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Wangan Midnight [Need Help Reversing]
- blackracer
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Re: Wangan Midnight [Need Help Reversing]
I had contact with a former developer and he did not mention that they are doing something other than arcade machines and mobile games.
Strange domain has a name SB-X as we know Shutokou Battle X this is in the territory of Japan is our favorite Import Tuner Challenge.
Whatever it was, I played in all that is done Genki and I was not disappointed: D
Edit: I looked twitter Genki there also has information looks like this is not fake))
Strange domain has a name SB-X as we know Shutokou Battle X this is in the territory of Japan is our favorite Import Tuner Challenge.
Whatever it was, I played in all that is done Genki and I was not disappointed: D
Edit: I looked twitter Genki there also has information looks like this is not fake))
- REDZOEU
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Re: Wangan Midnight [Need Help Reversing]
It has been confirmed. It's a mobile game. Saw this coming tho
And i think we play it like in Drift Spirits maybe. Having free roam is kinda rare in mobile games.
And i think we play it like in Drift Spirits maybe. Having free roam is kinda rare in mobile games.
- Takukun
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Re: Wangan Midnight [Need Help Reversing]
Oh god why... They could have taken another year or two to make a perfect PS4 game... Even the map can't be as detailed as on consoles. Oh well at least I hope the 3D models of cars will be extractable.
- OkCan634
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Re: Wangan Midnight [Need Help Reversing]
Sorry for bothering.. Do anyone knows how to extract models from IGB formats?
MT3 ISO is already out but I can't do anything with it
https://youtu.be/5-eGyM-4D7E
I'm sorry if I broke any rules here , I'm new to xentax and this forum m(_ _)m
Thank you in advance.
MT3 ISO is already out but I can't do anything with it
https://youtu.be/5-eGyM-4D7E
I'm sorry if I broke any rules here , I'm new to xentax and this forum m(_ _)m
Thank you in advance.
- blackracer
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Re: Wangan Midnight [Need Help Reversing]
This game uses alchemy engine. This engine was built by a lot of different games.OkCan634 wrote:Sorry for bothering.. Do anyone knows how to extract models from IGB formats?
MT3 ISO is already out but I can't do anything with it
https://youtu.be/5-eGyM-4D7E
I'm sorry if I broke any rules here , I'm new to xentax and this forum m(_ _)m
Thank you in advance.
I did not find a solution, recently I was interested in this matter.
Game using IGB Container it contains the model and texture in itself
it mentions a script for 3ds Max 5: http://community.istaria.com/forum/show ... nd-editing
Download their possible via web.archive.org
I was unable to use this, but maybe it will help in the research format.
- nfm
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Re: Wangan Midnight [Need Help Reversing]
Hello, welcome to the forum. Thanks for posting this, I was not aware that Maxi 3 ISO is now available for download, definitely great news! I will be keeping eye on WMMT4 and WMMT5 (if they ever manage to surface). I know nothing at this point if ripping models from Maxi 3's .IGB is possible or even worth it considering the amount detail available. Waiting for more to come, hopefully we will see WMMT4 available for download...OkCan634 wrote:Sorry for bothering.. Do anyone knows how to extract models from IGB formats?
MT3 ISO is already out but I can't do anything with it
https://youtu.be/5-eGyM-4D7E
I'm sorry if I broke any rules here , I'm new to xentax and this forum m(_ _)m
Thank you in advance.
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Re: Wangan Midnight [Need Help Reversing]
I'm quite sure the car model quality is the same between WMMT3 and WMMT5. The car models are in .igb format as "OkCan634" stated. Don't remember about the wangan, but I can take a look if needed.
- REDZOEU
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Re: Wangan Midnight [Need Help Reversing]
WMMT3 and WMMT4/5's cars are the same. IMO, it's just that they have better looking textures and more tuning parts in WMMT4/5 (also new cars). The quality of the track however, were improved in WMMT4/5 (new tracks too like the hakone turnpike/mt. taikan, shibuya, kobe, etc)
Fun fact: Majority of cars from WMMT series were taken to the mobile game "DRIFT SPIRITS" (ドリフトスピリッツ). They released an english version of the game, but it didn't last long due to lack of players. The Japanese version is still going strong however, and i'm still playing it to this second. The game even have the boss cars like Devil Z, Blackbird, Monster Supra, Reina's R32, etc (and also Initial D cars) but those cars are only obtainable via limited time events.
And no, DRIFT SPIRITS doesn't have real world tracks. They do have their own version of Tokyo Expressway though.
Fun fact: Majority of cars from WMMT series were taken to the mobile game "DRIFT SPIRITS" (ドリフトスピリッツ). They released an english version of the game, but it didn't last long due to lack of players. The Japanese version is still going strong however, and i'm still playing it to this second. The game even have the boss cars like Devil Z, Blackbird, Monster Supra, Reina's R32, etc (and also Initial D cars) but those cars are only obtainable via limited time events.
And no, DRIFT SPIRITS doesn't have real world tracks. They do have their own version of Tokyo Expressway though.
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Re: Wangan Midnight [Need Help Reversing]
So how can we manage to import those .IGB files?
Textures are ready to use, in .tga format:
Here's a car sample:
http://www12.zippyshare.com/v/Lh6NSVDJ/file.html
Textures are ready to use, in .tga format:
Here's a car sample:
http://www12.zippyshare.com/v/Lh6NSVDJ/file.html
- nfm
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Re: Wangan Midnight [Need Help Reversing]
I haven't looked into the .IGB files, I have been working with the Maxi3 ISO on PC, while it is not easy to get it running, I managed to get the game to load after week of trying:AMG wrote:So how can we manage to import those .IGB files?
Textures are ready to use, in .tga format:
Here's a car sample:
http://www12.zippyshare.com/v/Lh6NSVDJ/file.html
I'm not sure what the message is saying in japanese, but I'm not getting any response from the keyboard and cannot get past this E20 screen. I need to do more more research, the game might be looking for joystick as I saw that joydev kernel module is required by the game. I managed to force enable the MMX optimization (part of 3DNow!) on my P4 and compile custom kernel to get game running on P4.
The game itself ('main' ELF 32-bit binary) seems to be targeting an AMD K7 or higher CPU with 3DNow! SIMD extension and NVIDIA GeForce 7 series AGP gprahics card (GeForce 7600 I believe is what game was coded against). I happen to own Pentium 4 machine and GeForce 7800 AGP GPU (the last/fastest AGP card that was released from NVIDIA). Also the game comes statically linked with OpenGL userspace library/API and runs from VT which means there's no need for X11 display server or any helper libs such SDL to setup screen as the game runs straight from the console. I hope this game will be playable as I never had a chance to play the arcade.
- blackracer
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Re: Wangan Midnight [Need Help Reversing]
You really are very lucky, I was trying to do the same, but used VirtualMachine constantly getting kernel error, find PC that time is really hard, all I found it at Nvidia 7600GS
To successfully run, you graphics card BIOS update?
To successfully run, you graphics card BIOS update?
- nfm
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Re: Wangan Midnight [Need Help Reversing]
In order to run WMMT3 on a PC a similar hardware to Namco System N2 is needed:
- AMD K7/K8 CPU with 3DNow! SIMD extension (Pentium 4 will work as well with kernel hack)
- NVIDIA GeForce 7 Series AGP graphics card, either 7600GS or 7800GS model (no need to flash BIOS)
- IDE motherboard/HDD
Virtual machine won't work, real hardware is needed as the 'main' game binary is tightly coupled with NVIDIA's GL userspace library and kernel driver, if that wasn't enough the game also was statically linked against ADM display server hence no X11 is used nor library such as SDL is needed to create window/sound/video/OpenGL context as the game runs straight from VT (e.g. vt1 console).
Namco System N2 used the following environment from what I found out:
- Debian 3.1 i386 "sarge"
- NVIDIA Linux x86 1.0-8786 driver, not publicly released, can be found at /v337/modules/nvidia.o
- Linux kernel_version 2.4.31 (vermagic 2.4.31-n2 to be precise), kernel was compiled to target i686 AMD K7 CPU
Notes:
- the 'main' game binary depends on shipped nvidia.o graphics driver, if you don't load nvidia.o driver the game will display blank black screen and crash:
Download and install Debian
- get Debian 3.1r8 i386 "sarge" DVD, CD won't work as the repos haven't been up for years for that version of Debian and you need many dev packages that only come on DVD
- install Debian, no need for GNOME/KDE DE
- create 'arcade' unix user
*obtaining DVD and installing necessary dev packages is left as an exercise to the user*
Compile custom kernel for Namco N2 arcade
- note that the stock kernel in Debian 3.1 will not work and fail to load /v337/modules/nvidia.o graphics driver or run 'main'
- nvidia.o depends on 3DNow! CPU extensions (especially the _mmx_memcpy function in Linux kernel)
- needs following kernel options enabled:
CONFIG_X86_USE_3DNOW=y
CONFIG_RWSEM_XCHGADD_ALGORITHM=y
otherwise you will see missing symbols:
- get stock .config from https://archive.debian.net/sarge/kernel ... 4.27-2-386 and get a hold of /config/686 (or get my P4.config.txt, see attachment)
# cd /usr/src
# wget https://cdn.kernel.org/pub/linux/kernel ... .31.tar.gz
# tar -xvzf linux-2.4.31.tar.gz
# cd linux-2.4.31
# cp /path/to/config .config
# make oldconfig
# make menuconfig
modify Makefile:4 and set 'EXTRAVERSION = -n2' as nvidia.o driver's vermagic is 2.4.31-n2, if you don't do this nvidia.o won't load
- compile
# make dep
# make -j 2
# make bzImage
# cp arch/i386/boot/bzImage /boot/vmlinuz-2.4.31-n2
# make -j2 modules
# make modules_install
# depmod -a 2.4.31-n2
# mkinitrd -o /boot/initrd-2.4.31-n2 2.4.31-n2
# vim /boot/grub/menu.lst
and add
# reboot
Fix shared libraries
- go to /v337/libso
# ls -ltSh
the symbolic links need to be fixed, looks for files with around 25 bytes, remove them and relink them, e.g.:
# rm -f libz.so.1
# ln -s libz.so libz.so.1
repeat this step for other 10 libs
Run the game
# cd /v337
# . .profile $(pwd)
# sh .execrc $(pwd)
At this point the game will load and attempt to test the steering wheel and fail from what I know (see 1m 05s https://www.youtube.com/watch?v=q5MNkq74XT0). We need to figure out a way to use a keyboard or usb pad and fake them so they appears as JVS / JAMMA input devices to the WMMT3 game. I believe the game is looking for JVS device at /dev/tty0. I believe there's person who already emulated JVS and got past this step, see https://www.reddit.com/user/dropkickshell:
- AMD K7/K8 CPU with 3DNow! SIMD extension (Pentium 4 will work as well with kernel hack)
- NVIDIA GeForce 7 Series AGP graphics card, either 7600GS or 7800GS model (no need to flash BIOS)
- IDE motherboard/HDD
Virtual machine won't work, real hardware is needed as the 'main' game binary is tightly coupled with NVIDIA's GL userspace library and kernel driver, if that wasn't enough the game also was statically linked against ADM display server hence no X11 is used nor library such as SDL is needed to create window/sound/video/OpenGL context as the game runs straight from VT (e.g. vt1 console).
Namco System N2 used the following environment from what I found out:
- Debian 3.1 i386 "sarge"
- NVIDIA Linux x86 1.0-8786 driver, not publicly released, can be found at /v337/modules/nvidia.o
- Linux kernel_version 2.4.31 (vermagic 2.4.31-n2 to be precise), kernel was compiled to target i686 AMD K7 CPU
Notes:
- the 'main' game binary depends on shipped nvidia.o graphics driver, if you don't load nvidia.o driver the game will display blank black screen and crash:
Code: Select all
Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread -1212197184 (LWP 11840)]
0x00000000 in ?? ()
(gdb) bt
#0 0x00000000 in ?? ()
#1 0xb7f17fe5 in pthread_once () from /lib/tls/i686/cmov/libpthread.so.0
#2 0x08c9a791 in _nv016851adm ()
#3 0x09afd624 in _nv012929adm ()
#4 0x08c9af40 in admShutdown ()
#5 0xbfe70324 in ?? ()
- get Debian 3.1r8 i386 "sarge" DVD, CD won't work as the repos haven't been up for years for that version of Debian and you need many dev packages that only come on DVD
- install Debian, no need for GNOME/KDE DE
- create 'arcade' unix user
*obtaining DVD and installing necessary dev packages is left as an exercise to the user*
Compile custom kernel for Namco N2 arcade
- note that the stock kernel in Debian 3.1 will not work and fail to load /v337/modules/nvidia.o graphics driver or run 'main'
- nvidia.o depends on 3DNow! CPU extensions (especially the _mmx_memcpy function in Linux kernel)
- needs following kernel options enabled:
CONFIG_X86_USE_3DNOW=y
CONFIG_RWSEM_XCHGADD_ALGORITHM=y
otherwise you will see missing symbols:
Code: Select all
MAXI3:~# insmod nvidia.o
nvidia.o: nvidia.o: unresolved symbol _mmx_memcpy
nvidia.o: nvidia.o: unresolved symbol rwsem_wake
nvidia.o: nvidia.o: unresolved symbol rwsem_down_read_failed
# cd /usr/src
# wget https://cdn.kernel.org/pub/linux/kernel ... .31.tar.gz
# tar -xvzf linux-2.4.31.tar.gz
# cd linux-2.4.31
# cp /path/to/config .config
# make oldconfig
# make menuconfig
modify Makefile:4 and set 'EXTRAVERSION = -n2' as nvidia.o driver's vermagic is 2.4.31-n2, if you don't do this nvidia.o won't load
- compile
# make dep
# make -j 2
# make bzImage
# cp arch/i386/boot/bzImage /boot/vmlinuz-2.4.31-n2
# make -j2 modules
# make modules_install
# depmod -a 2.4.31-n2
# mkinitrd -o /boot/initrd-2.4.31-n2 2.4.31-n2
# vim /boot/grub/menu.lst
and add
Code: Select all
title Debian GNU/Linux, kernel 2.4.31-n2
root (hd0,0)
kernel /boot/vmlinuz-2.4.31-n2 root=/dev/hda1 ro
initrd /boot/initrd-2.4.31-n2
savedefault
boot
Fix shared libraries
- go to /v337/libso
# ls -ltSh
the symbolic links need to be fixed, looks for files with around 25 bytes, remove them and relink them, e.g.:
# rm -f libz.so.1
# ln -s libz.so libz.so.1
repeat this step for other 10 libs
Run the game
# cd /v337
# . .profile $(pwd)
# sh .execrc $(pwd)
At this point the game will load and attempt to test the steering wheel and fail from what I know (see 1m 05s https://www.youtube.com/watch?v=q5MNkq74XT0). We need to figure out a way to use a keyboard or usb pad and fake them so they appears as JVS / JAMMA input devices to the WMMT3 game. I believe the game is looking for JVS device at /dev/tty0. I believe there's person who already emulated JVS and got past this step, see https://www.reddit.com/user/dropkickshell:
"I have 4 running - emulated the JVS (works with keyboard/controller)"
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- nfm
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Re: Wangan Midnight [Need Help Reversing]
Here's an image of Debian 3.1r8 distro with WMMT3 and 2.4.31-n2 Linux kernel I made based on above tutorial:
debian-3.1r8_Linux-2.4.31-n2_WMMT3.7z https://mega.nz/#!Gk9U2bbS!c_SjgmgSSsOi ... lDU0fe0NiU
Write debian-3.1r8_Linux-2.4.31-n2_WMMT3.img to IDE HDD (minimum size 16GB) with dd or win32DiskImager on Windows
# dd if=debian-3.1r8_Linux-2.4.31-n2_WMMT3.img of=/dev/hdX bs=4M
root password: foobar
Run game:
# cd /v337/
# ./prepend-n2-my.pl
# sh .execrc $(pwd)
To make it work on SATA system and not kernel panic, you will need to chroot from rescue cd/usb and rebuild initrd ramdisk, so e.g. if you're trying this on AMD K8 with nForce4 chipset you would need to include sata-nv.o and run mkinitrd and reboot. This distro img should also be compatible with GeForce 6/7 PCIe cards as seen in http://http.download.nvidia.com/XFree86 ... dix-a.html
debian-3.1r8_Linux-2.4.31-n2_WMMT3.7z https://mega.nz/#!Gk9U2bbS!c_SjgmgSSsOi ... lDU0fe0NiU
Write debian-3.1r8_Linux-2.4.31-n2_WMMT3.img to IDE HDD (minimum size 16GB) with dd or win32DiskImager on Windows
# dd if=debian-3.1r8_Linux-2.4.31-n2_WMMT3.img of=/dev/hdX bs=4M
root password: foobar
Run game:
# cd /v337/
# ./prepend-n2-my.pl
# sh .execrc $(pwd)
To make it work on SATA system and not kernel panic, you will need to chroot from rescue cd/usb and rebuild initrd ramdisk, so e.g. if you're trying this on AMD K8 with nForce4 chipset you would need to include sata-nv.o and run mkinitrd and reboot. This distro img should also be compatible with GeForce 6/7 PCIe cards as seen in http://http.download.nvidia.com/XFree86 ... dix-a.html