SF30th Hacking Edition : A journey into Moo
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1 SF30th Hacking Edition : A journey into Moo
2 Table of Contents 1 Introduction 2 From Moo to Arcade 3 Play additional games 4 Netcode
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4 4
5 SF30th Anniversary Collection released in may 2018 on every modern platforms developed by Digital Eclipse and edited by Capcom 5
6 12 Street Fighter games playable offline 6
7 4 Street Fighter games playable online 7
8 Content Training mode Museum everything great but... only 12 games to play offline and fewer games with online mode : ( 8
9 Moo Emulator Digital Eclipse uses a custom emulator called Moo in some of their games : SF30th Anniversary Collection SNK 40th Anniversary Collection Samurai Shodown Collection (not released yet) Arcade emulator written from scratch, proprietary 9
10 Goal MOAR Games Instrumentalize the emulator in order to load additional games Netcode Fix SSF2X turbo speed Play different games and enjoy Capcom netcode (: 10
11 Why? Because Moo is really a great emulator and some games run better than in any other emulators (2x, 3.3, etc.) An online mode is provided natively and works smoothly. 11
12 Moo?? By looking at the classes names extracted from the RTTI information, the symbol Moo appears. 12
13 Let s google it If we google it, there is only one accurate occurence, a guy that talk about Moo in Arcade1up reddit 13
14 Arcade1Up : Cheap Arcade Cabinet ($250) 14
15 Arcade1up PCB 15
16 SF PCB ~/WIP/r2con % file MOO-Capcom-ShipMusl-SF MOO-Capcom-ShipMusl-SF: ELF 32-bit LSB executable, ARM, EABI5 version 1 (SYSV), dynamically linked, interpreter /lib/ld-musl-armhf.so.1, stripped ROM strings The Arcade1up cabinets use the Moo emulator 16
17 Moo author Experimented developper (+30 years of experience) 17
18 Table of Contents 1 Introduction 2 From Moo to Arcade 3 Play additional games 4 Netcode
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42 Table of Contents 1 Introduction 2 From Moo to Arcade 3 Play additional games 4 Netcode
43 Workflow Workflow when loading a game Init the Game object according to the chosen game. For S2HF, the following object is initialized : Game_StreetFighterII_HF : Moo_Sys_CPS1 : MooBase Parse and retrieve game assets from the filesystem Map the GFXs using bank mappers Render graphics, run the 68k emulator with the maincpu rom 43
44 Game assets Mbundle The game assets are located into a kind of ordered dictionnary files These ressources are neither compressed nor encrypted Loïc WydD Petit wrote a script to extract these assets a a. 44
45 Game assets Roms By extracting the game assets, we can get the roms data. SF30th emulator do not support Mame roms, it works only with plain rom. 45
46 Street Fighter II Hyper Fighting roms 46
47 Main CPU 47
48 Main CPU the differences are easily visible : swap each word (2 bytes) 47
49 Mame CPS1 driver source code Figure
50 Audio samples (oki files) Just a concatenation of the oki files (for the order : check mame CPS1 driver source code) 49
51 Audio CPU (z80 file) Identical 50
52 GFX files VROM? The VROM is a ROM chip inside the game board, it contains : pixel patterns, the colors and the metadata for assembling the tiles into the background and sprites Conversion Convert gfx from Mame to Moo : merge each files into one and reorder bytes decode gfx data 51
53 GFX files [1/2] 52
54 GFX files [2/2] Figure
55 Mame to Moo conversion The Mame driver source code must be parsed to know what are the audio / gfx / 68k files to get the correct order when concatenating the oki files to know how to reorder the 68k files 54
56 Mame to Moo conversion Figure
57 original GFX patched in sf30th 56
58 Hijack Moo roms loading Now that we can convert any CPS1 roms from Mame to Moo, we need to force the game to load our freshly converted roms. Steps Locate the assets loading function Hijack the execution flow 57
59 Moo assets loading 58
60 Moo assets loading 59
61 Hooking To replace the loading of whatever resource, we hijack the execution flow at two different locations : the result of the first call to GetField() : to replace the original resource size the buffer filled by GetData() : to replace the resource data 60
62 Hooking VEH Hooking We modify the first byte of the instruction to hijack by an opcode that will cause an exception We install a vectored exception handler to catch it cons : no need to calculate the instructions size 61
63 Hijack assets loading 62
64 Results... 63
65 Results... 63
66 Game over? 64
67 Load Rom function Almost no differences between both functions Setup_CPS1_With_ROM_info() takes two arguments : the object of the chosen game (this) an address to a structure... 65
68 SF2CE_Config 66
69 1402bc3e8 => Dipswitches 67
70 Test Mode 68
71 1402bd090 =>?? 69
72 CPS Board A set of these data are copied to the StreetFighterII_CE object attributes The first 4-bytes data value (0xb71b00) is used in a method of the class Moo_Sys_CPS1. This method is used to execute the code ROM through an emulator. 70
73 CPS Board A set of these data are copied to the StreetFighterII_CE object attributes The first 4-bytes data value (0xb71b00) is used in a method of the class Moo_Sys_CPS1. This method is used to execute the code ROM through an emulator. Clock frequency 0xb71b00 == = 12Mhz The processor Motorola used for SF2CE runs at 12Mhz 70
74 CPS-B Registers The original arcade board of CPS1 games contains several registers : priority mask : used to set the tiles priority levels palette control register : indicates which palette pages to copy from gfxram to dedicated ram test register : used for self test checks etc. 71
75 CPS-B Registers Figure 4 Luckily, the values to set in CPS-B registers for each game are listed in mame cps1 video source code 72
76 CPS-B Registers for SF2CE Figure 5 name, CPSB, gfx mapper, in2 73
77 CPSB-21-DEF 74
78 Makes more sense! 75
79 GFX Mapper 76
80 GFX Mapper Figure
81 GFX Mapper 78
82 GFX Mapper 79
83 Summarize How to load an additional game? Convert the rom to Moo compatible one Hijack the roms loading with the converted ones Patch the CPSB data with the ones from the new game Patch the GFX mapper 80
84 Demo 81
85 Specific roms cases I wish I could play Ghouls n Ghost :( Some games can be set to freeplay through their dipswitches (no coins needed) What about the games that do not have freeplay available? 82
86 How to fix in a generic way Patch emulator game memory Get the address of the coins through the cheat engine included in Mame debugger Hijack the handler of an opcode that is used to read a word value from the game VRAM to set some coins Enjoy moar games (: 83
87 Enjoy moar games Figure 7 before VRAM patching 84
88 Enjoy moar games Figure 8 after VRAM patching 85
89 Summarize [updated] How to load an additional game? Convert the rom to Moo compatible one Hijack the roms loading with the converted ones Patch the CPSB data with the ones from the new game Patch the GFX mapper Either patch dipswitches to set freeplay game mode or patch game VRAM if freeplay not available 86
90 Table of Contents 1 Introduction 2 From Moo to Arcade 3 Play additional games 4 Netcode 87
91 SSF2X speed problem What s the problem? The online version of ssf2x is not running at the correct speed The problem exists since launch day and hasn t been fixed until now 88
92 Workflow when running ssf2x online Init the following object : Game_SuperStreetFighterII_Turbo : Moo_Sys_CPS2 : MooBase Parse and retrieve game assets from the filesystem Load save state from assets to avoid desynch Map the GFXs using bank mappers Render graphics, run the 68k emulator with the maincpu rom 89
93 Save state Save state? Moo supports memory save state (emulator snapshot memory) When playing offline mode, it is used to save game progress For online mode, it is used for both players to start the game at the same state For the four games available to play online, there are four saved state files embedded in the mbundle files 90
94 Solution : patch and hijack save state Steps RE the save state format and patch the turbo value with the correct one Hijack the save state loading with the patched one Enjoy 91
95 SSF2X online speed FIX 92
96 Play a different game online Netplay When reversing the netplay code to fix the ssf2x speed problem, we noticed something interesting... the roms are loaded LOCALLY for both players!!!! 93
97 Enable netplay for MOAR games How to play additional games online Convert the rom to Moo compatible one Hijack the roms loading with the converted ones Patch the CPSB data with the ones from the new game Patch the GFX mapper Play the additional game offline, at the menu, select two players and save a memory snapshot Take out the new save state from the memory and write it to a file Hijack the save state loading with the new one Either patch dipswitches to set freeplay game mode or patch game VRAM if freeplay not available 94
98 Demo 95
99 Source code 96
100 QUESTIONS? Thank you for your attention
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