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Old 03-17-2013   #311
gingerbread
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Originally Posted by aldostools View Post
The CheckSum code from the site above is translated into BSD code like this:
Code:
:USR-DATA
[Update CRC32]
set crc32:0
write at 0x00000000:xor:CF012886
But it requires the updated build 3.6.9, due I found an issue writing the crc32 at address 0.
This patch is already included in the file BLES01767.ps3savepatch. Also updated the patches with the repository version 0.28

The same code can also be written like the code below, but in build 3.6.9 I added ":xor" function to make the code more readable:
Code:
:USR-DATA
[Update CRC32]
set crc32:0
3x00000000 CF012886
Aldo, Thanks for the update! I am kinda confused. If you could guide me, it would be great.

Example in GoldenEye 007: Reloaded

Code:
;GoldenEye 007: Reloaded
;BLES01292
;GameGenie EU Codes

:BLES01292AUTOSAVE*\66600001.DAT
[Infinite Ammo]
80010004 5CABFACE
93000000 00000014
18000000 00007FFF
18000006 00007FFF
1800000C 00007FFF
set [crc32]:crc32

;:BLES01292AUTOSAVE*\96600000.DAT

; dependency: SAVE.BIN
:BLES01292AUTOSAVE*\SAVE.BIN
[Update CRC32 on SAVE.BIN (required)]
write at 0x18:[crc32]
In GoldenEye the save data was "66600001.DAT" and The dependency file was "SAVE.BIN"

In Army of Two, There is "USR-DATA" & "HED-DATA". Is "HED-DATA" the dependency file?

So would it be like this?

Code:
; BLES01767
; Army of TWOô The Devil's Cartel

:USR-DATA
[Update CRC32 (required)]
set crc32:0
write at 0x00000000:xor:CF012886

[Cash $999000]
8001000A 57616C6C
65744361 73680000
2800000F 39393930
18000013 00003030
set [crc32]:crc32 <-- Must I set like this at every end of a cheat?
Also Aldo, please remove BCUS99188.ps3savepatch. It is a wrong game ID. Next time, it would be great if you don't just overwrite all the patch file. It would be best, if you delete the "Cheats folder" and use from the repo. That way, the cheat is consistance with the repo.
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Old 03-18-2013   #312
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Originally Posted by gingerbread View Post
Aldo, Thanks for the update! I am kinda confused. If you could guide me, it would be great.

Example in GoldenEye 007: Reloaded

Code:
;GoldenEye 007: Reloaded
;BLES01292
;GameGenie EU Codes

:BLES01292AUTOSAVE*\66600001.DAT
[Infinite Ammo]
80010004 5CABFACE
93000000 00000014
18000000 00007FFF
18000006 00007FFF
1800000C 00007FFF
set [crc32]:crc32

;:BLES01292AUTOSAVE*\96600000.DAT

; dependency: SAVE.BIN
:BLES01292AUTOSAVE*\SAVE.BIN
[Update CRC32 on SAVE.BIN (required)]
write at 0x18:[crc32]
In GoldenEye the save data was "66600001.DAT" and The dependency file was "SAVE.BIN"

In Army of Two, There is "USR-DATA" & "HED-DATA". Is "HED-DATA" the dependency file?

So would it be like this?

Code:
; BLES01767
; Army of TWOô The Devil's Cartel

:USR-DATA
[Update CRC32 (required)]
set crc32:0
write at 0x00000000:xor:CF012886

[Cash $999000]
8001000A 57616C6C
65744361 73680000
2800000F 39393930
18000013 00003030
set [crc32]:crc32 <-- Must I set like this at every end of a cheat?
Also Aldo, please remove BCUS99188.ps3savepatch. It is a wrong game ID. Next time, it would be great if you don't just overwrite all the patch file. It would be best, if you delete the "Cheats folder" and use from the repo. That way, the cheat is consistance with the repo.
Your changelog didn't mention about any deleted file. I usually delete the cheats folder for updates... but this time I didn't do it because I was working on the BLES01767.ps3savepatch for you.

I don't know what is that "HED-DATA"... I followed the instructions to calculate the CheckSum and the values matched after the patch. Maybe that HED-DATA is another checksum or maybe it is just used by the PS3 in the process to calculate the checksum.

I also updated the patched files BLES01767 and BLUS31069 like this:

Code:
; Army of TWO™ The Devil's Cartel
; BLES01767
; From KE-HA

:USR-DATA
[Cash $999000]
8001000A 57616C6C
65744361 73680000
2800000F 39393930
18000013 00003030

[default:Update CRC32 (Required)]
set crc32:0
write at 0x00000000:xor:CF012886
The order of the cheats is very important. The checksum normally should be the last operation, after all the others patches have been applied.

Also the "default:" tag is highly recommended for the required cheats.

PS. The required part could be integrated to the cheat, like the example below:

Code:
; Army of TWO™ The Devil's Cartel
; BLES01767
; From KE-HA

:USR-DATA
[Cash $999000]
8001000A 57616C6C
65744361 73680000
2800000F 39393930
18000013 00003030
set crc32:0
write at 0x00000000:xor:CF012886
By the way, there is a difference between: set crc32:0 and set [crc32]:crc32

set crc32:0 -> writes the CRC32 at the offset 0x0000 , starting the calculation from offset 4 to the last byte.
set [crc32]:crc32 -> stores the CRC32 of the whole file in the variable [crc32] (in this case [crc32] is a name, and it could be any other name like [hash] or [checksum]. example: set [checksum]:crc32)
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Last edited by aldostools; 03-18-2013 at 07:32 AM.
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Old 03-18-2013   #313
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@aldostools Thanks Aldo! Next time If I remove any file, I will mention it in the change log! Sorry about it.

Thanks for your information.

I would not say I completely understand this checksum information, but I am trying to learn.

Using Lollipop Chainsaw as a example,

Code:
ENDIAN(BIG)
Polynomial:04C11DB7
Intial Value:FFFFFFFF
Output XOR:0
CRC32"ITU-T"( 4, 4)
Calculation range:Start:8 / End:60BF
Using your method, will it be like this?

Code:
[default:Update CRC32 (Required)]
set crc32:0
write at 0x00000004:xor:0
I will get back to you if I bump into obstacles. Thanks!
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Old 03-18-2013   #314
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For Yu-Gi-Oh! 5D's Decade Duels Plus the decrypted CRC32 is 777fecbb so what exactly do I do next?
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Old 03-18-2013   #315
aldostools
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Originally Posted by gingerbread View Post
@aldostools Thanks Aldo! Next time If I remove any file, I will mention it in the change log! Sorry about it.

Thanks for your information.

I would not say I completely understand this checksum information, but I am trying to learn.

Using Lollipop Chainsaw as a example,

Code:
ENDIAN(BIG)
Polynomial:04C11DB7
Intial Value:FFFFFFFF
Output XOR:0
CRC32"ITU-T"( 4, 4)
Calculation range:Start:8 / End:60BF
Using your method, will it be like this?

Code:
[default:Update CRC32 (Required)]
set crc32:0
write at 0x00000004:xor:0
I will get back to you if I bump into obstacles. Thanks!

This one took me almost the whole the day investigating, testing and developing this... I had to learn what that polynomial thing meant and how to calculate the CRC32 using BIG endian algorithm. The common CRC32 uses the little endian algorithm and there was not much info about the other algorithm.

As I understood it:
Polynomial:0x04C11DB7 is usually for BIG endian algorithm
Polynomial:0xEDB88320 is usually for the common CRC32 or LITTLE endian algorithm

The result is Bruteforce Save Data 3.6.10
http://aldostools.org/temp/BruteforceSaveData.rar

I implemented some new commands like:
Code:
set range:<start>,<end>   <-- use "eof" or "lastbyte" to indicate the end of file
set [variable]:crc32big

;-- it should also support initial value with the following syntax
;set [variable]:crc32big <initial value>  <-- default is 0xFFFFFFFF

:example
set range:8,0x60BF
set [my variable]:crc32big 0xFFFFFFFF
write at 0x4:[my variable]
The patch file for Lollipop Chainsaw would be something like this:

Code:
;BLUS30917
;Lollipop Chainsaw

:PAYLOAD
[Gold Medal 99,999]
20000088 0001869F
[Platinum Medal 999]
1000008E 000003E7
[Nick Ticket 9]
0000009F 00000009
[lollipop 9]
000000A3 00000009
[Health 99999]
200000B0 0001869F
[Lollopop Health Bars 99999]
200000C4 0001869F
[Damage Resistance 99999.99]
200000C8 47C34FFF

[default:update crc32 (required)]
set range:0x8,0x60BF
set [crc]:crc32big
write at 0x4:[crc]
I only tested the crc32... I didn't test the other patches listed at dopr
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Last edited by aldostools; 03-18-2013 at 09:16 PM.
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Old 03-20-2013   #316
gingerbread
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@aldostools

Code:
; "BioShock Infinite"
[BLES01705]
;disc_hash_key=
secure_file_id:*=0A0B01070D06010C09050206090C0A01
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Old 03-20-2013   #317
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Save Data Region Converter

@aldostools

I have another idea that you might want to include in BSD. This feature is call "Save Data Region Converter". What it does it converts the region of your save data.

In the right-click menu, there would be a feature call "Region Converter". Whe the user clicks on it, BSD will present this dialog box.



Example : Original Save Data is NPUA30002.

The user wants to convert it to NPEA00124. The user will type in the Title ID in the second field. When the user press convert, BSD will do the follow steps automatically :

1. Create a Temp folder in BSD program folder.
2. Copy the Original Save Data Folder into the Temp folder.
3. It will find the word "NPUA30002" in PARAM.SFO and replace it with "NPEA00124" and save it.
4. It will rename the save data folder in the Temp to "NPEA00124". If the Folder's name is NPUA30002-XXX-XXXXXXXXX-XXX or NPUA30002XXXXXXXXX, It will only replace the part where it contains the original Title ID with the ID that the user want to convert to.
5. Finally It will copy that converted folder to the current Path.
6. BSD will del the contains of Temp Folder and perform a Refresh in BSD.

Thanks Aldo!
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Old 03-21-2013   #318
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Originally Posted by gingerbread View Post
@aldostools

I have another idea that you might want to include in BSD. This feature is call "Save Data Region Converter". What it does it converts the region of your save data.

In the right-click menu, there would be a feature call "Region Converter". Whe the user clicks on it, BSD will present this dialog box.



Example : Original Save Data is NPUA30002.

The user wants to convert it to NPEA00124. The user will type in the Title ID in the second field. When the user press convert, BSD will do the follow steps automatically :

1. Create a Temp folder in BSD program folder.
2. Copy the Original Save Data Folder into the Temp folder.
3. It will find the word "NPUA30002" in PARAM.SFO and replace it with "NPEA00124" and save it.
4. It will rename the save data folder in the Temp to "NPEA00124". If the Folder's name is NPUA30002-XXX-XXXXXXXXX-XXX or NPUA30002XXXXXXXXX, It will only replace the part where it contains the original Title ID with the ID that the user want to convert to.
5. Finally It will copy that converted folder to the current Path.
6. BSD will del the contains of Temp Folder and perform a Refresh in BSD.

Thanks Aldo!
Check build 3.7
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Old 03-21-2013   #319
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Codetype 7

@aldostools

Code:
http://blog.livedoor.jp/bokosukagames/archives/25870899.html
(write add) 7 code 7zyyyyyyyy xxxxxxxx  to "z" specified byte write (0 = 1byte / 1 = 2byte / 2 = 4byte).

Google Translated

Specify additional values, "x" addressed to "y".  I thought I would use to what, the other day, Kingdom Hearts Re: I was first used in the remodeling Sebuteta of Chain of Memories. Is suitable for a simple modification of the game there is a checksum as well.
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Old 03-22-2013   #320
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@gingerbread :
I updated the program to version 3.7.1 to add support for code 7.
I didn't find any cheat file using it... so please, test it and report any issue.

I also fixed the "copy" command and did some other minor improvements to the patch engine.
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