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Old 05-22-2012   #31
onenut
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yay

free psn games, thanks Sony
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Old 05-22-2012   #32
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Originally Posted by onenut View Post
free psn games, thanks Sony
You outta your mind? Give thanks where thanks is due..
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Old 05-23-2012   #33
Ada Love Lace
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Nice to see talented people still paying attention to PS1 games.

@JuanNadie was speaking about EXE trim ALL release (and reactPSN after) and i noticed they weren t working when you export them to PSP because the KEYS.BIN is missing (NPUJ-12345/USRDIR/CONTENT/)
It s because the game is turn on free content or is it a part of the missing bytes in the process?
(can you "rewrite/restructuring in proper wiki " the infos you gave here on the ps3 dev wiki? thanks you for your thread and infos)

(the key.bin needed to make it working after export can be "replaced"/ is the same/ with the one you got in normal case when you bought from PSN PSP or from PSP scene release // meaning for people who never used export: export work fine in the release of PSN games for PS3 if you added the Key.bin into folder Content before exporting the game to your psp, otherwise th game is not working on your PSP)


@snowydew dev, and @KDSBest what is the use of the file: CONFIG? (PS1emu config file) it s just for ini the disc number (like starting directly to CD2) and what are the fews bytes "dancing" inside it (CRC to VM1 in case of PS3/ VMP in case of PSP?). Can we said it s similar than SYSTEM.CNF used in original PS1 game (this file, someone else from the PSX time can also answer to describe quickly)
Thanks you for the attention on such area and the release and sorry in advance for the questions.

Last edited by Ada Love Lace; 05-23-2012 at 01:35 AM.
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Old 05-23-2012   #34
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exciting things are happening! i love seeing this stuff!

i can't wait to play thps2 with little load time; i mean, any psone game but that game mainly (for me).

i can almost see this leading to a way of forcing newer games to boot on 3.55 but there will be obvious compatibility errors but nothing anyone won't mind trying to figure out. then again, one step at a time because anything is possible
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Old 05-23-2012   #35
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Originally Posted by Ada Love Lace View Post
Nice to see talented people still paying attention to PS1 games.

@JuanNadie was speaking about EXE trim ALL release (and reactPSN after) and i noticed they weren t working when you export them to PSP because the KEYS.BIN is missing (NPUJ-12345/USRDIR/CONTENT/)
It s because the game is turn on free content or is it a part of the missing bytes in the process?
(can you "rewrite/restructuring in proper wiki " the infos you gave here on the ps3 dev wiki? thanks you for your thread and infos)

(the key.bin needed to make it working after export can be "replaced"/ is the same/ with the one you got in normal case when you bought from PSN PSP or from PSP scene release // meaning for people who never used export: export work fine in the release of PSN games for PS3 if you added the Key.bin into folder Content before exporting the game to your psp, otherwise th game is not working on your PSP)


@snowydew dev, and @KDSBest what is the use of the file: CONFIG? (PS1emu config file) it s just for ini the disc number (like starting directly to CD2) and what are the fews bytes "dancing" inside it (CRC to VM1 in case of PS3/ VMP in case of PSP?). Can we said it s similar than SYSTEM.CNF used in original PS1 game (this file, someone else from the PSX time can also answer to describe quickly)
Thanks you for the attention on such area and the release and sorry in advance for the questions.
np for the questions, we haven't fully documented much of it (because the need for "Examples" to see what are in there for a variety of tests). However sandungas might be able to help if he still has that txt file from way back somewhere, there are other smaller things we haven't fully documented, however we would like that if anyone does, please post it on the wiki for others. the only things I have personally looked at with the few others were the iso.bin.edats and that they're .cue files with a header, which is the most likely the decryption key for the eboot.pbp / bin (depends from what i've actually seen) and the rest calls the emulator with flags, for what exact I'm not sure just yet. As jaun said, currently this only fully supports decryption of psone games (Simple fix to add others through klicense keys). the encryption process isn't 100% tested, but if people want to help we can go from there. the headers from 0xb0 to 0x100 as kdsbest said. We currently don't fully know what these are so if anyone wants to help with that, that would be awesome.
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Old 05-23-2012   #36
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Originally Posted by whatpower View Post
You outta your mind? Give thanks where thanks is due..
thanks whatpower for blowing me last night
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Old 05-23-2012   #37
tthousand
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Originally Posted by onenut View Post
thanks whatpower for blowing me last night
Did he make your vagina hurt? BTW, thanks from me and the rest of the members for the swift prick licks, dick! Now assume the position...
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God sent his one begotten son to lead the wild into the ways of the man... Follow Me!

Last edited by tthousand; 05-23-2012 at 11:53 AM.
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Old 05-23-2012   #38
sandungas
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The file structure of a decrypted iso.bin is divided in "blocks" and "clusters"
Code:
1 block = 1024 bytes (0x400)
1 cluster = 16 blocks = 1024*16 bytes =16384 bytes (0x4000)
First you have the header (1 block) <--- this header can be considered "patched" to the start of the file, doesnt count as part of first cluster... clusters are used only inside the "discs" areas
Then the "disc 1" starts (1024 blocks, 64 clusters)
Then the "disc 2" starts (another 1024 blocks, 64 clusters)
etc...

Inside the first clusters of each disc (this cluster can be considered another header specific for this disc) you have the "magic" PSISOIMG0000 that is different for "psp minis" (i dont remember)..... and probably another for "ps2 classics" (speculation)
Also the "game_id"... "number of clusters"... some unknown counters... (probably blocks used or similar)
But the most important area of this cluster is the 32 bytes (seems to be a key) displaced 0x800 bytes from the start of the cluster
Then there is a block of padding
And in the second cluster it begins the "file_table"... this table last to the end of the "disc 1" (and not-used clusters contains a checksum of 16 bytes)

The file_table is composed of entries of 32 bytes each
In each entry you have...the displacement from start of table, file size ?, cluster number (inside the iso) ?... etc...

--------------------------------------
Well... this file_table is pointing to the disc in iso format, and probably to "sectors" of the disc... it can be a TOC
And here is where is important to take in account the track data mode of the old ps1 discs, because it had an special track (known as MODE2)


Edit:
The positions are always fixed, so for a game with 4 discs the important stuff is at this offsets:
discs_start -----------> 0x000400 (disc1), 0x100400 (disc2), 0x200400 (disc3), 0x300400 (disc4)
discs_keys -----------> 0x000C00 (disc1), 0x100C00 (disc2), 0x200C00 (disc3), 0x300C00 (disc4)
discs_file_tables ------> 0x004400 (disc1), 0x104400 (disc2), 0x204400 (disc3), 0x304400 (disc4)

Last edited by sandungas; 05-23-2012 at 07:40 PM.
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Old 05-24-2012   #39
sandungas
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I just created a new wiki page: http://www.ps3devwiki.com/wiki/Iso.bin.edat

All the iso.bin offsets are mapped, some of them are still unknown, but his positions are clear
With this tables can be done a program to "read" iso.bin files to give an output list of all the positions, information, etc... (in a semi-human-readable format)

Now its needed to identify the "unknown" areas by understanding the relationship with the real .iso structure
The next step is to be able to generate this iso.bin files

Feel free to help updating the page if you find something

Last edited by sandungas; 05-24-2012 at 06:20 PM.
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Old 05-24-2012   #40
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Originally Posted by sandungas View Post
I just created a new wiki page: http://www.ps3devwiki.com/wiki/Iso.bin.edat

All the iso.bin offsets are mapped, some of them are still unknown, but his positions are clear
With this tables can be done a program to "read" iso.bin files to give an output list of all the positions, information, etc... (in a semi-human-readable format)

Now its needed to identify the "unknown" areas by understanding the relationship with the real .iso structure
The next step is to be able to generate this iso.bin files

Feel free to help updating the page if you find something
How do you uncompress that ISO.BIN right?
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