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Sony PlayStation 2 (PS2) Classics Algorithm Revealed by Flat_z


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106w ago - Following up on the previous updates, today PlayStation 3 developer Flat_z has revealed the Sony PlayStation 2 (PS2) Classics algorithm with details below.

Download: Sony PlayStation 2 (PS2) Classics Algorithm

To quote: Ok, guys. Unfortunately I forced to admit that I have no more time to work on PS3 stuff because I'm very busy lately. So I decided to publish all information related to PS2 classics as JuanNadie did with the NPDRM algorithm one year ago.

Firstly I wanted to say that he was the first who started reverse-engineering on this subject and when he left the scene I decided to continue his work to keep it from going to waste. And so I would like to thank JuanNadie for his amazing contribution to the PS3 scene. Besides that, he gave me some piece of information on the subject.

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All PS2 classics runs within the ps2_netemu.self which represents a different kernel for execution these PS2 games but before it started the VSH module loads your individual data for PSN/SEN (such as act.dat and .rif file for your game). It is absolutely the same process as used for usual PSN games and the goal of it is getting the key used for decryption of PS2 content which includes an optional CONFIG file, ISO.BIN.EDAT and ISO.BIN.ENC.

The latest one is the actual encrypted disc image of the game. All mentioned files are encrypted with the same key (called klicensee) which is stored in encrypted form inside .rif file for your game and it decrypted with the specified key from key table stored in act.dat. When you get this key you can decrypt ISO.BIN.EDAT and see if it contains a game title (for example, SLUS-20062 for GTA 3). This will mean that key is correct. Since almost all the information regarding EDATs is known (see ps3devwiki.com/wiki/Talk:EDAT_files and ps3devwiki.com/wiki/Talk:NPDRM_Selfs) I will not going to explain it again.

Well, now there are two another formats along with EDAT. Let's call the first one as ENC (it represents the actual disc image) and the second as VME (encrypted virtual memory cards). They are encrypted using different algorithms. The ENC format is similar to EDAT and the VME format have a simple encryption layer.

As I said before, ENC file is similar to EDAT and it have the header like in EDAT (but with different magic) and composed of segments of 16384 bytes each (you can see it at the header). I just remind you that file header consists of file magic (PS2\x00), version number (major and minor: 01.01), license type (it always 0x02), application type (0x01), content id, QA digest (seems like to be a SHA-1 hash of the non-finalized file generated using the tool from SDK), CID-FN hash (an AES CMAC hash of concatenation of content id and file name using the third NPDRM OMAC key as CMAC key), header hash (an AES CMAC hash of the 0x60 bytes from the beginning of file using xored bytes of the first NPDRM OMAC key and the second NPDRM OMAC key as CMAC key), time information which includes start and end time of the validity period (they are usually zeroed, base ticks = 62135596800000000), file flags (always zeros), segment size (16384 bytes), data size of the file data, two unknown hashes of 16 bytes each, 40 bytes of unknown data (possible another unknown signature) and pair of an ECDSA signature (40 bytes using the second VSH curve and the VSH public key).

I also remind you that two unknown hashes for EDAT case are known and represents meta data sections hash and extended header hash (an AES CMAC hash of 160 bytes from the beginning of file), both hashes uses the hash key as CMAC key and it depends on the file flags and keys). I don't know exactly what hashes are there for ENC format but when we zeroed them it seems like they are not checked on current firmwares. The file header ends at the offset of 256 bytes.

Segments are divided into two types: a meta data section and a file data section. Each meta data section can include 512 entries (max) of 32 bytes each (16384 / 32 = 512) and associates with a particular file data section. So if we have a meta data section which consists of 512 entries then it will mean that there are 512 file data sections after it and each file data section have size of 16384 bytes.

Besides that, the first meta data segment located at the offset of 16384 bytes. I don't know what data are stored before it but we also tried to zero them (these bytes starting at the offset of 256 bytes and ending at the offset of 16384 bytes) and it works as usual. I guess that it can be the encrypted garbage because the alignment of file data should be equal to the segment size.

Now I will explain what keys are used and how they are obtained. ENC/VME files are decrypted using the ENCDEC device so the decryption process are more faster than at EDAT case. While vSH checks files for their validity period, CMAC hashes and ECDSA signature and obtains the key for decryption from .rif file and it makes a system call #475 to LV2 (on older firmwares it was #471) along with the NPDRM information, klicensee, act.dat key and encrypted rif key. LV2 gets your console ID, encrypts the NPDRM constant using it as a key, decrypts the key from act.dat using the encrypted NPDRM constant and finally decrypts klicensee from .rif using the decrypted key from act.dat. Now we have a klicensee which will be used for later decryption process.

For EDAT case we can use free EDATs without .rif but for PS2 classics we should always use paid content and .rif file. So if you want to resign the game you need to generate .rif for the account on your console (I call this process as "personalization"). Don't forget that .rif file should be created for your act.dat (because it shares the account id) and console ID. Let's move on. When the PS3 gets the final decryption key it send a packet to the system manager inside LV1 which sets the inter-lpar parameter of type 3.

This parameter contains a version information and the klicensee. A system manager catches this packet and sends a request to the storage manager inside SS server #1 which then configures ENCDEC keys used for later decryption. It should be kept in mind that keys for decryption differs between CEX and DEX consoles so the storage manager checks the device type and uses different key slots for ENCDEC.

The configuration process started with running isolated SPU SB module which creates the final keys using klicensee as a key seed and send them back to the PPU which then send them to the device directly during the secure session. There are three types of keys: meta key, data key and vmc key and they are configured separately. The process of making keys consists of applying an AES 128 algorithm on the klicensee while using three different keys.

There are SHA-1 hashes of each of three keys (you should decrypt sb_iso_spu_module.self from 4.xx FW and find each of 16 bytes key by its SHA-1 hash):

For CEX mode:

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For DEX mode (you actually don't need it but anyways):

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Now we have all keys which are required to decrypt all files. So what we should also know?

ENC encryption uses an AES algorithm in CBC mode and the initialization vector of all zeros. The actual process of decryption of CONFIG and ISO.BIN.ENC started at seeking to the offset of 16384 bytes. There is a first meta data section so we should use the meta key as key for AES and decrypt the entire segment of 16384 bytes. As I said before each meta data sections contains of some entries and each entry have a size of 32 bytes. Each entry contains a SHA-1 hash (20 bytes) of the corresponding entire encrypted file data section and all these sections are located after this meta data section. After the SHA-1 hash we can see the section index of the corresponding file data section (4 bytes).

The rest is padded of zeros. After decryption of the meta data section we can decrypt all file data sections after it. Now we should use the data key! Before the actual decryption we can check the SHA-1 hash of each encrypted file data section and see if they matched to the hashes at entry table of the meta data section. If the actual file size of the disc image is not a multiple of 16834 bytes then we have less entries inside the latest meta data section.

After we finished the decryption of first 512 file data sections we can started decryption of the second meta data section and set of 512 file data sections after it and so on. I recommend to write decrypted meta data entries to another file than in the same file as file data section. It will make a process more easier. After decryption you should truncate your actual file to the data size specified at the header. Now you got an UDF disc image and you can mount it on your PC, for example.

So what is the next step? The next step is the decryption of encrypted virtual memory cards. Each PS2 classics package contains two empty encrypted virtual memory cards which located at SCEVMC0.VME and SCEVMC1.VME. As far I see they are identical for all games so we can use templates for all new virtual memory cards but only encrypts them with the new klicensee. To decrypt virtual memory cards you need to read an each segment of 16384 bytes and apply an AES encryption in CBC mode too but for this case you should use the VMC key. After decryption you should see Sony PS2 Memory Card Format 1.2.0.0 at the top of file.

Well, I attached a draft script for decryption of ENC/VME files. It was written for Python 2.7 and requires CryptoPlus (can be downloaded from: http://repo.or.cz/w/python-cryptoplus.git) and "ecdsa" (use EasyInstall or another package manager) libraries. I intentionally left all keys as SHA-1 hashes because of legal issues but you can find all keys by yourself using my hints. My script uses CONFIG/ISO.BIN.ENC/SCEVM0.VME/SCEVM1.VME file and klicensee file as input parameters. I hope that someone will create tools for that.

To use the script you need to create a file with name vsh.curves and put the contents of the curve table from VSH (get it from ps3devwiki.com/wiki/Keys at vsh pub + curvetable) and replace all hashes of keys by their real values (see FIXME comments). Also replace three NPDRM OMAC keys and VSH public key by their values from ps3devwiki.com/wiki/Keys.

I think that creation of PS2 remastering tool can lead us to getting the fully working games on our consoles but it requires testing. I recommend to create a static klicensee which can be used to encrypt all images in the same manner (static klicensee can also be implemented by patching VSH/LV2 at runtime, for example). After generating a klicensee you should create all keys based on it.

To build an encrypted disc image you should dump the original disc image and then append zero bytes to the end to make it multiple of 16384 bytes. Then you need to encrypt each of 512 segments using the generated data key. Then you should calculate SHA-1 hashes of each encrypted segment and generate meta data section for each pair of segment hash and segment index. After this you need to encrypt meta data section and so on. At the end you need to write an original disc image size to the header, write a content id for it and generate hashes at the file header.

After building ISO.BIN.ENC file you should create a file with the title id and pad it with zero bytes from the right side to get 12 bytes total. Then you need to create an EDAT container for this file. Hint: you can see a correct title id when mounting a disc image on your PC and looking at SYSTEM.CNF of it.

Unfortunately, I hadn't time to see what the CONFIG file does so I will skip this step. I only know that this file is optional or can be empty inside (after decryption). You are not required (and you simply can't do it) to generate a valid ECDSA signature for files because all custom firmwares are patched to skip the ECDSA check. Will be nice to be able to generate a game package for your PS2 game too if everything will works fine. Remember, that some flags at PS2 pkg format can be different.

Credits to: graf_chokolo, fail0verflow, JuanNadie, ps3dev.net, glevand and all my friends (you know who you are).

Finally, from zecoxao: i found the meta key and data key for cex, as for the vmc key, no clue where it is, the two are both in my previous post. you can check the sha1 of those in any site or with any program that supports it. somebody may post those on the wiki, if they want.

i'm happy... this is good and concise info time to search for more #poop

meta (CEX) : https://mega.co.nz/#!gpdQxZZB!ZlZpYj8luKmJ5K892wHlTHvQ6khvtfEGxba5OJM3-Y4

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data (CEX): https://mega.co.nz/#!B09nwJhQ!TMC3kxaNLKFzYVuSksPs-nEE_AgnAgS2RQ1BzeZBlTM

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From flatz: It is at sb_iso_spu_module.elf too. First two bytes are 64 E3...

VMC key:

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kudos to this man


Sony PlayStation 2 (PS2) Classics Algorithm Revealed by Flat_z

Sony PlayStation 2 (PS2) Classics Algorithm Revealed by Flat_z

Sony PlayStation 2 (PS2) Classics Algorithm Revealed by Flat_z

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Comments 1262

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#252 - PS4 News - 134w ago
PS4 News's Avatar
Today aldostools made available a mmDM DEX Game Mounter alongside the release of multiMAN version 04.05.01 with details below.

Download: mM 04.05.01 (DEX) - mmDM (DEX Game Mounter) - Showtime 04.00.000 (DEX) (35.21 MB) / mM 04.05.01 (DEX) - mmDM (DEX Game Mounter) - Showtime 04.00.000 (DEX) (Mirror)

mmDM (Dex Game Mounter) will automatically convert the CEX/CFW(retail) games to DEX (debug eboot/sprx/self). It can also convert the modified files back to CFW. That was the whole point - it is all automated, active game is changed via mM or mmDM.

  • You pick your regular GAMES collection
  • Use it on DEX (mmDM will take care of the on-the-fly conversion)
  • Use it on CFW (mmDM can restore all changed games to CFW compatible)

The PS3 Tools Collection 2.0.1 (aldostools.org/ps3tools.zip) patches the "/dev_bdvd" -> "/app_home" just pressing Shift+Ctrl+Enter on the EBOOT.BIN/self/sprx from Windows Explorer.

One additional important setting is also required in ProDG:

Target Properties -> Target -> XMB Settings -> Debug Settings -> "GameContent Util Boot Path (/app_home/PS3_GAME) -> For Development

From the ReadMe File: mmDM: Aldo's DEX Game Mounter/multiMAN DEX Readme

* Credits:

  • aldostools for creating a kickass app in couple of hours
  • zadow28 for the general idea, testing and being drunk as usual
  • gDrive for testing and being sober all the time
  • acab for the cheer up
  • GraVoX for getting settled

What is included:

  • multiMAN 04.05.01 [DEX]
  • mmDM 01.00.00 [PC] (Aldo's PS3 DEX Game Mounter)

Advantages:

  • No need for ps3gen and dedicated USB HDD with limitation for the number of games
  • No need to go to the PC each time you want to select a game (if mM is used)
  • Faster loading times via LAN
  • No need to split games
  • No HDD space required for games (only game data)
  • Works for 00.92-03.60 DISC game backups
  • Works for 03.70-04.20 DISC game backups with 03.55FW patched disc eboot/self/sprx files (not PSN/pkg patches)
  • If you prepare UPDATE packages for 03.70-04.20 games make sure to change all /dev_bdvd references in EBOOT.BIN/self/sprx files to /app_home

What do you need:

  • A PC and a PS3 and wired LAN (and some brains)
  • Wired LAN connection from your PS3 to the local network
  • multiMAN 04.05.01 [DEX] installed on your PS3
  • ProDG / TargetManager installed on your PC
  • mmDM (DEX GameMounter) installed on your PC

On your PC (one-time setup):

mmDM:

  • Start mmDM (DEX Game Mounter)
  • If you get warnings about ProDG, ignore and continue
  • Click the [FOLDER-ICON] button and browse to the game backups folder on your hdd/usb
  • mmDM will show your games
  • Pick one game and click "MOUNT >" button
  • If you run into 1002 error problems, change the mount-point-drive to O:\ or another drive letter

ProDG/TargetManager:

  • Install and configure ProDG / PS3 Target Manager to have your DEX PS3 visible in "Debugging Station (DECHA00J / .... )"
  • Connect to your PS3 (F7)
  • Make sure that you have "Reset Mode" set to "System Software Mode" -> "Target -> Reset Mode -> System Software Mode"
  • Reset your PS3 -> "Target -> Reset"
  • Wait for reset to complete
  • Right-click on your target PS3 name and select "Set File-Serving Directory (app_home/)"
  • Select drive/path Z:\ (or O:\ or the one you used earlier - IMPORTANT: it must be the same drive letter as in mmDM)
  • Select your PS3 under "Debugging Station ..." and press F7 (or mouse right-click -> Connect)

On your PS3:

multiMAN:

  • Start mM
  • Go to "Settings" -> "Network Servers"
  • Add your PC as a network server (/net_host) - enter your PC IP address and leave the default port
  • Go to "Games" column
  • Click "Refresh" and wait for it to complete
  • You should see the games from your PC (a little globe icon in right-hand corner of the icon)
  • Pick a game and press [X]

After you complete all this one-time setup you will have two choices:

--- Activate/mount games on your PC manually:

  • Have ProDG running on your PC and connected to your target PS3
  • Have mmDM running on your PC
  • Double click a game (or right-click -> "Convert EBOOT to DEX" and double-click)
  • Launch game from /app_home on your PS3

or

--- Have multiMAN remotely activate games via mmDM

  • Have ProDG running on your PC and connected to your target PS3
  • Have mmDM running on your PC
  • In multiMAN - select a network game and click [X] and play from /app_home

Setting up ProDG (Target Manager):

  • Connect your PS3 to LAN with cable (no Wi-Fi) and setup the Network in XMB->Network Settings
  • Install and configure ProDG / PS3 Target Manager to have your DEX PS3 visible in "Debugging Station (DECHA00J / .... )"
  • Click the green-refresh-arrows to scan your local network for a DEX PS3 (second row, third selection from the left)
  • Hopefully your PS3 will appear, so right-click -> Add target
  • Make sure that you have "Reset Mode" set to "System Software Mode" -> "Target -> Reset Mode -> System Software Mode"
  • Make sure that mmDM (DEX Mounter) is running on your PC and a game is mounted to Z:\ drive
  • Right-click on your target PS3 name and select "Set File-Serving Directory (app_home/)"
  • Select drive/path Z:\ (Or O:\ or the one you used earlier - IMPORTANT: it must be the same drive letter as in mmDM)
  • Select your PS3 under "Debugging Station ..." and press F7 (or mouse right-click -> Connect)
  • Reset your PS3 -> "Target -> Reset"
  • Wait for the resettingphase to complete

mmDM: Aldo's DEX Game Mounter

multiMAN DEX – network (PC)-located games have a little globe in the right-hand corner of the icon

Update: In related news, andbey0nd (with the help of aldostools) has also released genGP3 allowing PS3 DEX owners to use PS3 Generator without the need of setting up options, meaning you can now transfer games to a USB HDD that has been re-formatted for DEX-only usage.

Download: GenGP3 / GenGP3 (Mirror) / GenGP3 v2 / GenGP3 v2 (Mirror #2) / GenGP3 v2 (Mirror) / GenGP3 Setup Installer by Abkarino / GenGP3.reg / GenGP3 v2.1 / GenGP3 v2.2

From the ReadMe files: genGP3

Usage: genGP3.exe GAME_FOLDER [output.gp3]
Example: genGP3.exe x:\GAMES\FUNNY_GAME\PS3_GAME

or

Drag and drop your game PS3_GAME folder to genGP3.exe

  • Use command prompt or drag & drop a PS3 game folder to genGP3.exe
  • It will create a .gp3 XML project file for PS3 Generator Tools
  • Use Generator tools to create a MasterDisc or BDEMU image (iso/emu)

September 2012

CHANGELOG:

  • 01.00 - Initial Release
  • 02.00 - Support for PS3_EXTRA (new format), support for Extra Content (Themes, Packages and Videos in PS3_EXTRA)
  • 02.01 - Added support for TITLE_XX, PIC*_XX, ICON*_XX, SND0_XX for PS3_GAME and PS3_EXTRA content and UTF8+BOM output
  • 02.02 - Added support for old extra content format PS3_GAME/PKGDIR/PKG**/INSTALL.PKG for installable packages (no PS3_CONTENT support for THEMEDIR/VIDEODIR)

Now it is possible to create scripts which otherwise would take over 30 mins to create when PS3_EXTRA folder is present with up to 1000 content folders for themes, videos and packages. 02.00 adds support for games like "Journey - Collector's Edition"

Here is example output of the app when PS3_GAME folder of 'Sleeping Dogs' was drag&dropped to 'genPS3.exe':

[Register or Login to view code]


Project written to: H:\GAMES\BLES01661-[Sleeping Dogs]\BLES01661.gp3

In most cases, it only takes about 1 to 2 seconds to complete the operation, you then use this file in PS3 Generator.

Remember still only newer games which have 'retail updates' on the Sony servers can be played on DEX, this tool just makes using PS3 Generator easier. Enjoy

From aldostools: genGP3.reg TIP:

1. Extract the rar to C:\genGP3 (it should be that path!!!)
2. Create a new text file with the following content and save it as "Associate genGP3 to Folders.reg"

[Register or Login to view code]


3. Double click on "Associate genGP3 to Folders.reg"

Now you will be able to create the .gp3 file in 1 second just right-clicking on the PS3_GAME folder

To remove the association, create a text file with the following content and save it as "Associate genGP3.reg" and double click on it.

[Register or Login to view code]


.gp3 files are the XML used by the PS3GEN tool to build BDEMU images for PS3 develoment consoles (DEX or CEX-->DEX).

They are usually created by the PS3GEN tool filling some fields and drag/drop the files to PS3GEN. This tool automates the creation of the .gp3 file, saving time and strain in your hand.

#251 - PS4 News - 135w ago
PS4 News's Avatar
Below is MultiMAN v04.05.00 DEX, which includes enhanced multimedia support and PS Vita Remote Play along the changes outlined (via pastie.org/pastes/4598158/):

Download: multiMAN v04.05.00 Base DEX (20120827) / multiMAN v04.05.00 Base DEX (20120827) (Mirror) / multiMAN v04.05.00 Base DEX (20120827) (Mirror #2) / multiMAN v04.05.00 Base DEX (20120827) (Mirror #3)

What's included:

* multiMAN ver 04.05.00 DEX (20120827).pkg

  • Stereo Player (DEX)
  • Web Browser + FTP (DEX)
  • Showtime for multiMAN (DEX)

! There is no need to install/uninstall previous versions of multiMAN - this is a DEX BASE package

  • Added support for PSVita Remote Play: PS Vita: MPEG-4 (852x480) (Reset TV Overscan in Settings to "None")
  • Stereo Player can play SBS/TB movies in DivX/XviD .avi3d format on DEX
  • Standalone browser + FTP works on DEX and returns properly to mM
  • mM restart function works
  • Showtime for multiMAN works on DEX (can't return to multiMAN yet)
  • Showtime Standalone (in TV/Video column) works from XMB on DEX
  • RetroArch cores/emulators work fine
  • Separate online update for DEX multiMAN version is now supported
  • Default game backup folder on DEX 03.60-04.20 is changed to: -----> /dev_hdd0/game/BLES80608/USRDIR/GAMES

! For better folder access permissions: Use 3.55CFW to create folders under /dev_hdd0

Showtime ver 03.99.041 (Standalone).pkg

  • This is the official CEX/CFW version
  • You have to install it on DEX PS3 BEFORE starting multiMAN for the first time

What to do:

1) Install [Showtime ver 03.99.041 (Standalone).pkg]

2) Install [multiMAN ver 04.05.00 DEX (20120827).pkg]

IMPORTANT:

3) Start multiMAN from XMB so it can update your Showtime to DEX compatible version

4) You can now use mM's Showtime or the standalone Showtime from XMB (TV/Video) on DEX FW

#250 - Tepoo - 136w ago
Tepoo's Avatar
is this 4.21 debug compatible?

#249 - PS4 News - 136w ago
PS4 News's Avatar
Today MultiMAN mmCM v04.05.00 was released and features several improvements and ZIP support.

Download: MultiMAN mmCM v04.05.00 BasePlus (60.42 MB) / RetroArch PS3 CEX v0.9.7 RC2 mM 20120821 (19.79 MB)

MultiMAN (mmCM) v04.04.05 Changelog: 21 - 08 - 2012

[*]Added support for ZIP files (4GB ZIP filesize limit)
[*]Added support for extracting ZIP files in mmOS (unzip supports subfolders, too); User can enter the target folder name to extract the zip in.

-- Unzip in the same folder: ([O]->Unzip Here)
-- Unzip in a different folder: ([O]->Copy -> (go to a different folder) -> [O]->Unzip Here)
-- Double-click a .zip file - extracts archive to TEMP location and opens target folder

-> TIP will make mM enable WRITE access to dev_flash and install the contents of the .zip in /dev_blind/test (/dev_flash/test) folder (use with caution)

-> TIP#1 TIP#2

#248 - hudak - 137w ago
hudak's Avatar
I don't replace ps2_softemu.self. Help!

#247 - smokyyuwe - 137w ago
smokyyuwe's Avatar
MultiMAN (mmCM) v04.04.04 is now released, which includes PS3 NAND / NOR flash dump and EID0 access along with faster NTFS speed.

Download: mmCM v04.04.04 Base (20120809) (28.22 MB) / mmCM v04.04.04 Base (20120809) (Mirror) / mmCM v04.04.04 Base (20120809) (Mirror #2) / mmCM v04.04.04 Base (20120809) (Mirror #3)

MultiMAN (mmCM) v04.04.04 Changelog: 10 - 08 - 2012

  • Improved speed (2 to 3 times faster) when copying folders from NTFS drives (async write + larger I/O buffer)
  • Fixed wrongly issued error message when copying 4+GB files to USB (when source file is being split)
  • Fixed access permissions/attributes of split file segments and LV1/LV2/FLASH-dumps when copying to USB
  • Added support for launching NPDRM executables (SELF files) with k_license=NULL (zeroes) / RetroArch emulators
  • Added support for dumping NOR/NAND flash to /dev_usb000 via HEX Viewer mode (SELECT->START->LV2->LV1->FLASH)
  • Added support for writing EID0 sector (TARGET_ID + 192 bytes only) from *.EID0.NORBIN and
    *.EID0.NANDBIN files generated by mM and processed by c2d.exe to change Region/Target
  • ISO folders (BDISO, DVDISO, PS2ISO, PS3ISO, PSXISO, PSPISO) will be automatically created only when mM is used with supported configuration
  • Changed: "Game Updates" function will find updates up to 3.60 firmware (update must be patched for 3.55CFW before installing)
  • Changed: "Game Settings" menu will display PIC1.PNG thumbnail if game folder was accessed in mmOS mode (PS3GAME.BG1 present under PS3_GAME)

mmCM v04.04.04 BASEPLUS (20120813) (89 MB) of 13 - 08 - 2012 includes:

  • mmCM ver 04.04.04 (BASE)
  • PS3 APPS (CFW): bdRESET, lastGAME, gameDATA, stDISC
  • PS3 APPS (COBRA FW): bdRESET, lastGAME, PSP Launcher, USB Updater, USB Firmware
  • PS3 APPS (ALL FW) (RETRO EMULATORS) (pre-RetroArch versions): FBA Next, FCEU, Genesis+, SNES, VBA/GameBoy
  • PC APPS: Aldos Tools, c2d, ps3netsrv, split4G

Download: mmCM v04.04.04 BasePlus (20120813) (89.45 MB) / mmCM v04.04.04 BasePlus (20120813) (Mirror) / mmCM v04.04.04 BasePlus (20120813) (Mirror #2)

Note: The Base+ package release contains the older Emulators not the RetroArch series, but progress is being made to add support for the new RetroArch series.

#246 - ness151 - 137w ago
ness151's Avatar
I would like to point out that I've gotten some games to run this way.

If you have a PSX2USB adapter (they used to sell these at radioshack, afaik they are now unattainable), you can use a PS2 controller on the ps3. (The ps3 sees the controller, and the adapter supports dualshock 2.)

The games I tried were:
Odin Sphere (Slowdown, graphical glitches)
Silent Hill 2 (Slowdown)
DDR MAX (Major Slowdown)
DDR MAX2 (Major Slowdown)

Once I get out of class today, I will test more games.

#245 - JOshISPoser - 138w ago
JOshISPoser's Avatar
that would be awesome. if they could get a psp emu working, there's a few games on that i'd like to play, namely thug2 remix (if you can't tell, i'm a tony hawk fan)

#244 - saito1234 - 138w ago
saito1234's Avatar
Any chance of emulating PSP, like the Cobra dongle? or is that a totally different thing/method? Sadly Cobra doesn't support the new PSP games, only old ones, I wonder if this could be improved with a more "open-source" project.

#243 - JOshISPoser - 138w ago
JOshISPoser's Avatar
if you can do this without FSM i'd definitely try it! I think somehow, someone has to merge old and new together, the old to force it to play and the new for better compatibility. I will one day play thps3 to thaw on ps2... thps3 and 4 on psx/gba bite

I mean, thps4 on psx is surprisingly playable for it being a game ported to psx.

 

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