That's pretty cool.For those want to follow my adventure :
https://www.gamoover.net/Forums/index.php?topic=40809.msg652330#msg652330
lucky you, last ICRW device I was RE'ing uses data encryption, so communication logs is not much useful.I passed many hours on original memory card reader with my logic analyser to retrieve the protocol logic.
This wouldn't be a huge stretch to set up on a Raspberry Pi with the scripts provided here.Aganyte,
Could your card emulator be setup to store the emulated cards directly to compact flash? This way different users wouldnt have to share emulated cards and could switch out sd cards
This an update on my todo list.Aganyte,
Could your card emulator be setup to store the emulated cards directly to compact flash? This way different users wouldnt have to share emulated cards and could switch out sd cards
@winteriscoming might be able to confirm but I think the emulator was only designed for specific games (ID1,2,3 WMMT1/2, F-Zero, MKGP/MKGP2)did anyone check to see if the WMMTCARDEMU emulator works with wmmt3?
I don't have a great solution to this short of having a populated card file on standby and if the game sends a load card command and the current card file is blank, then it loads in the standby file instead.The biggest challenge in a "public" setting with the script as it exists is when people say "yes, I have a card" but then don't actually "load" the card in the frontend - the game errors out because it's not seeing the response it needs and timing out.... Other than that, it was working pretty flawlessly in most situations I can into.
There may be some benefit to tests done with a real card reader, but I'm not sure what that would be at this point.I just recently got a card reader, still need to hook it up, but it should be working - assuming it is i'm happy to try to help as well.
I was thinking that when it wasn't running with a card actually "inserted" that it could run a loop and basically respond to commands with "no card inserted".... I will have to get my stuff all setup again with the serial sniffer in place to be able to see what that actually looks like in real life on the card reader.I don't have a great solution to this short of having a populated card file on standby and if the game sends a load card command and the current card file is blank, then it loads in the standby file instead.The biggest challenge in a "public" setting with the script as it exists is when people say "yes, I have a card" but then don't actually "load" the card in the frontend - the game errors out because it's not seeing the response it needs and timing out.... Other than that, it was working pretty flawlessly in most situations I can into.
The script unfortunately allows for this scenario that's not as feasible on a real card reader. The user is essentially inserting a card that has 0 bytes. I don't know if that's the same as what would be read by the reader if the card file is blank.
However, I'm not sure what happens in real life. What happens if you insert a blank card at the time you say you have a card? If that works and the game just rolls with it as if you purchased a new card, then perhaps it's a matter of making sure new blank card files are generated appropriately, rather than just starting with a 0 byte packet and sending that to the game.