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Showing content with the highest reputation on 09/08/2019 in all areas

  1. 3 points
    Hello guys and girls. It's been a while, ain't it? So I have some GREAT NEWS FOR YOU!!! @SilicaAndPina and I have collaborated and we have FULLY REVIVED THE V5 TAMATOWN (Tama Earth and Expo). EVERYTHING WORKS. All the swfs are there, many languages are available and long story short everything is there. I even have a surprise for you. THE LOGIN AND LOGOUT SYSTEM ARE FULLY FUNCTIONAL. Now anyone can log in with their Tama, play, have fun and eventually can obtain souvenirs, points ect. Then, they can log out and receive their souvenirs and points. Just like the old site. How cool is that? This FULLY functional version of TamaTown is now available at: http://famita.ml/pc/index.html Trust me, it is worth your time. (All the credit for this particular project, including the site and the password system, goes to the one and only mastermind @SilicaAndPina.) And the fun thing is that this is just the start of our collab. We are looking forward to reverse engineer as many versions of TamaTown as we possibly can (including the server-side code). Anyways, have fun on the site!!! See ya.
  2. 2 points
    Many of you will tell me that you don't have a V5. That is not the problem. If you don't have a V5 and you are trying to play a login dependent game we have a solution for you. You can use this dummy code to log in and when you finish the game, just simply press logout. Dummy Login Code: 31906 10011 If you don't have a V5, you can thank me later.
  3. 2 points
    Normally in a case like this, I would merge the two posts, but due to amount of information and the high quality of these posts, for readability's sake I'm leaving these ones separate! I'm seriously impressed by how much has happened on this front, and on the TamaTown front, over the last couple of days. I guess that waiting for events like this is like waiting for a bus - you wait for ages and then a bunch of them come along at once. Fantastic work - please keep it up.
  4. 2 points
    Hello guys and girls. It's been a while, ain't it? So I have some GREAT NEWS FOR YOU!!! @SilicaAndPina and I have collaborated and we have FULLY REVIVED THE V5 TAMATOWN (Tama Earth and Expo). EVERYTHING WORKS. All the swfs are there, many languages are available and long story short everything is there. I even have a surprise for you. THE LOGIN AND LOGOUT SYSTEM ARE FULLY FUNCTIONAL. Now anyone can log in with their Tama, play, have fun and eventually can obtain souvenirs, points ect. Then, they can log out and receive their souvenirs and points. Just like the old site. How cool is that? This FULLY functional version of TamaTown is now available at: http://famita.ml/pc/index.html Trust me, it is worth your time. (All the credit for this particular project, including the site and the password system, goes to the one and only mastermind @SilicaAndPina.) And the fun thing is that this is just the start of our collab. We are looking forward to reverse engineer as many versions of TamaTown as we possibly can (including the server-side code). Anyways, have fun on the site!!! See ya.
  5. 1 point
    That is ok i wasn't sure where to post it and where u from so i know ahen u get it it might be bit cl9ser to us getting it
  6. 1 point
    Got busy for the 1,000,000th time, but I'm back. Curious about how the Virtual Pets went during my two attempts? Well, have a look: Well, @Penguin-keeper, looks like I couldn't manage a complete run. I couldn't even get past day 2! Mine has the same problem as well, though I never considered the fast clock impacting gameplay this much. Maybe that's because all the others I've ran with the same problem can either have their clocks fixed (as in, changing it to the normal time) or don't require that much care anyways? Well, in much better news, look at what I got to work : That's right. This time it actually turned on instead of frying the batteries. And you know what? It's actually pretty easy so far. What a relief. It's been a few hours since I started it, and already I can say that this is a pretty decent retro vpet. The 3 health meters are really big and the game starts them nearly full. After getting each filled, they deplete one segment every hour. The Pet Vet is definitely a Nano clone. Everything from the graphics to the sounds is similar. It also contains a startup animation (apologies for the poor camerawork): I'm still getting accustomed to the DCBA control scheme, but all is well besides that. Not much else to say today. I don't anticipate on it growing until at least tomorrow. I did manage to find instructions, but unfortunately it includes everything except a growth chart. Since it's a Nano clone, it's safe to guess that it will age similarly. As a plus, I will also get to do a full run of this instead of only a day or two. And yes, I do classify clones and knockoffs like Pet Vet to fall in the same category as bootlegs since they heavily copy pre-existing material. (Plus, I'm out of new bootlegs for now )
  7. 1 point
    i prefer 5555 5555 - its ez to remember and is counted as a V5.5 Clebrity so royal ship games work too *though bandai actidentally made any non-region 0 famitama be able to play v5.5's games. though i doubt the item codes would work from them GP should though ...*
  8. 1 point
    I don't think it being themed around Japanese sweets will stop it from being released in the west. More and more they aren't bothering to change foods and culture differences. In the ON there is Udon, a DIY Soba set, rice bowls, Rice Omelets, a revolving sushi bar game and a marriageable Tama themed after Cucumber Rolls and Kappas and a Marriable Tama themed after mochi and the old Japanese myth of rabbits living on the moon making mochi. Not to mention there's the tradition of New Years money complete with the envelope its given in when you go to your Tama's parents house on New Years Day (Your Tama's parents give you 1,000 gotchi points as do their grandparents if its beyond gen 2 ). plus the decorations for New Years, Girls Day, Boys Day and Tanabata three of those which are not western holidays. I big issue I feel stopping this from coming to the west is the same for the sanrio, fantasy, pastel and remaining fairy and magic meets colors being released here: How the sales of the ones already released in the west do.
  9. 1 point
    Many of you will tell me that you don't have a V5. That is not the problem. If you don't have a V5 and you are trying to play a login dependent game we have a solution for you. You can use this dummy code to log in and when you finish the game, just simply press logout. Dummy Login Code: 31906 10011 If you don't have a V5, you can thank me later.
  10. 1 point
    Previously I mentioned that I don't think we're close to cracking anything. Less than a day later... I've changed my mind I'm still playing around with things, but I've noticed some really solid patterns beginning to emerge. Let's establish some variables to begin with: we begin with a password consisting of two 5-decimal strings, (P_1, P_2). By concatenating P_2||P_1 we receive a 10-digit decimal number P. Now convert P into a five-byte binary number, and we'll call these bytes B_1 through to B_5 with B_5 being the leftmost byte. Let's use an example: 70545 42729 is a Passport password for the username "TMGC!". This makes up our (P_1, P_2). Next, we produce P by concatenating: P = 4272970545. In binary, this decimal is represented as 11111110101100000101101100110001. We'll add a few leading zeros to make it 40 digits long: 0000000011111110101100000101101100110001. This gives us our five bytes: B_5 = 00000000 B_4 = 11111110 B_3 = 10110000 B_2 = 01011011 B_1 = 00110001 As mentioned last time, applying the modulo 256 operator to the password gives us a pair of numbers which we called A and B. This is essentially equivalent to the value of B_1 - it only ever takes on two possible values for a given username. As it turns out, the value of one can be obtained from the other by applying the XOR 106 operator to it - this is true of all usernames! Hence, we have a constant C_user which relates to the username, but I'm not sure in what way it relates just yet. But some things have been observed: If B_5 = 0, B_1 = C_user If B_5 = 1, B_1 = C_user XOR 106 I'm not sure what happens if B_5 is 2, but I'm willing to guess it just loops back round to being C_user again. If I had to guess, I'd say B_5 can only take on the values of 0 or 1 and it takes them on randomly. For user="TMGC!", C_user = 49. So that's two bytes down, but it depends on a constant C_user which we're not currently sure how to calculate without obtaining passwords first. Now let's look at B_2: B_2 = ID XOR B_1 XOR D_user There's two new variables here. ID is the item ID variable - for example, Passport is 128. These IDs can be found in some of the archived Tamatown XML files. D_user is another variable that relates to the username in a way I've not quite figured out yet. I'm not sure what B_3 or B_4 do just yet, or if they even matter! But given how so far this seems to really strongly depend on the byte structure I'm willing to guess they've got their own roles too. In other words... I'm so close, I can almost taste it. I think at this point I just need lots of username and password data to calculate lots of values of C_user and D_user, so any information would be strongly appreciated! One thing that should be said about all this is that it's all slightly wrong for passwords that depend on a parent or grandparent character or travel tickets. These ones seem to be character independent but it doesn't seem to change the algorithm enough to make it unusable; but without data about what character people were using when they used the travel ticket and so on there's not much I can do to crack them. There's plenty of hope for the rest of the items though! Until next time!
  11. 1 point
    I need to add, it's important to put the screen back on the right way. Not upside down! Because menus will look strange then.
  12. 1 point
    UPDATE: You can now use login password created by actural connections v5 tamagotchi to "login" to the games - it will give you a logout password from that so you can unlock items & gotchi points - if you dont have a connections V5 you can use the password "0000 0000" or "5555 5555" for games on the royal ship, since apparently bandai made it so japanese famitama's cannot connect to the royal ship games..
  13. 1 point
    So after some fiddling around with passwords I've decided... it's time for another update. After looking over the old password generators and the information that was sent to the servers using the .cgi file upon login, I noticed that the login password, which is seen on the device in the form: ABCDEFG HIJKLMN Is formatted in the login information as: HIJKLMNABCDEFG I thought about this for a moment and noticed that, this entire time, I've been working with passwords assuming the top row to be the first five digits of a ten-digit number. What happens if I swap the two rows? In other words, what happens if I treat a password like "01234 56789" as the number "5678901234"? I went back to my large list of Passport passwords for the username "TMGC!", reordered them as above, arranged the rearranged passwords into numerical order, found the differences between consecutive passwords and arranged these differences into a list in numerical order. When I did this before - with the top row as the first five digits - I found 92 unique differences between passwords with some differences appearing multiple times. When I did this with the reversed passwords? There was only 37 unique differences. Not only that, but certain differences appeared significantly more frequently than others - I started with 218 passwords, generated 217 differences and of those 217 differences 100 were one of three specific differences. In essence, there's a hell of a lot more structure here than there was when we used passwords in the more intuitive way. Not only that, but the awkward multiples of 329 and 589 that we had before entirely disappear here. Instead of being slightly awkward sums of slightly awkward numbers, this time all the differences are whole multiples of 65536 = 2^16. Awesome! Okay, so there's one small catch. One of the differences wasn't a perfect multiple of 65536. In fact, it's not even close, being off by over 10,000. So what happened here? Was there a typo? Well, the thing is, if there was a typo, we'd expect to see the next difference be off by the same amount as the previous one, but it's not. It's alone in being totally, totally wrong. This will come up again later, as you'll see. As a result, if we instead take each of the edited passwords modulo 65536, we find that the first half are 23345, and the second half (appearing after the one difference which wasn't equal to 0 mod 65536) are 12635. This is a level of structure that's never been seen in the V3 passwords before! This also explains why all the passwords have digits of the same parity in position 5 - after rearranging, this digit becomes the final digit of the number, and because the difference between any two passwords is an even number, either all passwords are odd or all passwords are even, and hence the same is true of the final digit. I realised that looking into the values of these rearranged passwords modulo 65536 doesn't require having lots of passwords for the same item and username, so I went back to my database of passwords from other usernames and for other items and performed the same operations on those passwords. Passwords corresponding to the same username and item pair showed the same thing again - after using the modulo 65536 operator, they would always come out with one of two numbers. As a few examples: TMGC!, Passport - 12635, 23345 ICHI, Passport - 3268, 26286 TINK, Shoes - 11240, 16770 When I did the same thing to different items for the same username, the pattern wasn't immediately obvious, as every item had its own number (presumably, every item had its own pair of numbers as before, but I wasn't able to confirm this). So, I did what I always do - copied them, arranged them into numerical order and found their differences. I was surprised to find that, once again, the differences are almost always a power of two (2^8 this time), with some minor exceptions, resulting in two different values coming out as a result (I actually didn't need to arrange them into another list and perform the operator on them too - I could've just taken each of the modified passwords mod 2^16 and I would've got the same result). One value corresponded to lower password numbers, the other corresponding to higher numbers. So basically, this is what we know up to this point: All passwords for a given username, after rearranging the top and bottom rows, take on the values A and B upon applying the mod 256 operator. The values of A and B depend on the username, so different usernames may result in different values for these constants. For each username and each item, there are a pair of numbers C_item and D_item such that C_item = A mod 256 and D_item = B mod 256 and, for any (rearranged) password for this item and username pair, either P = C_item mod 65536, or P = D_item mod 65536. There seems to be a point Q such that, for P < Q, P = C_item mod 65536; and for P > Q, P = D_item mod 65536 (perhaps after switching the definitions of C and D). Each different item has a different pair of C_item and D_item. By the looks of it, the information from C_item and D_item is used to not only determine what item to give the player, but also to check that the password is compatible with the username. This is information that might allow us to predict passwords given passwords we already know, but generation is still a way off. Basically, this just proves there's a lot more structure than we thought there was! Now let's look at a few of the values of A and B for a few different usernames: TMGC! - 49, 91 TINK - 155, 241 ICHI - 174, 196 MAUDE - 130, 232 GRACE - 42, 64 TAMA - 155, 241 WHALE - 180, 222 SANTA - 152, 242 RAPHA - 153, 243 Eagle-eyed readers may have noticed that TINK and TAMA have the same numbers. Perhaps that's related to the fact that the first and last characters are the same in both (the last character being a space)? There's also something going on with RAPHA and SANTA, perhaps it's the As? Or, if we look at only the first and last characters again, we might notice that R and S also only differ by one. More passwords and usernames are needed! If you're wondering what happens to them at greater powers of 2, it becomes less interesting - some of the values we were looking at differed by exactly 256, so once we start looking at 512 instead, more values start to emerge. If we look at modulo 64 instead, the values from TMGC! also match those of TINK and TAMA - maybe that's a T-thing? So yeah, basically... we're getting somewhere, but I still don't know if we're anywhere near to cracking anything. Only time will tell!
  14. 1 point
    I think they should have made the limited shell brown. 1. Because its different from colors we usually get with Tama's. 2. Its a SWEETS themed Tama, you already have a pink Tama and yellow Tama (though I'd say more cream then yellow) which could stand as strawberry and vanilla, making a brown Tama would add chocolate to complete the three classic flavors for sweets! You could even make the dribbles at the top of the shell white and the gems red (like cherries) to make them stand out and make it really special looking for a limited special shell. Missed opportunity Bandai, missed opportunity.
  15. 1 point
    Oh and I forgot something. Today (June 8th) is the 1 year anniversary of the project being released into the internet. So HAPPY BIRTHDAY TO THE PROJECT!