. Presumably none of the prototype devices were stolen from the event, so I'm not sure we'll ever see these devices again, but they had at least one noticeable difference from the final version: This screen says "CARTRIDGE" instead of "CHARACTER". The shell designs and faceplates were also vastly different from the final release - a shame, because the shell colours and a couple of the faceplates were really nice. A few character figures that were never released were also shown at the event. Speaking of unreleased shell designs, I think pretty much every Connection version had at least one shell design that was shown to the public but never produced (I guess this isn't strictly about prototypes, but it's tangentially related). These designs - both recolours of wave 1 designs - were originally intended to be released in the second wave of US V1 designs, but neither of them were. Similarly, this graffiti design was intended to be released in one of the later waves of US V2 shells, but it was never seen again. This design was also featured in the TV ad for the V2, along with another unreleased design: There were also a number of designs for both the V4 and V5 which never got released, but since this post is getting quite long already I think I'll get back to talking about the software side of the prototypes. I found this interesting status update earlier: https://www.tamatalk.com/IB/profile/196422-gotchiguardian/?status=68920&type=status Assuming it's real, I guess it confirms that there are prototypes out there in circulation. Another prototype which may or may not exist somewhere is the Tamagotchi Music Star World Tour Edition - this version, which was basically going to be like a "Version 6.5", was revealed in early 2009 and cancelled later that year, with Bandai claiming the version never got produced. Perhaps somewhere in the world the design documentation for this version - or perhaps an early build - still exists. Last but certainly not least, there does still exist some development and patent documentation out there detailing early versions of the game. I think there's probably a lot of documentation that's still unseen to the general public, but the few documents we have reveal some interesting things. I'll be detailing what I've found in these documents in my ROM versions thread soon.
  8. 4 points
    There are a LOT of really cool fan Tamagotchi related projects going on right now. I wanted to draw some attention to one that has fantastic potential: Tamagotchi-Re-animated I can't describe their project any better than they do: I can't wait to see what comes out of this collaboration! Check them out here or on Twitter
  9. 4 points
    There are a few members who are interested in the workings of tamagotchis, looking at their programming and modifying them - obviously for their own personal use and interest rather than to promote for others to use. BanDai can be a little sensitive about these things and have threatened legal action in the past when they felt some modifications or hacks have been promoted or shared too much within the VP community. It's not quite the same as your question, but this thread has some content that might be interesting for you to read through:
  10. 4 points
    Like This For A Tbh ☺️😜
  11. 4 points
    Found this article about using a Tamagotchi as a good measure of seeing how ready somebody is to take on the responsibility of having a pet… I have to say, I could not agree more! https://gametruth.com/editorials/dont-get-a-pet-get-a-tamagotchi/ Have you all seen any relationship between caring for a virtual pet and how that relates to caring for a real one?
  12. 4 points
    In early 2013, Tamatown was permanently shut down, completely locking players out of the password-only features on the V3, V4, V4.5 and Music Star. Upon logging into Tamatown, the V3 version of the site would request the user name you'd typed into your V3. Any passwords you received on the site would be generated using your username, so they only worked on Tamagotchis using the same password. On the V4, logging into Tamatown requires a login password, too. This password gives Tamatown details of what character you're currently using, as well as your parent and grandparent characters, how much you've donated to the Tamagotchi King, and any travel tickets you might have used recently. A logout password is generated which gives players the points they gained while using Tamatown, and individual items obtained in Tamatown are obtained by typing in their passwords like on the V3. Additionally, for both of these versions there existed passwords which only worked under specific conditions, like whether a plane ticket had been used that generation or what the parent characters were. It's not yet clear whether these passwords are generated by the same means as every other password but only work when the right conditions are set on the Tamagotchi, or if they are generated with a different algorithm using the login password or the password obtained on the device (e.g. like the passwords given after using a ticket or donating enough to the King). The Music Star worked a little differently. In this version, item codes are entered before logging out, and they're only six digits long now. As such, it's much easier to scroll through all the different passwords until you find a working one. Unlike previous versions, all item codes depend on the login code now, as they're entered before logging out. If you've been around a while you might remember previous password generators for these versions, and you might also be wondering why we can't just use those generators. Aside from the fact that all those generators were taken down over time, they didn't actually use the password algorithms directly - instead, after typing in the required login details it requests the password from the Tamatown servers (which, as it turned out, was surprisingly easy to do). All the generation was still done behind the scenes. When the Tamatown servers died, so did generators. Not all password generators have been this unsuccessful, though. Binary's EnWarehouse uses an algorithm which consistently gives the correct passwords for the Entama - there's a thread about the initial discovery of password generation for the Entama here. The Entama was a little different from the English releases in that it didn't use a user name to generate passwords. Passwords were instead only generated using the login password. After figuring out some of the patterns in these passwords, Binary was able to construct an algorithm to obtain any password you want. Here's how it goes: This gives us a glimpse into how to generate passwords for the V3 - it's likely a similar algorithm was used. But what algorithm was used, how do we find it, and how to usernames come into play? Some useful materials I encountered when researching this information was the original xml files that Tamatown used to store all the item and character IDs. I'm not sure if these xml files were the ones used in unfinished versions of Tamatown (the site was under construction for months after it first released) but the V3 xml doesn't seem to contain all the souvenirs. Furthermore, two of the souvenirs seem to have been accidentally marked with the same ID number, which I can only imagine causing problems for players. Nevertheless, the remaining gaps can be filled in. These IDs might serve useful when figuring out password generation. The ID number has to appear somewhere in the generation algorithm so that the device can decode the password and decide which item is being requested. To start analysing passwords I began with the V3 password list on Tamenagerie. Of course, these passwords are only valid for one specific username, but I had to start somewhere. Almost immediately I noticed one potential lead: the surf board password, 37139 06723. Digits 3, 4 and 5 form the number "139" which, perhaps coincidentally, is the decimal ID code for the surf board souvenir. I noticed another thing strange about this password when followed by the panda bear and maracas souvenir passwords which immediately follow it: 37139 06723 56851 07059 76563 07395 Can you see the pattern? These three numbers form an arithmetic progression. That is, the difference between the first two is the same as the difference between the last two. This is no coincidence, but I still don't fully understand how or why it happened. It wasn't long before I realised that some numbers were appearing more often than others. For example, a lot of the passwords - for some reason - ended with a 7. I tallied up how many of each number appeared in each position of the passwords and found the following: - The first digit had a roughly uniform distribution but 5 and 7 appeared more frequently than other digits, perhaps coincidentally - The second digit was more likely to be 7 than any other number - The third digit was most frequently 1 by a relatively wide margin - The fourth digit had a roughly uniform distribution with 9 appearing the most - The fifth digit was odd in all but two passwords with the remaining passwords having a 4 in the place of the fifth digit - of the odd digits, 1 appeared most frequently - The sixth digit had 0 and 5 appearing the most - The seventh digit was mostly uniform with 7 appearing the most - The eighth digit was most frequently 1, 3 or 7 with the remaining digits appearing less frequently - The ninth digit was mostly uniform with 8 and 9 appearing the most - The tenth digit was most frequently 7 by a relatively wide margin I don't think there's all that much I can do with this information, but it might gesture in the right direction. The fact that the fifth number was (almost) always odd was of particular interest - there's no way that's a coincidence. Passwords associated with other usernames were similar - for some usernames, the number in the fifth position was always odd. For others, it was always even. It might be worth noting that the only passwords bucking this trend were passwords for the cellphone and bicycle souvenirs - these were given out by the parents / grandparents, which seem to have handled passwords differently (in particular, the passwords for those items only work under specific conditions). I haven't been able to examine the distribution of the other digits with other usernames just yet, but I'm not sure the results would be all that helpful. One thing that hasn't been considered up until this point was that one item can be obtained with multiple different passwords. Finding patterns is a lot more difficult to pin down when there's also a random component involved which could influence how the password is decoded - some passwords might follow completely different patterns to others, so spotting a common pattern between them is impossible. To attempt to get around this, I'd need a list of all the passwords for a given item and username in order to see how different passwords can give out the same item. Fortunately for me, I found this thread where Binary dedicated what I can only imagine to be at least an hour generating hundreds of passwords for the Passport souvenir under the username "TMGC!". As it turns out, this list alone provides some vital clues to understanding how passwords are generated. But before we can figure out the passwords, we need to go a couple layers deeper: I arranged these passwords in numerical order and took the difference between consecutive passwords. According to Binary, they estimate that there's around 500 passwords per item, so it was very likely that there'd be entries missing from my list. Despite that, I immediately started to notice that many of the differences between consecutive passwords would appear multiple times - for example, there were a total of 11 times where the difference between consecutive passwords was found to be 23440258. This actually complicates things a little. The patterns and generation techniques used on the Entama were to do with the individual digits in the password. Numerical patterns, on the other hand, indicate that the generation algorithm may actually rely on the numerical properties of the password as treated as a number, rather than treating all the numbers separately. This could mean the V3 uses a generation algorithm far too dissimilar to the Entama's algorithm for us to even hope one could be used to get an idea of how the other works. How could it be the case that patterns were starting to emerge in the differences between the passwords when we'd just figured out that the fifth digit can only ever be always odd or always even depending on the username? And then it got weirder. Assorting these differences in numerical order once more and finding the differences between the differences, we find that these differences between differences are either 0, 48, 329, 589 or a sum of these four numbers modulo 2048. In other words, they're either a multiple of 2048, or, when divided by 2048, the remainder they give is 48, 329, 589, or some sum of these numbers (like 329+589). There's also one case of the difference being 145; I'm not really sure how this one happened. When it's a sum of some of these numbers I'm guessing there's gaps in the list of differences - for example if our list has A and B as consecutive differences with B-A=329+589, then maybe there's a C between A and B such that C-A=329 and B-C=589, or vice versa. There's a very clear pattern emerging here, but what it means and whether any information can be extracted from it is unclear. Actually, whilst writing this I found that 48=329+3*589 mod 2048 and 145=10*329+19*589 mod 2048, so I guess that solves that mystery. Upon closer inspection, I also noticed that there was a pattern emerging amongst these numbers - the order with which a 329 or a 589 would appear took the following pattern: 589, 329, 589, 589, 329, 589, 589, 329, 589, ... Even when taking the differences which were sums of 329 and 589 into account, the number of times each of these numbers appear in each sum exactly corresponds to what we'd expect if the pattern above were to continue. There's some patterns in the amount the multiple of 2048 increases too but I haven't been able to pin it down just yet. This all has the effect that the difference between two passwords on this list takes the following form: 2048n + 329a +529(2a+d) Where n is a "large" integer (usually well over ten thousand), a is a "small" integer and d is either -1, 0 or 1. In case you're wondering where the 2a+d came from, it's due to the fact that 529 appears twice for every time 329 appears in the sequence I noted above. In fact, the values for n seem quite restricted too. If I've got a password and I wanted to use these numbers to take a guess at what the "next" password giving the same item is, I only really need to check the values of n that I've observed already in the passport list, since there's not that many of them at all relatively speaking, yet still enough to make the list seem comprehensive. There's quite a few variables to consider when trying to understand the password system, especially when we take the variables used by the Entama into account: - Is there an initially generated password, like the login password? - How does the username come into play? - Where do the item IDs appear? - Where do randomly generated numbers appear? - Is there a pattern controlling variable like on the Entama? - Is there a checksum variable? - What order does are all these variables applied? I think understanding the order in which each of them appear might be the trickiest part. Maybe there's some specific algorithm that's applied to passwords to transform them into a password which contains the ID and a checksum and the pattern variable like the Entama passwords, but it could also be the case that some of the controlling variables appear earlier on in the decoding process, which would create some wildly different results. Even if we start noticing patterns in what we already have available to us, it's really only the tip of the iceberg. You might be wondering what the point of making such a generator is. Souvenirs never really did anything, and making a generator wouldn't bring Tamatown back. Plus, without Tamatown, using passwords taken from a generator takes some of the challenge and reward out of the items. Despite that, I think it's still important to be able to preserve this feature of a Tamagotchi, particularly as it provides a view into content that can no longer be obtained. It's also a convenience for players looking to buy a specific item without having to wait until it appears in the shop. Aside from the souvenirs, there's also a few food items which go unused because they're only available through the password system. Unlike the other food items, they're given directly to the player instead of acting as an opportunity to purchase the item. There's also a chance that some of the items on the V3 or V4 are completely unused, can only be obtained using passwords, but were never made accessible through Tamatown. It's actually already known that sprites for some of the ticket items on the V3 are present on the V2 (they can be occasionally seen using obscure glitches, though it's not known if these items are obtainable or if they'd do anything when used) and the Music Star had a few unused ticket items too (which can be obtained by guessing the right item passwords). With a generator, we could see items we've never seen before. On top of all this, I think it's just interesting to be able to learn more about how Tamagotchis work, and it's a good idea to take the opportunity to document these findings, even if nothing comes of it. Even if we don't get working passwords, we'll have an opportunity to learn something new. The next step will probably be to more closely examine the Passport passwords once again. I'm considering trying to use the patterns to limit which passwords have the potential to be valid, and then once I've limited the number of potential passwords to a more palatable number I can try them out until I start to create a more comprehensive list of passwords. This'll help me pin down the patterns more easily. I hope. Once the passwords for one item are understood we can move to looking at other items - we may want to investigate the following: - If we've got two passwords giving the same item, is it guaranteed that there exist passwords for every other item between these two passwords? In other words, is the password distribution uniform with respect to the items they give? - If, say, we shift a passport password by a value k to get a password for the second souvenir. If we do the same thing to another passport password, will we get another working password for the other souvenir? It may well be the case that neither of these points are proven to be the case, but the more structure the passwords have, the easier they'll be to understand. Ideally, more passwords would be helpful to figuring this all out. Though given how long it's been since Tamatown stopped working, I doubt there's all that many "complete" password lists, and certainly not that many lists of passwords which all give the same item. The impact of usernames will be interesting to see though, and at the very least, more passwords will mean we can take a closer look into how the number distribution in the password changes with the username (if that turns out to be at all useful or necessary). For people more experienced with Tamagotchi hacking, perhaps it'll be time to dump the Tamagotchi's ROM. Doing so won't be particularly easy, and it won't be guaranteed to give us any results, but it might be the best bet we have at understanding how passwords work. I know this post has already been pretty wordy, but if anything else comes of my research I'll be sure to continue to document it here.
  13. 4 points
    Leaked awhile ago, the Sanrio Meets has been officially announced! It will be released in June, possibly on the 15!
  14. 3 points
    Fake Tamagotchis and generic virtual pets occupy a strange place in the virtual pets fandom - they can be a common pitfall for newcomers, but they also sometimes have appeal to enthusiasts who know what they are and who specifically want to add something weird to their collection. Then I realised that, although there are several TamaTalk members who discuss and/or own such devices, we don't have a database of them that others can check out in order to learn more about the suspicious offering that they saw on eBay, or that oddball creation that somebody was happy about adding to their collection the other day. So let's make one, and let's use the following format for it; [Picture goes here.] Name: Name goes here. If one does not exist, use a defining trait or an auction title - for example "Green, tomato-shaped generic virtual pet" or "Funny happy lovely designer retro nostalgic handheld pet game 1990s intelligence toy gift". Type: Fake or Generic - delete as applicable. Notes: Brief information about the pet goes here. Delete this line if there is nothing of note to say. You can copy the format from here and paste it into your own posts; [b]Name:[/b] [b]Type:[/b] Fake or Generic [b]Notes:[/b] Remember that a fake/counterfeit is an item that is in some way trying to fool someone into thinking that it is something else, whereas a generic item may be a workalike but it isn't trying to decieve anybody. This thread is not for virtual pets from known "families" like Gyaoppi, Akachan, Dinkie, Hitorikko, and so on. For the purposes of making this a useful reference, please follow the provided format, and please don't discuss the devices here - especially counterfeits, which tend to attract large amounts of discussion. For discussion of counterfeit Tamagotchis, please refer to @KidRetro64's epic thread "Fake Tamagotchis Are All over the Internet", which is TamaTalk's hottest place to discuss fake devices and unusual bootlegs. Now let's get started! Name: Tamagotchi Connection Type: Fake Notes: Possibly the most widespread counterfeit Tamagotchi of all time! It has four buttons instead of the genuine article's three, and uses generic 168 in 1 software that is commonly referred to by virtual pet enthusiasts as the "Bunny ROM", due to many eBay photographs of these devices showing a rabbit on-screen. If you're looking to buy virtual pets online, you will inevitably run into these infamous fakes sooner or later - most likely sooner. ---------- Name: Cyber Pet 168 in 1 Type: Generic Notes: Also available in heart and apple shapes. The heart-shaped version is also sold by Keycraft Global as "Digi Pets". The box-art appears to imply that you can choose Slush the Husky (from the Ty Beanie Boos toy-line) and Abu the monkey (from the SNES version of the Disney's Aladdin video game) as pets on this device, but they are not part of the software. Uses the same 168 in 1 "Bunny ROM" software as the common four-button Tamagotchi Connection counterfeits. Distributed in the UK by the long-established toys and giftwares company PMS International. ---------- Name: Virtual PETs Type: Generic Notes: A multi-pet from the long-established toys and giftwares company Funtime Gifts, which is available in 32-in-1 and 49-in-1 versions. The clock on these virtual pets gains time rapidly, making them almost impossible to raise to adulthood. These were sold in British high-street stores such as Hawkin's Bazaar. ---------- Name: Virtual PETS - Tamagotchi Connection Type: Fake Notes: This is the standard 168 in 1 Tamagotchi Connection counterfeit, apparently this time from a company called Aquarius, but it's sold in packaging that steals its text from Funtime Gifts' generic Virtual PETs - even down to erroneously claiming that the fake Tamagotchi Connection is a 49-in-1 device. This virtual pet is therefore trying to fool people into thinking that it's two different things at once! ---------- Name: Digi Pets Type: Generic Notes: Also sold by PMS International as the heart-shaped version of the "Cyber Pet 168 in 1". Uses the same 168 in 1 "Bunny ROM" software as the common four-button Tamagotchi Connection counterfeits. Distributed in the UK by the long-established impulse-buy toy company Keycraft Global. ---------- Name: 49 in 1 Cyber Pet Type: Generic Notes: Uses the same 168 in 1 "Bunny ROM" software as the common four-button Tamagotchi Connection counterfeits. Uses the same shell as the common four-button Tamagotchi Connection counterfeits, but with a generic "Cyber Pet" logo. The packaging erroneously claims that this is a 49 in 1 device. ---------- Name: Dinkie Dinoa Type: Fake Notes: A 24 in 1 pet that is sold in a convincing copy of the legitimate Dinkie Dino packaging. The pet itself is housed inside a convincing copy of the legitimate Dinkie Dino shell. The logo on the shell misspells the name as "Dinkie Dinoa". ---------- Name: House-shaped generic virtual pet Type: Generic Notes: Uses the same 168 in 1 "Bunny ROM" software as the common four-button Tamagotchi Connection counterfeits. ---------- Please contribute to this list if you can - let's make this a great resource for newcomers and experienced collectors alike!
  15. 3 points
    I am so happy to announce that @Penguin-keeper has accepted our invitation to join the TamaTalk Guides Team! Congratulations, Penguin-keeper! We are very happy to have you helping out!
  16. 3 points
    My Dream Town in a case I crocheted a little over 3 years ago and the one I made for my son around the same time is this red "strawberry"
  17. 3 points
    It can happen. I have had my best luck at one thrift store I go to. It used to be easier there when they used to have rack for keychains. Now they put them in bags of mixed toys. They are usually connection era tamas but I have found originals. My best find was a sealed V3. A few weeks ago I got a bag for $1.99 that contained two v3, a tama lanyard, and a v4. Flea markets are another great place to look.
  18. 3 points
    The title tell everything about the topic A long time ago,I have created a special male tamagotchi growth chart,involving flower pot like characters There's various sprites of those tamagotchis(unfortunatly,I haven't created the adult form): Shidotchi:The seed tamagotchi and male counterpart of Pensetchi,He is a fragile and sensible baby that need a lot of attention and care.One day ,he wishes to became a beautiful flower that everyone would notice Shidotchi is often seen in a calm place, taking sunbathes to accelerated his grown.Shidotchi come from the japanese word "Shido" which mean seed Bushutchi:The bush tamagotchi and male counterpart of Daisytchi,this little guy is really energetic and excited,however due to those traits,he's often stumbled on the ground and injured himself accidentely He is also a huge chatterbox that love talking with any tamagotchis he meet but most of them want to avoid him which make the little bush lonely, Bushutchi still wishes to became a beautiful flower but also want to find someone that understand him.Bushutchi come from the japanese word "busshu" which mean bush Kumubomitchi:The flower bud tamagotchi and the male counterpart of Dahliatchi,this teenager emitted a delicious scent that calm other tamagotchis around him,very shy,sensitive about his appareance and germaphobe,Kumubomitchi take a long time making himself clean and presentable to everyone If his head became way too leafy and big,he would cut the extra leaves carefully.This Young tamagotchi is very proud of his flower bud and is in search of true love Kumubomitchi is a mix of the japaneses words "kuma" meaning bear and "tsubomi" meaning flower bud What do you think of those characters? and Do you have custom tamagotchi characters?
  19. 3 points
    Looks like Bandai has made the official announcement about the Tamagotchi On! https://www.bandai.com/tamagotchi/ 75 day countdown... Can you wait that long?!
  20. 3 points
    Thanks you a lot I have those characters for a long time and I'm glad someone like them If you are interest,I have created the adult form, he know as Kerriuasgitchi
  21. 3 points
    I have already seen those files about 9 months ago. They aren't something special. Just some games. And I think that the files to connect your Tama to Tamatown will never be found. Types of files like this aren't cached.
  22. 3 points
    Okay, I think it's finally time to talk about those patent documents for the V1. The patents are for a "Communication Game Device", one of the patents being in Japanese and the other apparently being a translated version of the Japanese document. As such, there are a few translation errors here and there, so I'll be checking both documents. Both of the patent documents were files on December 26th 2003, a few months before the Japanese release of the Tamagotchi Plus. I'm not sure what stage of development the Tamagotchi was at at this point, but by the looks of it, most of the mechanics had been decided upon. The document begins with a crude drawing of a Tamagotchi device. The shape of the device and the location of the keyring more closely match the vintage models than the Connection-era devices. Instead of a window at the top, two small circles are depicted as allowing the IR functionality. Specifically: Skipping ahead to figure 3, we're greeted with a diagram explaining Tamagotchi growth: The diagram mostly matches what we expect of the V1. Although the bottom of the diagram says "Grandfather" and "Grandmother", this seems to be a mistranslation of じいさん and ばあさん which also mean "Old man" / "Old woman". The right of the diagram names the five different character categories on the V1 - "Earnest", "Ordinary", "Mischievious" [sic], "Unhealthy" and "Stubborn". At the top of the diagram we see one immediate difference - the egg sprite from the (Japanese) P1 is shown instead of the one the V1 uses, which is a modified version of the Mesutchi egg sprite. No teenagers are shown, possibly because all the teenagers on the V1 were entirely new. Another diagram showing the character groups. Instead of describing the characters in terms of a single "care misses" parameter, each group corresponds to mental and physical wellbeing levels. Surprisingly, groups C and D are described as being "Ordinary mental wellbeing, poor physical wellbeing" and "Poor mental wellbeing, ordinary physical wellbeing" respectively, instead of D being described as worse care than C. Figure 5 lists the different options underneath each menu, as well as some "hidden parameters": These reflect the care parameters we saw before, as well as a device ID and some sort of "good luck" level. Next we have a table showing the different variables in the first menu: This confirms that there are an additional two hunger hearts and one happy heart that aren't seen to the player. It also gives an explanation of how care affects the level of physical or mental underdevelopment. Apparently the weight of the character decreases by 1 for every hour the character is left with 0 hunger too? That's something I wasn't aware of, if that's present in the final version. There's some interesting text regarding the weight parameter: Sounds similar to a mechanic that was used on the Osutchi and Mesutchi and later on the Tama-Go. I guess this was a cancelled feature. Continuing on the topic of care misses, there's also this table explaining care misses further: Apparently, each of the games has the effect of decreasing one of the care miss parameters if you play them enough. The wording is ambiguous here but it goes into more detail in another part of the document - clearing 20 or more hurdles is what decreases the care miss counter, not playing the game 20 times. The luck parameter is given in a little more detail, too - it seems to affect how well your Tamagotchi forms relationships with other characters. In fact, there's a whole section on what seems to be an entirely different take on the matchmaker mechanic: If the good luck mechanic is unused in the final version of the device, perhaps the removal of this feature was responsible. Ever wanted to learn more about Tamagotchi poop? Well, now's your chance: Yeah, that first line really makes me laugh, too. The document then goes on to explain the connection feature and an entire ranking system that's used to determine which character wins and which loses - I won't go into too much detail about this here though. The text very quickly cuts off here and switches to repeating what was already said, but in German this time. The Japanese document continues, though I can't guarantee the accuracy of Google Translate's take on this section: Okay yeah this section is going to be an absolute nightmare to understand. Not to worry though - as I was writing this I realised I've been looking at the European version of the document, and the US version of the document was the one I had been looking at previously - for some reason, it contains more information than this one does. Continuing on the topic of IR connection, the document makes the following claim about connection breeding: So apparently that early matchmaker game mentioned earlier was literally in the game menu. Pictures show the result of connection breeding, as well as the effect it would have on the luck level of the child: Both the image and the text claim that both a boy and a girl are born, obviously contrasting from the final version. The animations seem pretty different, too! Here's an interesting bit about recording friends: I'm definitely not convinced this is a feature in the final version, unless they removed this in later versions and my V1-experience is just really limited. This next bit is particularly interesting: There's never any mention of any sort of seasonal event item in the figures. In fact, the figures show the following: Note also here that the sprites for the ball and the flower are different from their final versions. Interestingly, this passage seems to suggest that the parent death sequence is only visible if the lights are on. This changed in the final version. Ever wondered how death works? It seems like this last bit suggests that originally the Tamagotchi would have died three days after becoming an old timer? Perhaps it does that on the Osutchi and Mesutchi? The next section describes the different animations that play throughout the day. We get this lovely timetable showing each character group's actions: If some of the characters really do have a nap after waking up, I wasn't aware of it. "Seasonal events" are mentioned again, referring to the animations that play on specific dates throughout the year. Here's the animation list they mentioned: Marutchi is once again shown with a different ball sprite and - what's this? The vintage version of Masukutchi was apparently planned to feature on the V1, and we get a nice sneak peak of his close-up animation! It's likely that Masukutchi was replaced with the identically named Connection-era character. Kind of a shame, honestly. Kuchipatchi's close up sprite seems to have been subtly modified, too. The seasonal animation list is as follows: As far as I'm aware, the only seasonal events on the plus are New Year, Doll's Festival, Children's Festival, Star Festival, Full Moon Festival and Christmas. The text goes into a lot more detail about each of these, but I'll pick out the more important bits: Next, we get lots of diagrams explaining the connection process, as well as this lovely picture of Mimitchi doing... something The following values are identified as information that is sent during connection: Once again, identifying the most important parameters: This also explains why a device with ROM version 2.0, upon connection with a debugged V1 showing V2 characters, will display the character icons as a random mess of pixels - the version number matches what the device is expecting, so the "No mystery" parameter is set to 1. However, as the 2.0 lacks the data for these characters, the necessary data is not present within the list of character sprites, so garbage data is displayed visually instead. In fact, another paragraph later on in the document confirms this! This next line is of particular importance: (The figure isn't very interesting, please take my word for it). This section briefly describes the process behind recognising a device as a Deka device - it doesn't go into any more detail about the Deka features here, though. After an incredibly hefty section about how games and gifts are decided upon, the Deka is returned to once more: The "Recognition code" should probably start ringing some bells now - it's the ROM version! Most of this table is completely redundant. Let's take a look at each of the devices that are named: "Reproduced Tamagotchi" - The Japanese document says "Reprint" instead of "Reproduced". This probably just refers to the fact that Tamagotchi Plus is a "return" of Tamagotchis (かえってきた!) and it corresponds with the Plus's version number, 0.0. "Store" - Deka Tamagotchi. I guess we can be pretty confident that the Deka has a version number of 1.0! "Tamagotchi NEO" - 2.0 corresponds to the Connexion, so perhaps this is an early name for the Tamagotchi Connexion, and perhaps the Connection too. "Portable Tamagotchi" - 3.0 actually corresponds to the unused English Deka, but it's very possible that plans for which versions would correspond to each version number changed this early in development. In fact, the Japanese document instead says "Keitai Tamagotchi" - apparently, they had plans for the Keitai this early in development. This next paragraph seems to suggest that the original friend list cap was 20 and that data from the list would delete itself: That's it for the huge wall of text in the document. There's still a couple fun figures to look at though! If you've ever wanted a list of item ID numbers, here's some sort of table for you. And how about character IDs? A few of the names are a little bit corrupted, but the Japanese document gets them all right. The IDs perfectly match up with the order the characters appear in the debug list - that means we can give names to two characters who were previously ambiguous! The character previously known as "Tsutayatchi" - named after Tsutaya, the company whose logo it is based upon - is actually called "Tsutatchi" (perhaps it received both names?). And remember this little nameless "three blocks" character that was originally intended to be a Deka character? The one that kind of looks like a phone signal and sends you text messages when you connect with it? It's actually called Denpatchi! This makes a lot of sense, as "Denpa" can mean "Radio Wave" (mobile phones actually communicate with microwave radiation, but whatever). Oh, and Tarakotchi appears on here twice. If you've ever wondered why he appears twice in the debug list, it's because the first one is for odd generations, and the second is for even generations. I think that's about enough of this document - it's 2:00 am and I've found about as much as I can. My fingers have had enough. I hope you've all enjoyed reading! If you want to read more for yourself, here's a few links to the patent pages and the respective documents: US Patent https://patents.google.com/patent/US8545324B2/ https://patentimages.storage.googleapis.com/8f/7a/0a/aa530ac17e133b/US8545324.pdf JP Patent https://patents.google.com/patent/JP3702283B2/ https://patentimages.storage.googleapis.com/ba/10/22/91e25bf8c51100/JP3702283B2.pdf EU Patent https://patents.google.com/patent/EP1557211B1/ https://patentimages.storage.googleapis.com/94/fb/d2/8b1ba2d7e781ac/EP1557211B1.pdf Thanks for reading!
  23. 3 points
    Not sure if anyone is interested in this, but thought I'd share a little hobby project I'm working on. I've made a lot of games in the past using the DOOM Engine. Most are mature horror based games, but I thought I'd share this. A small fps adventure in which a man in his 30's who used to love Tamagotchi's as a child gets sucked into the world of Tamagotchi. He then remembers it was a place he used to visit every night as a child. There is a threat, and enemies, but I won't reveal those here yet. But here's a screenshot I took from the Sick Bay area of the game (it's still a work in progress). Hope you like it, and if you do, I might share a little gameplay video.
  24. 3 points
    Hey everyone! Since there's so many Tamatown files to keep track of, I figured it might be useful to create a spreadsheet documenting all the known files and whether they're lost or found. If it does turn out that a few of us still have some of the missing data hiding in our temporary internet files, then hopefully the spreadsheet will provide a useful guideline for what has been recovered and what is still lost. The spreadsheet is here. As of right now I've only finished V3 and V4 - in the future I intend on including V5 and V6/7, and maybe e-Tamago. If there's any files you think I've missed (there's likely to be many) then I'd appreciate being nudged in the right direction. I hope this helps!
  25. 3 points
    This is my reply to this. The Space Monster Vpet that nobody seemed to know about back when that original thread was posted. I have had one of these since 1997. Let me be first to say it's difficult to get used to its strange control style. A is clock as well as cancel (but in some cases b is p... but never c). A also scrolls back through icons. C scrolls forward. He has a left and right guessing game much like the Gen 1 but also has an alternative game. You can set an alarm on the clock screen and I will share more later as I'm heading out now.
  26. 3 points
    That's right. The death screen is actually the egg screen in the angelgotchi (the version was made to make kids feel a bit less bad about having their tamas die). Just wait for it to hatch. Angelgotchi characters don't die, they "leave" and you can either have a good or bad ending. The bad ending looks like a door that says "bye bye", I think.
  27. 3 points
    So these “puffy faced characters” are called Debutchi. They are most likely at 99lbs which is why they turned like this. You have to play games with them A LOT until their weight goes down (to at least 89lbs if I remember correctly) and then they’ll turn back into your original characters. Hope this helps! -Shawdy
  28. 3 points
    I'm happy to see a new English-language release, and I'm happy to see them finally releasing the colour Tamagotchis outside of Japan, but I haven't decided whether or not I'll pick up a Tamagotchi On yet. The reason for that is that I was burned by the bugginess of the Tamagotchi Meets (I imported one upon release), and didn't find it to be as engaging as the pre-Connexion Tamagotchis partly as a result of this. I won't consider it if the bugs haven't been fixed.
  29. 3 points
    I'm going to try to get one because I think supporting tamas in different languages and regions is a good thing for the hobby!
  30. 3 points
    I'd recommend you do more research first if you're asking these kinds of questions. Yes, a ROM test is risky - especially on a valued tamagotchi - but any kind of thing like this that involves taking the tama apart has risks so... maybe you need to be sure about actually doing a test before you decide if you will use your $50 tama or try to buy a cheaper version so that you won't mind if something goes wrong and it's broken permanently. If you haven't already done so, use TamaTalk's search engine to look at topics about ROM testing. Here's an obvious one (but there are more): There are also you tube channels where users have done ROM tests or "tama surgery" so it's worth taking the time to watch a few walk throughs too.
  31. 3 points
    The geolocation feature on the app detects what type of place you are at and shows your Tamagotchi going somewhere similar. Ex) If you scan at a restaurant, your Tama will also visit a restaurant. You can even get special items if you scan at a specific retail store during an event.
  32. 3 points
    So that's the Connection re-release rumours debunked then.
  33. 3 points
    I have both and it's hard to say. They are very similar. I do prefer Meets from the M!X in a way, but there are also the bugs (though none of them have occured to me so far). Meets also has a MyMeets app and even the normal Bandai app so you aren't "locked out of" Japanese-only content, unlike with M!X. But IMO there are better colour versions. If I had to choose I'd go with Meets, for the twins, pets, apps, etc, but be aware of the bugs.
  34. 3 points
    Well would you believe it. Checked my collection I had from the 90's and sure enough, there was an Akachan 1. And yes, it IS Bobby. Except with Bub from Bubble Bobble as his alert icon for no reason at all. Nice find! And thank you tk the previous poster Eryson for reminding me this. How I forgot I'll never know. Gonna order some more of these sealed for my wall display! Thanks again!
  35. 3 points
    I miss "ugly" Tamagotchis, which goes hand in hand with my other missed feature of there being actual consequences for poor care (if you do badly, it's only logical that you'll get an unhealthy evolution who won't live for very much longer once they reach adulthood), and also there being a complete life-cycle including death. Nowadays, it's super-easy to get the best-care characters and they've even adjusted the remakes of the originals to add this in, there are no weird-looking creatures because everything only fits into a certain category of aesthetically-pleasing, there's no real consequence for poor care, and the critters are nigh-on immortal. The one that gets me the most is the downplaying and virtual removal of the "ugly", badly-behaved evolutions, though. Where are all the toupee-wearing-blobfish, duck-snakes and bird-plants that helped to define these toys back in the 1990s?
  36. 3 points
    Most sellers I have encountered on ebay will mention either in the title or the listing whether or not the Tama will work. I haven't seen many broken color editions on sale. The biggest problem with used Tamas is that the shells are either missing paint, plastic is scuffed up or the screen has scratches. If you're okay with those possible problems, a used Tama is a great way to save money. My only used Tama I have off hand is a English Angel edition and it has always worked great.
  37. 3 points
    For fun I tried doing a ROM test on my 2018 P2 but instead it was a sound effect test. Here’s a pic of what it looks like. There are 17 total.
  38. 3 points
  39. 3 points
    They're both v3's, Australian releases I believe. Super cute shells, I was always a fan of the Australian sbells! And it's impressive how good yours look after so many years. And yes, they're connections. I believe it should be possible to fix the faulty one but I'm not exactly sure how, I'd probably just take it apart and put it back together.
  40. 3 points
  41. 3 points
    I don't really have the time to dedicate to helping you much, but I have a little bit of input. I have a feeling you'd find more success looking at the bit/base-2 level instead of trying to figure out the corresponding base-10 arithmetic. If I recall correctly, the Connections were coded in some sort of assembly language, so it is very likely the programmers were considering bits -and not decimals- while they made the code generation algorithm. It's also unlikely that the codes were hard-coded into the devices, considering the amount of memory that would require. It's probably just using an encryption/decryption algorithm of some sort. Considering the codes work regardless of the device, we know that there is no device-dependent key, so somehow the username and login code combination contains enough information to encrypt/decrypt item codes. My guess would be that the user name is converted into some byte-stream and XORd with some other code somewhere during the encryption and decryption process to make the codes appear different when they're really not. Unfortunately, because the log-in code is also used somewhere, this makes figuring out HOW the username is used more complicated. Because security really isn't much of a concern, it wouldn't surprise me if they had just done something as simple as the following: 1. Have some x-bit sequence for every item, C. 2. Generate a random x-bit login sequence, L. 3. Repeat the user name twice to make an x-bit sequence, U. 4. C xor L xor U = the output code, O. Then getting back C would just be a matter of taking O xor L xor U. I... really can't offer much more aside from saying that the fact that usernames are 5 characters long and logout sequences are 10 characters long probably isn't a coincidence. What confuses me is the fact that, if the logout code is ONE 32-bit unsigned integer, its maximum value should be 4,294,967,295, which isn't true. If it's being stored as two 16-bit unsigned shorts, the maximum value of each should be 65,535, which also isn't true. Maybe it's being stored as two 5 character strings, so each character can be XORd with a character from the username? I don't know how they would then convert that into a [0, 9] number, mind you. If they were to truncate any of the bits, then the decryption to get the item code would turn out wrong. Perhaps the item codes were selected in such a way that removing these bits wouldn't influence the decryption. At any rate, I would suggest you try repeating Binary's input-output experiment with a different username before you look into the math patterns too much. The patterns you saw are likely unique to the username "TMGC!" and are just a byproduct of that specific encryption. It's very likely that Binary's results cannot be generalized to other usernames before we determine how the username influences the encryption/decryption process. Now I honestly wish I could see the code.
  42. 3 points
    There was a video on YouTube of the new pastel games, looks like a matching game and also a direction pressing game.
  43. 3 points
    This was also something that confused me at first as well. The first time you start a generation the care does matter because it will determine the growth. After that however, the final adult will simply be a mix of genes from the one you raised and the one you married. I think that the care can affect what your toddler and teen will look like, but that's the extent of it. You can only get a "pure" character that first generation.
  44. 3 points
    Though it's entirely possible that it could be a sign of something, don't get your hopes up too much. After all, commercial social-media presences tend to revolve around getting people to generate free publicity, which companies do by leveraging people's feeling of having some form of relationship to the company and its employees because they enjoy their products - that's why Twitter accounts like this use non-committal language and friendly wording and emotes. People see Tweets like that, spread them around, and thus are doing free advertising for the company - it lets them stretch their marketing budget further.
  45. 3 points
    My birthday was pretty great! Got myself a sweet new laptop, a Gudetama, a new pair of headphones, and a statue of Guido Mista from JJBA: Vento Aureo via GameStop's site. Best birthday I ever had!
  46. 3 points
    Time for perhaps the most bizarre update I've given - some new developer features have been discovered! All this information comes from rjalda100, who discovered and tested the feature while trying to perform the region change procedure on a V1. For those unfamiliar with region changing, it's a process you can perform on the American connection models in a similar manner to activating the debug mode - instead of shorting the JP3 solder jumper on the circuit board, however, JP1 and JP2 are shorted instead. I'm unsure about what happens if only one of these two jumpers are shorted; it'll be something to investigate in the future. As Pirorirotchi demonstrated on page 3, region changing has the effect of switching the ROM version that's used with a different one - the data your Tamagotchi uses is changed from the data used in the American ROM to one used by European models. This isn't necessarily hugely remarkable by itself, though this recent discovery has given us new knowledge about what this feature was used for. A few days ago rjalda100 was attempting to compare the two ROM versions of an American V1 - before region changing, the ROM version was found to be 4.2. After region changing and ROM testing again, the following screen was shown instead of what was expected: This ROM version has never been observed before, and until this point all of the Japanese and worldwide releases in the Connection / Plus series used even integer version numbers - 0.0, 2.0, 2.1, 4.0, 4.2, 6.1, 8.0 and so on. The numbers at the bottom of the screen are also unfamiliar, and their purpose is unclear. I had speculated in the past that there could be entirely new and unknown versions hidden behind the region change feature, so I guess this speculation was proven correct. I had also speculated that odd integer versions were reserved for developer versions - would this speculation be proven correct too? Upon resetting the Tamagotchi, instead of being greeted by an egg, the time setting screen is shown instead. Sure enough, the date format that was used by this version was Day / Month, as would be expected after switching to a European ROM version. This screen is followed immediately by the naming screen despite no egg having hatched. After this was an entirely new screen with the options "BOY" and "GIRL". Selecting a gender will finally show you the Tamagotchi you'll be raising: A Burgertchi Actually, more accurately, the Burgertchi will raise itself. From this point onwards, the only button which functions is the B button - only the standard Tamagotchi view and the clock screen are accessible. Burgertchi does all the cooking and cleaning by itself - if it's hungry, it eats automatically (aptly, it eats a burger). If it makes a mess, it cleans it up. It flicks between a bunch of different animations, too. I'm not really totally sure what the purpose of this feature is, or if there's anything else that's unique about this ROM version, but as far as I can tell it's some sort of demo mode. Why Burgertchi? No idea. But I can see this sitting behind a screen in a store, demonstrating what a Tamagotchi looks like without actually requiring constant care and attention. Hopefully, new discoveries like this will continue being made in the near future! The region change mechanic is a truly interesting one which may reveal entirely new Tamagotchi modes to us.
  47. 3 points
    I don’t even particularly care for tamagotchi and haven’t for ages but I still frequent this site it was just so influential for me in my younger years so it just kinda feels like a safe haven yknow
  48. 3 points
    Tamagotchi +Color has no downloads functionality though. iD, iD L and P’s have IrDA while 4U and 4U+ has NFC.
  49. 3 points
    I am personally against letting children take care of pets until they are over the age of 13 and really do a lot of research regarding the pet (though parents should also do that to not let the children "experiment" with the experience), unless said pet is large enough to be the whole family's responsibility like a cat or dog. A lot of pets that are considered "entry level" for kids are actually not all that easy to take care of and require a lot of care to be happy. For example, hamsters actually need quite HUGE cages, a "perfect" cage for a golden hamster (just one! They are solitary animals!) is a whooping 100x100cm. A bare minimum is one that's at least 100cm wide on one side. The hamster wheel needs to be quite large to prevent back injuries, the food has to be good quality (no budget food!), proper diet has to be mantained (mostly grain, fruits and vegetables only as an occassional treat since they're not healthy for hamsters, also since hamsters are omnivores they need some bug protein from time to time). Then there's daily cleaning, understanding that a hamster can bite you, etc. I'm speaking from my own experience as I've had pets since I was a young child and when I realized that a lot of my first pets have been vastly mistreated still eats at me to this day. Goldfish are a whole another story too - aquarium keeping is NOT an easy task! But at the same time I know that children are not stupid and know a difference between a Tamagotchi and an actual pet, and just because a child can take care of a Tamagotchi doesn't necessarily mean they'd be a good pet caretaker, and even vice versa. But if there's no other way, it's definitely better to offer them a Tamagotchi rather than an actual pet. Though I personally think that parents should never 100% give children full responsibility of an animal, unless they are sure the child is doing a good job at it, they should be responsible too.
  50. 2 points
    Today's new arrivals. A factory sealed green Nano Baby and a sealed orange Goji Rapper.