Unravelling Konami's Arcade DRM
mon.im
mon.im
Not all that strange. The "counter block" is normally split into a nonce, which allows you to reuse the same key on multiple messages without generating a duplicate keystream, and a counter; an AES block is 16 bytes wide, so a 64 bit counter is more typical, but I've seen 32.
Doing that can even make sense, if you have bounded message sizes (<64 gigs) --- the larger the space you allocate for the nonce, the safer it is to generate nonces randomly, rather than using a system to remember all previous nonces to avoid collisions.
I find your response just a bit weird; it's a nice break down of niche and likely easily lost technology once Konami et. al. are done with it. It's a nice read, well written, serves those looking to archive these games in the future, and also is a great high level overview of the reverse engineering process.
Is the issue that it has no immediate benefit to you?
Konami has contacted some insiders and some arcades with stern legal warnings and they are taken very seriously. There's a joke in the community - "konmai will sue" - but it's not just a joke.
> On the one hand information wants to be expensive, because it's so valuable. The right information in the right place just changes your life. On the other hand, information wants to be free, because the cost of getting it out is getting lower and lower all the time. So you have these two fighting against each other.
--Stewart Brand at the first Hackers Conference in 1984
Of course, thank you to all of those who have done this type of work over the years! You know who you are.
Konami changed their model for updates to their games around 2013; although most of their games use a roughly annual release model (with each new version featuring a new interface theme and branding, new content and features, etc.), they introduced a leasing system called "e-Amusement Participation" that, in most cases, supports in-place upgrades to new releases (rather than just patches to the existing version installed on the cabinet, and having to upgrade by replacing the hard drive and security dongle).
Unless the update actually requires the installation of new hardware (such as a new PC and I/O system, such as the latest beatmania IIDX release -- which, in case you're wondering, comes out on Thursday), it's pushed like a Windows 10 automatic upgrade as part of the bootstrap script. However, this doesn't update the OS, hence these older cabinets are still running the copy of XP Embedded from the last version they ran before the automatic update system was put in place.
https://www.youtube.com/watch?v=BPvjhkyl048 shows Nostalgia (another Konami game) booting up into Windows Embedded Standard 7 and installing its "Forte" update. The bootstrap script is nearly identical on every Konami game, and involves quite a few console windows.
Mame is an emulator, correct? It seems out of scope.
These systems still run custom hardware for things like IO, and those parts of the systems are emulate-able.
Getting emulation of said IO chips and whatever seems pretty inline with MAME's mission statement: "MAME's purpose is to preserve decades of software history."
Emulation is an implementation detail. It may be the best approach or it may be abstracted away.
DDR has been a thorn particularly because they used a custom chip for decoding encrypted MP3 streams in the System 573, something that MAME hasn't wanted to touch due to patents.
I highly doubt the newer games will go into MAME anytime soon - partly because they all run Windows XP embedded, and also because they are most likely considered "too new" for inclusion.