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Yolo encryption keys
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@ -10,50 +10,50 @@
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cases too. It's not great code by any stretch, and it liberally uses assertions rather than proper
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exceptions, but it should be a good enough starting point for your own version.</p>
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<pre></pre>{% highlight 'python' %}
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import binascii
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from Crypto.Cipher import DES3
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import binascii
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from Crypto.Cipher import DES3
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KEY = b"" # Check the DES section for this
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_KEY = bytes(i * 2 for i in KEY) # Preprocess the key
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KEY = b"?I'llB2c.YouXXXeMeHaYpy!"
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_KEY = bytes(i * 2 for i in KEY) # Preprocess the key
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ALPHABET = "0123456789ABCDEFGHJKLMNPRSTUWXYZ"
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ALPHABET = "0123456789ABCDEFGHJKLMNPRSTUWXYZ"
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def enc_des(uid):
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def enc_des(uid):
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cipher = DES3.new(_KEY, DES3.MODE_CBC, iv=b'\0' * 8)
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return cipher.encrypt(uid)
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def dec_des(uid):
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def dec_des(uid):
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cipher = DES3.new(_KEY, DES3.MODE_CBC, iv=b'\0' * 8)
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return cipher.decrypt(uid)
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def checksum(data):
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chk = sum(data[i] * (i % 3 + 1) for i in range(15))
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def checksum(data):
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chk = sum(data[i] * (i % 3 + 1) for i in range(15))
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while chk > 31:
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while chk > 31:
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chk = (chk >> 5) + (chk & 31)
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return chk
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return chk
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def pack_5(data):
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def pack_5(data):
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data = "".join(f"{i:05b}" for i in data)
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if len(data) % 8 != 0:
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data += "0" * (8 - (len(data) % 8))
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return bytes(int(data[i:i+8], 2) for i in range(0, len(data), 8))
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def unpack_5(data):
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def unpack_5(data):
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data = "".join(f"{i:08b}" for i in data)
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if len(data) % 5 != 0:
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data += "0" * (5 - (len(data) % 5))
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return bytes(int(data[i:i+5], 2) for i in range(0, len(data), 5))
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def to_konami_id(uid):
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def to_konami_id(uid):
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assert len(uid) == 16, "UID must be 16 bytes"
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if uid.upper().startswith("E004"):
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@ -78,7 +78,7 @@ def to_konami_id(uid):
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return "".join(ALPHABET[i] for i in out)
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def to_uid(konami_id):
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def to_uid(konami_id):
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if konami_id[14] == "1":
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card_type = 1
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elif konami_id[14] == "2":
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@ -108,11 +108,11 @@ def to_uid(konami_id):
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return card_id
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if __name__ == "__main__":
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if __name__ == "__main__":
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assert to_konami_id("0000000000000000") == "007TUT8XJNSSPN2P", "To KID failed"
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assert to_uid("007TUT8XJNSSPN2P") == "0000000000000000", "From KID failed"
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assert to_uid(to_konami_id("000000100200F000")) == "000000100200F000", "Roundtrip failed"
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{% endhighlight %}</pre>
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{% endhighlight %}</pre>
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</details>
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<p>e-Amusement cards use 16 digit IDs. KONAMI IDs are also 16 digits. Are they related? Yes! In fact, KONAMI IDs are
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derived from the ID stored on the e-Amusement card.</p>
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@ -253,13 +253,11 @@ card[15] = <a href="#checksum">checksum(card)</a></code></pre>
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<h2 id="des">The DES scheme used</h2>
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<p>For whatever reason, Bemani decided that IDs should be encrypted. Thankfully however they used triple DES, which
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almost certainly has an existing implementation in your language of choice. It is triple DES, in CBC mode, with
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a totally null <code>IV</code>. The key is quite easy to find if you hit the right binaries with
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<code>strings</code>. <span style="color: white">Alternatively, check the source of this page.</span> The key
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contains characters that are all within the ASCII range. Before we can use it with DES, the value of every byte
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needs doubled. This was presumably done to give the values more range, but I sincerely doubt it adds any
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additional security.
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a totally null <code>IV</code>. The encryption key is <code>?I'llB2c.YouXXXeMeHaYpy!</code>. The key consists of
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characters that are all within the ASCII range. Before we can use it with DES, the value of every byte needs
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doubled. This was presumably done to give the values more range, but I sincerely doubt it adds any additional
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security.
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</p>
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<!-- soundvoltex.dll:0x102d3e2d -->
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<details>
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<summary>I'm curious how Bemani implemented this in their own code!</summary>
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<p>Curiosity is a great thing. Unfortunately, this is code that is implement within the game specific DLL files.
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@ -1,7 +0,0 @@
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{% extends "konami.html" %}
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{% block title %}Curious flags{% endblock %}
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{% block body %}
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<br>
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<img src="{{ROOT}}/images/flags/xeai.png" class="graphic">
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<img src="{{ROOT}}/images/flags/card.png" class="graphic">
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{% endblock %}
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@ -17,7 +17,7 @@
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<li><code>s:\mxgdeliver.exe {appboot.platformid} {appboot.gameid} {appboot.networkaddr} {appboot.keyid}</code></li>
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<li><code>C:\WINDOWS\system32\regini.exe S:\default_regset.txt</code></li>
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<li><code>c:\System\Execute\mxsegaboot.exe</code></li>
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<!-- Investigate amDongleSetAuthConfig->FUN_00412ae0 -->
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<!-- TODO: Investigate amDongleSetAuthConfig->FUN_00412ae0 -->
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</ul>
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{% endblock %}
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@ -56,8 +56,8 @@ uint32_t prng() {
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trying to roll your own!
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</p>
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</details>
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<p>Our per-packet key is then generated using <code>md5(seconds | salt | ENC_KEY)</code>. Identifying
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<code>ENC_KEY</code> is left as an exercise for the reader, however should not be especially challenging.
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<p>Our per-packet key is then generated using <code>md5(seconds | salt | ENC_KEY)</code>. <code>ENC_KEY</code> is
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currently <code>69d74627d985ee2187161570d08d93b12455035b6df0d8205df5</code> for all games.
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</p>
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<details>
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<summary>Source code details</summary>
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