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7.5 KiB

Wangan Midnight Maximum Tune

Versions supported

  • Full support and tested
    • Wangan Midnight Maximum Tune 3 (Export)
    • Wangan Midnight Maximum Tune 3DX+ (Export, Japan)
  • Should also work just fine
    • Wangan Midnight Maximum Tune 3DX
    • Other regions (china?) of wangan midnight 3(DX(+))
  • Not tested but should potentially work
    • Wangan Midnight Maximum Tune 1
    • Wangan Midnight Maximum Tune 2

Versions not supported

  • Wangan Midnight Maximum Tune 4 onwards (use IC cards already)

Wiring info:

Following is mostly an example, colors are reference of what I've seen on two real arcade machines but might differ, pinout should be the same, however. Also, only applies for Wangan Midnight Maximum Tune 3DX+, previous versions may or may not have different connections and/or cable colors.

Game communicates with card reader using a standard serial (RS-232) interface, but uses 3 pins and a non-standard (i.e. not D-Sub) connector. There is a 8 pin JST connector on game's case:
Segment from WMMT3 operator's manual
Looks like this:
Photo showing the connector First 3 wires are for force feedback controller/motor, last 3 wires are for card reader You'll need to disconnect those and connect them to device running SugoiDeCard and YACardEmu

Here's an example wiring for connecting to a DB9 connector:
Wiring diagram

RX and TX need to be connected cross-over (i.e. RX on game to TX on emulator and vice-versa). Two pins on game side are left unused and not connected to anything

If you're planning on switching between emulated card reader and real one it's probably a good idea to make a Y cable or additional custom connector just for card reader side.

NOTICE: Sometimes game can get stuck showing an error for either card reader or force-feedback which will persists between soft reboots, this can be fixed by hard-rebooting (i.e. power-cycling) the machine.


New card registration

Originally paper cards could be purchased from game itself for extra price, which is contrast to buying modern IC cards from arcade operator or elsewhere. This makes new IC card registration somewhat unintuitive - you'll need to scan your card, select "no card" and then "buy new card", even though game happily gives away cards in freeplay mode.

LCD display will display instructions as a workaround for this.

Potentially, if game running is a decrypted/modified version, this could potentially be fixed by messing with game's localization strings and sprites.

Present/disused vehicle cards

Original paper cards had a "feature" that they have limited use of 60 games (cards themselves physically can endure many more rewrite cycles, it's purely marketing trick) after which they must be renewed (internally game calls it "overhaul" which makes sense in car tuning world, but game itself never refers to it as that, I wonder why), in which you're essentially buying a new card, and your old card becomes a "Present card" (or "Disused vehicle card" depending how far you were in story mode) which in theory you could give away to your friend and after they played it for 5 times it would create one or several new cards with identical pre-tuned car on it. Additionally, when renewing card you'll be able to pick a new custom color.

This whole ordeal is very nice and cool and potentially extracts even more money out of players, and cards themselves can be a nice memorabilia but otherwise it's mostly annoying and useless. Implementing it would also take extra effort as well as some hoops to jump through for the player, so those are not supported right now.

We might implement saving present card data separately, so that it could be transferred to a real card if somebody really wants physical memorabilia.

AAAAA Player or pseudo-guest play.

Since original paper cards are purchased from game itself, card reader comes with a built-in dispenser that arcade operator supposed to fill with blank cards (used cards also work), this dispenser has empty/full status, so that when it's empty game won't "sell" new cards and only allow either guest play or playing with existing card (as long as it doesn't need renewal).

Game seem to only read dispenser status at boot (and after dispensing a card?), which means if you "refill" the dispenser (either real or emulated) you'll need to restart the game for it to recognize that it can dispense more cards. As a result, we can't really force guest play (unless we also hack into JVS?) if no card was scanned, so we do a pseudo "guest play" meaning YACE will just write data to a dummy file (dummy.bin) and essentially discard all of the save data created this way. This is mostly harmless but it might fill the high scores and ghost data with players named AAAAA.

Game state estimation and issues.

Currently, our only source of information are card and shutter status of the card reader, as result we can only guess what is actually happening with the game at the moment. This works for 90% of supported cases but can get out of sync if anything unexpected happens. This also means than initial state must be synchronized manually, i.e. currently it means you must start SugoiDeCard when game is in attract (or similar, i.e. real guest play) mode. There are some safety timeouts in some cases so that if it does get stuck you might get it un-stuck simply by waiting, but certain cases might require manual reboot.

Note about renewal

Current version of SugoiDeCard does not have save data parsing, so it has no idea if card needs renewal or not, since card renewal involves ejecting old card this eject must be ignored, otherwise it would be treated as a "game over" and renewed card's data would be discarded. To account for this we wait for a while right after inserting existing card and wait for ejection. In future we might add optional (since save data is encrypted and you'll need to get keys yourself) save file parsing to streamline the process.

Stuck situations

Service/Test buttons

Going to service menu automatically ejects card, if this happened while SugoiDeCard was checking for card renewal, it might get stuck in "playing" state indefinably (needs testing). Otherwise this ejection would be handled as a regular "game over".

Going to service menu seems to leave shutter in whatever state it was in, i.e. going to service menu at login screen ("Do you have a card?") will leave shutter open, booting SugoiDeCard in this state will immediately switch it into "accepting card" state, but it should eventually fall back to guest playing state and then to idle, if you just wait.

Unexpected situations

Any error with save data that could cause game to reject the card (i.e. trying to load japanese save data on export game, corrupt data) would cause SugoiDeCard immediately switch to "card renewed" state and possibly get stuck forever in it (needs testing and fixing)

Any connectivity loss (i.e. cable disconnecting, cab losing power/restarting unexpectedly) cannot be detected at all (as there seemingly no heartbeats between card reader and game board), and will most likely lead to a desynced state, although when game powers up it will automatically eject the card so in case of unexpected reboot this ejection would be treated as a "game over".

If machine running SugoiDeCard loses power or if connection breaks, game machine will error out trying to write the data, however it will write data to a internal backup (5 slots) which could be re-written to card, but SugoiDeCard currently does not support this at all.