hwd45

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Everything posted by hwd45

  1. A user in the Tamagotchi discord recently found some Tamagotchi patent files and digging through them revealed quite a number of interesting things!
  2. Now we're in a place where, by my count, pretty much all Connection / Plus releases have at least one known ROM version associated with them, I thought I'd do a big update on all the known ROM versions so far across the entire Tamagotchi series. I've also got something else concerning the development of Tamagotchis which I'll be making a post about soon, but we'll get to that later. The Test Mode was actually still present as far back as the Vintage releases (activated by pressing A+Reset on these versions), but the version number was not part of this mode. The first version to present the player with information about the firmware of the device was the V1: Tamagotchi Plus / Tamagotchi Connection / Tamagotchi Connexion and Deka Tamagotchi The V1 is probably the version that has been researched the most, due to its wide range of version differences. The following are all the versions that have been observed on a V1 so far, with a description of each version: 0.0 - Tamagotchi Plus By the looks of it, this is the only ROM version that ordinary Tamagotchi Plus devices use. 0.1 - Tamagotchi Plus GLAY Expo Edition A special edition of the Plus with a unique character replacing the characters that the Matchmaker normally brings. 2.0 - Tamagotchi Connexion The earliest wave of European and Australian shells used this version. 2.1 - Tamagotchi Connexion Later releases used this version. 2.3 - Tamagotchi Connexion Has so far only been observed via the region change procedure on a device with ROM version 4.1 - it is currently unknown if any devices run this version without region changing. 3.0 - Deka Tamagotchi (Unreleased English Version) Behaves exactly like a Deka Tamagotchi but in English. Can only be accessed by performing the region change procedure on a device with ROM version 4.2. 4.0 - Tamagotchi Connection Used by the earliest batch of American shells. 4.1 - Tamagotchi Connection Later batches of the first wave of shells used this version. 4.2 - Tamagotchi Connection Later waves used this version. Missing versions A Spanish version is known to exist, but its ROM version has not yet been identified. Version 2.3 is yet to be observed without region changing, and it is thought that version 2.2 also exists but has not been seen yet. Later batches of European and Australian shells are most likely to feature new ROM versions - in fact, just today I noticed that some European V1s used the same plastic packaging as the V2 while others don't - the only difference is that the V2 packaging has a slightly raised region around where it says "Version 2", while the original V1 packaging does not feature this as there is no corresponding label for "Version 1". The current plan is to keep checking the version on more devices in case any of them feature new version numbers. The original Deka Tamagotchi is understood to have ROM version 1.0, but no device has been checked to prove this yet. Later International Releases (2005 - 2008) A.2 - Tamagotchi Connection V2 Early releases of the US version of the V2 - though, for unknown reasons, these devices were released in Europe instead and the US release date for the V2 was pushed from March 2005 to June 2005. In addition, the "first wave" was replaced with a new first wave of shells when the V2 released in the US. A.3 - Tamagotchi Connexion Version 2 Early releases of the European version of the V2 used this version. Both A.2 and A.3 can be identified by the fact they use different item names - for example, "Honey" was called "Love Potion" on these early versions. A.4 - Tamagotchi Connection V2 Later US releases of the V2. A.5 - Tamagotchi Connexion Version 2 Later European and Australian releases of the V2. A.8 - Tamagotchi Connection V2 Spanish language version of the V2. Interestingly, the shell designs from the "cancelled" first wave of US shells was used for this version. A2 H - Tamagotchi Connexion Version 2 - PUMA Edition A unique version of the V2 released in Europe with a different start up animation and egg sprite. A3 0 - Tamagotchi Connection V3 Early releases of the V3 in the US. A3 2 - Tamagotchi Connection V3 Later releases of the V3 in the US. A3 3 - Tamagotchi Connexion V3 Later releases of the V3 in Europe. A4.2 U - Tamagotchi Connection V4 Early releases of the V4 in the US. A4.3 E - Tamagotchi Connexion Jinsei Version 4 Early releases of the V4 in Europe. A4.4 U - Tamagotchi Connection V4 Later releases of the V4 in the US. A4.5 E - Tamagotchi Connexion Jinsei Version 4 Later releases of the V4 in Europe. A4.7 E - Tamagotchi Connexion Jinsei Version 4 Later releases of the V4 in Europe. A4.5-2 U - Tamagotchi Connexion V4.5 US V4.5. A4.5-3 E - Tamagotchi Connexion Jinsei Plus Version 4 European V4.5. Missing versions Spanish versions of the V3, V4 and V4.5 are missing. A.6 (likely a very late US V2 version), A.7 (likely a very late European V2 version), A3 1 (likely an early European V3 version) and A4.6 (likely a late US V4 version) seem to be missing. A4.7 E was only recently discovered, which suggests there may be more rare ROM versions for other releases, too. Later Japanese Releases (2005 - 2008) The Japanese releases after the Plus continued the version numbering system it used. 6.0 - Keitai Early releases. 6.1 - Keitai Later releases. The Hello Kitty item was replaced with a Bunny. 8.0 - Hanerutchi 11.1 - Ouchi no Dekatama 12.0 - Akai 14.1 - Entama 14.5 - Entama CYOI Change 16.0 - Uratama 18.0 - Hanerutchi 2 21.2 - TamaSuku 1 23.0 - TamaSuku 2 27.2 - TamaFure 0.2 - Oden-Kun Seems to use its own version numbering, possibly filling the gap of 0.2 that comes after 0.0 and 0.1. 1.0 - Ouchi no Dekatama Game King Seems to use its own version numbering, with a version screen which differs from previous releases. Missing versions Other Dekatama versions (Dekatama Shop, Tamatama Market, Royal Market, Game Center, Jukutama) are missing. It may be the case that there exist other versions before or after those listed above, like 14.0 or 16.1. Tamagotchi Connection V5 / Tamagotchi Familitchi Connexion / Famitama 28.2 - Famitama Japanese release, first wave version. 28.3 - Famitama Japanese release, second wave version. 32.1 - Tamagotchi Connection V5 US release. 34.1 - Tamagotchi Familitchi Connexion European release. 36.0 - Royal Famitama Japanese release. 36.0 USA 00 - Tamagotchi Connection V5 Celebrity US release. 36.0 ESP 00 EU - Tamagotchi Connection V5 Celebrity Spanish language release. Missing versions The Spanish language version of the V5 is missing. 28.0, 28.1, 32.0 and 34.0 may also exist. There was also a special Otokitchi dating station in some Tamadepa stores, but it is likely that these are no longer accessible to anyone. Later International Releases (2009 - 2015) 6.0 00 32.0 0 USA - Tamagotchi Music Star Wave 1 US release, later batches - early batches were mistakenly given the European version. This screen is not pictured above as I have not yet seen a photo of its version screen. 6.0 00 32.0 0 EU - Tamagotchi Music Star Early European releases. 6.0 01 32.0 0 USA - Tamagotchi Music Star Wave 2 US release. 6.0 01 32.0 0 EU - Tamagotchi Music Star Later European releases. 7.0 01 32.0 USA - Tamatown Tama-Go US release. 8.0 00 USA - Tamagotchi Friends Wave 1 release (often called "European", but the version is a USA version) 9.0 00 USA - Tamagotchi Friends Dream Town Digital Friend US release. Missing versions Spanish Music Star, Portuguese Tama-Go, Russian Friends and wave 2 Friends. Tamagotchi Plus Color, Tamagotchi iD, Tamagotchi iDL and Tamagotchi P's (2008 - 2013) Later Japanese releases seem to use a build date instead of a decimal point sub-version. 40; 08-10-22 - Tamagotchi Plus Color 40; 08-11-14 - Tamagotchi Plus Color 42; 09-06-11 - Hexagontchi 43; 10-02-25 - Tamagotchi iD 49; 10-09-09 - Tamagotchi iD Station 50; 11-01-14 - Tamagotchi iDL 53; 12-04-30 - Tamagotchi iDL English language release. I don't know why the screen is green on this version. 54; 11-09-05 - Tamagotchi iDL 15th Anniversary 55; 11-12-22 - Tamagotchi iDL Princess Spacy Version 56; 13-01-06 - Tamagotchi P's Missing versions iD Spot, Conan iD, Lovely Melody iD, iDL Spot, other firmware versions of the above releases. Tamagotchi 4U, Tamagotchi 4U+, Tamagotchi M!x and Tamagotchi Meets (2014 - 2019) The version numbering was reset from 001 in the Tamagotchi 4U. 001; 14-08-14 - Tamagotchi 4U 014; 16-08-04 - Tamagotchi M!x - Melody M!x 015; 16-09-26 - Tamagotchi M!x - Anniversary M!x 021 - Tamagotchi M!x - Gift M!x I don't yet have the ROM version screen for this version, so I'm not sure what its build date is. 030; 18-10-19 - Tamagotchi Meets - Fairytale Meets 031; 18-10-19 - Tamagotchi Meets - Magical Meets Missing versions 4U+, Spacy M!x, Dream M!x, Sanrio M!x, M!x Station, Pastel Meets, Sanrio Meets, Fantasy Meets, Meets Station, Tamagotchi On, possibly more firmware versions for each? Other Devices Many other devices have firmware version numbers that do not fit the numbering schemes of the main series. 0 - P1 2018 Rerelease, Japan 1 - P1 2018 Rerelease, USA 3 - P2 2018 Rerelease, Japan 5 - P2 2018 Rerelease, USA 71.9 - Tamagotchi Nano V1 72.0 - Tamagotchi Nano V2 No, I don't know why they use these numbers, either. 11.1 - Pocket Usatama I don't currently have a photo of this screen. 0 20.1 - Gudetama Tamagotchi, Japan 2 20.2 - Gudetama Tamagotchi, USA 0 30.1 - Eevee Tamagotchi 1.0 - Tamagotchi Chibi, Japan and 1.0 - Tamagotchi Chibi 2017 Rerelease, Japan The characters differ between the different releases of the Mini, so I'm not sure why they use the same version. 2.0 - Tamagotchi Mini 2017 Rerelease, USA 1.0 - TamagoChu And, possibly my favourite ROM version screen: TAMA・P V1-00 - TamaWalkie Perhaps the P is for Pedometer? Missing versions Other mini / chibi versions, the 2019 Usatama and Usapiyo, and perhaps there's other devices too. I think I need to go and lie down after all that. I hope you all find this interesting! I'll be making the next post soon - we'll be taking a look at some Tamagotchi design documents.
  3. No, they're quite different. I think this might be what you're looking for: https://www.tapatalk.com/groups/tamazone/catalog-of-meals-items-for-celebrity-v5-t19648.html Hope this helps!
  4. Unlike a lot of things like debugging and region changing, accessing the test mode actually doesn't involve taking your Tamagotchi apart at all. It's designed to be a test that they can use in the factory and so by its very nature it's not intended to be something that harms your device. However, I think a disclaimer should probably always follow any talk about ROM testing because it is still a developer feature that is not intended for the general public to use, but it doesn't involve any messing around with the hardware of the device, and I have seen literally hundreds of tests without any reports of damage to the device. I think there's a few important things to consider when accessing the test mode: Is the device debugged? In case you're uninitiated, debugging involves actually taking the device apart and messing with the circuit board. You can tell if a device is debugged as it'll have a "hyperspeed" mode activated by pressing the C button, which causes time on the device to travel a lot faster than normal. There were reports from years ago that ROM testing a debugged device could break it, but these rumours seem to be entirely unsubstantiated and recent attempts to ROM test a debugged device has shown that in reality it is actually impossible to access the test mode on such a device. Are you okay with losing your save data? Accessing the test mode by itself has no impact on your data and after accessing it you can usually pick up from where you left off, but the exception is that if you reach the "ROM TEST" part of the test mode your save data will be wiped and you'll have to start from the beginning. When entering the test mode the first few screens are intended to test the pixels and icons on the device and identify those that don't work. This is then followed by a screen showing the firmware version of the device, and after pressing a button on this screen it enters the ROM test part of the test mode. If you don't wish to lose any data then you can perform the test up until the version number screen, but I wouldn't risk it in case you accidentally press a button on this screen. If you do lose your data, no data from the software of the device is lost - it just simply acts as though you've got a brand new device, and you'll need to start from the first generation. It's basically like choosing the "RESET" option on the DOWNLOAD / RESET screen. So basically, if it's something you're considering, take the above into account, make sure it's definitely something you want to try, and maybe try it on a cheap device that you don't mind resetting first so you understand how it works. Since you mentioned the "numbers" involved I'll explain a bit - the "version number screen" I mentioned is a screen showing the version of the Tamagotchi firmware that your device is using. Two devices might both be the "V2", but they could have different firmware versions, indicating that they'll be subtly different in a few different ways. Here are the known version numbers corresponding to the V1 and the V2: V1 0.0 - Tamagotchi Plus (Japan) 0.1 - Tamagotchi Plus GLAY Expo Edition (Japan) 2.0 - Tamagotchi Connexion, first wave (Europe, Australia) 2.1 - Tamagotchi Connexion, later waves (Europe, Australia) 2.3 - Tamagotchi Connexion, unknown waves (Europe, Australia) 4.0 - Tamagotchi Connection, first wave (USA) 4.1 - Tamagotchi Connection, later first wave devices (USA) 4.2 - Tamagotchi Connection, later waves (USA) V2 A.2 - Tamagotchi Connection V2, first wave (USA devices that were shipped to Europe and Canada before the eventual release of the V2 in the USA) A.3 - Tamagotchi Connexion V2, first wave (Europe) A.4 - Tamagotchi Connection V2, later waves (USA) A.5 - Tamagotchi Connexion V2, later waves (Europe, Australia) A.8 - Tamagotchi Connection V2, Spanish version (South America) A2 H - Tamagotchi Connection V2 PUMA Edition (Europe) There are likely more versions than those listed above that have not yet been discovered. There's a video of the test mode in action here showing a V4.5 if you want to see what it looks like. The thread TamaMum linked above should also contain more details if you want more information. Hope this helps!
  5. So that's the Connection re-release rumours debunked then.
  6. Interesting! Definitely wasn't expecting it to be 21.
  7. That'd be great, thanks! Since it's a Japanese version the test mode is probably activated with just the B, C and Reset buttons.
  8. Performing the region change procedure on a V1 installed with ROM version 4.1 seems to change it to a new version - 2.3. This isn't a ROM version that had ever been encountered before, so it suggests that there might actually be quite a few more versions to encounter. 2.2, for example, is a gap in the version number list which might be filled some time soon. Perhaps there's even a version 2.4? There's been claims in the past of people having a 2.4, but no pictures have ever proven its existence. There might even be more ROM versions throughout the rest of the series, too. A4.7 E was only recently discovered after months of assuming the version 4 ended at A4.5 E, with maybe an A4.6 for the Spanish language release. Only time - and more ROM testing - will tell! Speaking of ROM testing, this entire time it's been understood that ROM tests reset your Tamagotchi's data. This isn't untrue, but most of the test mode that people call the "ROM test" actually has nothing to do with testing the ROM - checking the on-screen pixels and the firmware version come before the screen that says "ROM TEST", and as it turns out, if you never progress to the ROM test screen your data isn't lost. I'll reiterate that - when entering the test most (e.g. by pressing A, B, C and the Reset button) you're brought through a few screens showing various pixels lighting and dimming. After these screens, the firmware version is shown. On this screen, when a button is pressed, the ROM test begins. If, however, you reach the firmware version screen and press the reset button instead of progressing to the ROM test, your Tamagotchi will restart without any data loss. It's the ROM test part of the process that resets the data. This is obviously still quite risky because accidentally pressing a button on the firmware screen is enough to reset your data. If you don't believe me when I say that reaching the firmware version screen without ROM testing doesn't reset the data, try it out on a device that you wouldn't mind resetting. (I'd be tempted to dig out some of my old Tamagotchis to find their firmware versions too, but to be honest, I'd still be a bit concerned about the risk, hahaha) For those keeping track of where we have to go next, I've compiled a very rough list of the main areas of research when it comes to missing ROM versions. (Of course, we're also researching the versions we do know about to see how they differ from other versions - it turns out the many V1 versions are all very different from one another). Some of the following versions might not actually have a test mode like other devices, but most of them likely do: V1: - Spanish language release (this should also give us an indication of other missing versions - for example, if it's 4.4, then there's probably an undiscovered 4.3, too) - Later EU / AUS V1s (2.3 was recently discovered, so the existence of 2.2 or 2.4 is not totally unreasonable) - Later US V1s (there might be more undiscovered versions after 4.2) - Other region change versions (so far, 4.2 has been observed to region change to 3.0, and 4.1 to 2.3 - perhaps there's more region change versions? 4.0 has not been tested yet) Entama: - 14.0, 14.2, 14.3, 14.4 (only 14.1 and 14.5 have been observed so far) V2: - A.6, A.7 (might be Australian ROM versions) V3: - A3 1 (early EU version, potentially could be found through region changing A3 0) - Spanish language release V4: - A4.6 U (late US version) - Spanish language release V4.5: - Spanish language release V5: - 28.0, 28.1 (early JP versions) - Australian versions (might be the same as EU or US though) - 32.0 (US version) - 34.0 (EU version) - Spanish language release V5.5: - Japanese version Music Star: - 6.0 00 32.0 0 USA (wave 1 US Music Star, though some early US Music Stars mistakenly use the EU ROM) - Spanish language release Tama-Go - Portuguese language release Friends: - Wave 2 - Russian language release Other: - Store Deka Tamas - Tamasuku 1/2 - TamagoChu - Tamafure - Jukutama - Tamawalkie
  9. Either a dropped character or an internally designed one that hasn't been made "public" yet! What I think is particularly interesting is how each region seems to have one character associated with it - America gets Nyatchi, Europe gets Pochitchi, and by the looks of it the Spanish language versions get Tougyutchi. Assuming the same character is used on the Spanish V4's version number screen, the character would have appeared on the V4 before its international debut on the V4.5. The only version that released in Japan that features a character on the version screen is the V5 Celebrity / Royal Famitama, though I've not seen this ROM version screen yet (it might not even feature a character on it). The other languages that have been used - Portuguese and Russian - haven't had their characters confirmed yet, either.
  10. 8.0 is a first wave Tamagotchi Friends (haven't seen a second wave ROM test just yet) and 9.0 is from the Dream Town Friends. I guess the character on the Friends screen is some sort of updated Nyatchi sprite, but I'm not certain. I don't have a clue who the mouse is though!
  11. In case you're curious where we're up to with ROM versions now... There have been quite a few new version discoveries lately! There's a few gaps in the image where I think there's probably more versions, but it seems to be the case that most have been accounted for, now. There's a few spin-off devices which haven't been tested yet: - Store Deka Tamas - Tamasuku 1/2 - TamagoChu - Tamafure - Tamajuku - Tamawalkie These are the most likely ones to use the same version numbering that the rest of the devices use (maybe with the exception of the Tamawalkie). If you've any questions about what any of the ROM versions listed above are then I'll be happy to answer.
  12. An update to my previous post: Version 3.0 is actually not just a demo version - it's actually an unreleased Deka version. The Deka Tamagotchis were originally placed in stores and restaurants across Japan in 2004 and behaved exactly as I described above. The only key difference between these Deka devices and Version 3.0 is that the Deka Tamagotchis were in Japanese, whereas 3.0 is an English translated version, perhaps suggesting there were plans to bring the devices to the west. There was actually a wider range of characters than just Burgertchi, but in order to obtain them you had to solder some connections on the circuit board. Since the V1 uses a different circuit board to the Deka, these connections are not present on the V1 and so a lot of functionality unfortunately cannot be seen. Deka Tamagotchis also had the ability to connect with other Tamagotchis - simply connecting with the Deka while it's in its idle state will result in the following: - First, the Tamagotchi moves to the Deka and an animation will play. - Next, the Tamagotchi will return to its device bringing the Deka character along with them. - The Deka character will give the Tamagotchi an item before returning to the Deka. The items received by the Deka characters are mostly food items, often ones not seen anywhere else on the device! There's also a couple items but they don't seem to stay in the player's items list: - Tamagotchi will give the player a small Tamagotchi device. - Capsuletchi will sometimes give the player a card that says "Pt" on it and "10p" appears on the screen - perhaps this was part of a cut gotchi points feature on the V1. So apparently after all these years I'm still learning new things about what the V1 can do! I'll continue to post updates as I learn more information.
  13. I've spoken to Natashenka a few times in the past, but not since I started examining passwords. It's definitely something I'm considering for the future, though it'd be a project that requires a lot of preparation and the right equipment. Rewarding, though!
  14. And as I mentioned, the V3 doesn't have a login code. All the passwords corresponding to a given item will work every time, except for the items corresponding to parents and grandparents, travel tickets and the Tamagotchi king.
  15. This is very helpful! Saves me having to type them into my spreadsheets i see you've encountered the same xml files I did - I'm not sure why there's so many gaps but I assume an unfinished version of the xml was what was archived. Interestingly enough if you compare the ID numbers with the V4's corresponding xml, you find that items that were carried over between versions have the same ID number. This actually gives a pretty solid way of matching up the remaining items with ID numbers and only leaves a few food items ambiguous. It also leaves a lot of gaps in the ID list that have the potential to contain unused content.
  16. Thanks! I've actually encountered these before, but I'm sure they'll come in handy. I'm not quite sure how I'll use them just yet since I only have one password for each item and username instead of a collection of passwords, but we'll see!
  17. I hadn't actually thought about converting the codes to base-2, but given how often multiples of 2048 were appearing in my experimentation, it certainly seems like some of the generation is done on the base-2 level. Luckily for us, there's no login code on the V3, so we don't have to worry about that being a factor. Simply xoring the username and an item code aren't enough though, since it doesn't take into account how multiple passwords can arise from one item, so there must be some third factor which is applied to the password too, to add an extra degree of freedom. The problem with repeating Binary's experiment - aside from the fact the V3 doesn't have any login codes - is that there aren't any means to generate logout codes. The reason I'm focusing on one username right now is because, should any of the patterns generalise to other usernames, if I were to gain an understanding of what patterns arise with the username "TMGC!" then potentially I would already have a starting point to work with when looking at other usernames. Unfortunately, no other usernames are as well documented as this hefty list of passwords, so regardless I'm pretty much stuck using this one username for now.
  18. 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.
  19. There's been a few threads on it in the past, I don't personally see too much value in making a new one. However, I am soon to post a more general thread about passwords which it could potentially fit into at some point.
  20. I mean, they're not as unobtainable as you might think. There's only a million item password combinations on the V6 - okay, a million is a lot, but it's a smaller number of combinations than previous versions and quite a decent portion of those are taken up by working passwords. It takes a decent amount of luck but it's not that hard to get the destiny stars by using trial and error. It's still not that easy, but if you pick a good starting point you could literally be getting now-unobtainable or otherwise entirely unused items in a matter of minutes. In my experience? Picking a number in the 900s for the first three digits and cycling through the last three digits can quickly get you items.
  21. 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.
  22. An update! The PUMA V2 has a ROM version of "A2 H" (thanks to the Discord user that sent me this info!) This one's a bit weird - the other known V2 versions are A.3, A.4 and A.5 (though there's at least another two versions on top of those). The PUMA version doesn't have a period between the A and the number, meaning this was probably the start of the convention that the V3 used, where the retail version number follows the letter A. What I'm not sure of the meaning of is the H - I don't have a clue why they chose this particular letter. Hopefully we'll be hearing about what ROM version the GLAY Expo Plus used soon - if it's anything like the PUMA version I'm sure it'll contain a random letter too.
  23. A small update: the US version of the V5 Celebrity actually displays a lot more in the ROM test than the earlier V5 versions, with a screen more reminiscent of the ROM version screen seen in later versions. Alongside a little sprite of Nyatchi the ROM version is displayed (on the one I saw the ROM version was 36.0, but there might be more ROM versions for the V5C!) as well as the region of the device (in this case "USA") and another number I'm not sure of the purpose of ("00" here). This 00 - or sometimes 01 - appears in the ROM test screens of V6, 7 and 8, too. And probably the Dream Town Friends as well, but I've not seen a ROM test of that version as of yet. From what I can tell this is a revision number - unlike earlier versions where revisions are encoded in the ROM version (for example, 2.0 and 2.1 are different revisions of the European version of the V1), it seems as though the later versions split the version into two numbers, with the first representing the general / retail version of the Tamagotchi (the Music Star, Tama-Go and Friends have the ROM versions 6.0, 7.0 and 8.0) while the second number represents revisions. It also seems to split the region into a separate variable too - previously different regions used different ROM versions, but perhaps in later versions the regional differences were so minor that the only differences between the different regional variants was language and date format, so the ROM version itself was kept the same between releases. The "general version number" concept slightly conflicts with the number displayed on the V5C since clearly the "V5.5" is not V36. I'm not really sure how to reconcile this discrepancy but I assume it just displays 36.0 because it's an international version, so it follows the ROM version numbering used in the Japanese models. It still begs the question of why there's a ".0" at all if revisions are handled by an additional variable, but I guess it's just to make room for the ".5" versions (which ironically never appeared again after the V5 Celebrity, though the Music Star was going to get a "refresh" version which was cancelled and there's some proof that the Tama-Go faced the same fate. The Music Star had the (revision number) versions of 00 and 01, with the former being the original release and the latter being the second wave - there's subtle differences between these versions but the main difference is that the way in which money is passed down each generation is changed. I think I've heard the price of the Wild Guitar was lowered too. The US version of the Tama-Go had the number 01 - I've yet to see whether the different regional releases yet. I'm not really sure why it didn't start at 00 this time, but maybe the number 00 was given to the prototype versions seen at the toy fair. So far I've only seen "00" for the Friends, I think it was the US version. This definitely needs more investigation too, since the European version had different games and the Russian version needs to be investigated, too. Both the Music Star and the Tama-Go also display a single "0" and the Music Star also has a small "32.0" beneath the word "Ver". I've no idea what any of these numbers mean, though. --- One small update for the V2, too: it's been determined that version A.3 is a European version and that it used the early item names. It seems as though first wave V2s used this ROM version. The history behind the V2's release is a complicated one - apparently, the devices that were planned to release in America in March / April got redirected to Europe, perhaps to make up for the Tamagotchi shortage there, and the release was delayed until June. These "0th wave" V2s frequently used ROM versions with the earlier item names, just as the very early European ones did. So, if your V2 uses these early item names, it's probably version A.3 or earlier. We're still not sure on the exact number that was used by the early Connection V2s, though. --- One last thing I thought I'd mention which I noticed recently! Some versions display a character on screen during a ROM test, but I hadn't noticed until recently that it seems like the character depends on what region the Tamagotchi was released in. European V4s display a little Pochitchi, while the American ones show Nyatchi!
  24. Yeah, I found an image of the Hong Kong edition's packaging and sure enough it's literally just the Japanese packaging. Strange! I think it's safe to say they're in English given all the English menus and words in the instruction manual.
  25. You mean Chinese? I'm not really sure why they would release in Japanese there. The Connection actually did release in Hong Kong with a Chinese instruction manual, and judging by the manual the text was in English. I've heard they came with the shells used by the Tamagotchi Plus though, so they're a unique combination of a Japanese shell and an English board. I feel like ROM tests would spit out the same versions as the rest of the European models, but it'd be interesting to confirm this in the future just in case the Hong Kong version uses a unique ROM version, or something. Edit: here's the instruction manual of the Hong Kong version.