Sponsored Links

Sponsored Links

PS2Classics - PS2 Classics Decryption and Encryption GUI Arrives

Sponsored Links
92w ago - Following up on the PS2 Classics Algorithm and PS2 Classics Keys, today PlayStation 3 homebrew developer IngPereira released PS2 Classics source code followed by aldostools making a PS2Classics GUI application followed by v1.1, v1.2, v1.3, v1.3.1, v1.3.2 through v2.0 available for decrypting and encrypting PS2 Classics with details below.

Download: [Register or Login to view links] / [Register or Login to view links] / [Register or Login to view links] / [Register or Login to view links] / [Register or Login to view links] (Copy to cygwin bin dir. Command: rap2klicensee rap out_klicensee) / [Register or Login to view links] / [Register or Login to view links] (30.5 MB) / [Register or Login to view links] and [Register or Login to view links] by geokhentix (with the graphics, sound, modified PARAM.SFO for remoteplay and the title alongside Klicensee and .rap included) / [Register or Login to view links] / [Register or Login to view links] / Noob Tutorial to Convert PS2 Games by kristijan1001 / [Register or Login to view links] / [Register or Login to view links] by deank

To quote, roughly translated: PS2Classic first version of the source code uploaded by USER PS3DEV Git on net.

The last script Flatz now ported to C and with the option to decrypt and encrypt! Ps2 Classics. So now you can also decrypt and encrypt ps2classics.

From flatz: Use this script ([Register or Login to view links]) to update a hash table inside decrypted virtual memory card: pastie.org/private/eukpgr74ydi7w9cmhgtmw

[Register or Login to view code]

I think it will allow to use original PS2 saves on PS3. Just use the script on your VMC file and encrypt the file with Aldo's tools to the VME format.

To everyone who handles the issue and the skimming want (I think that's there too Andara and a GUI to facilitate the decryption and encryption PS2 isos) now you can see in a more crystal clear the PS2 Emulator Sony did possible on your machine with 256mbs of ram.

It speaks of a very good compatibility not clear at the moment but I think it gets a little better when using the emulator on fw 4.31 also if you change the DISC ID (SL? S-?????) The game will not work in question by one who is already confirmed in the Store operation.

Here the list of ps2 games (en.wikipedia.org/wiki/List_of_downloadable_PlayStation_3_games#PlayStation_2_classics) and uploaded to the sony store: List of PS2 games on PSN published. The issue seems to be like the retro 360 hacked with a game changing IDs nonfunctional by other active functional emulator then this game customized configurations that run some others.

Also before signing their own ps2 isos needed and would be ideal you to do a test with this encryption find it out easily if you do it a ps2 classic refirmais proven again and so you could see if it still works which would mean that no apparently problems with encryption and you can safely test any ps2 iso.

In such case you can also try to sign the Open PS2 Loader it should work on the emulator because it was already functioning in 3.55. Here I upload the first version already compiled (above) for the devs or advanced who want to eat it right now but have some error or problem.

Is a new version of py script of flatz ported to C and now including encryption stuff, so now we can decrypt and encrypt any ps2 classic, ps2 backwards compatibility for every PS3!

So ps2 modding of any ps2 classic is possible like modding gta san andreas ps2 classic like on ps2 times and obviously too encrypting any ps2 iso but we don't know all about compatibility but it looks like a good amount of games should work. We need to test Open PS2 loader and ps2 homebrew and see if they work too on last emulator from sony.

Thanks to flatz and user for the source code. Here gtasa eur / usa klicensee already in binary files.

Download: [Register or Login to view links]

Decrypt: ps2classic d cex GTASA_NPUD_KLIC.KEY ISO.BIN.ENC ISO.BIN meta_out

Make any modifications on the game by extracting game data folder of ISO.BIN (Can be a simple CD-ROM ISO9660 image or UDF DVD image like gtasa) you can use Ultraiso or any other iso tool and now.

Encrypt: ps2classic e cex GTASA_NPUD_KLIC.KEY ISO.BIN ISO.BIN_mod.ENC ISO.BIN.ENC UP9000-NPUD20946_00-0000000000000000

UP9000-NPUD20946_00-0000000000000000 = Content ID

Again this example can be done too when you want to load other game so you use other iso from any game and you can change DISC ID on PARAM.SFO, ISO.BIN.EDAT by following flatz instructions above. Or you can even use savedata from original PS2 by modifying vmc. Thanks to flatz now we can do many things to explore the new ps2 emulator.

From aldostools on the PS2Classics GUI: Usage:


[Register or Login to view code]


[Register or Login to view code]


[Register or Login to view code]

PS2Classics_GUI – (c) 2013 by Aldo Vargas


1. Copy your idps and act.dat to scetool/data
2. Copy your rap files in scetool/raps

The GUI requires to have installed the following VB5 Runtime: [Register or Login to view links]

Note: The following step is not necessary, it is done automatically by my ps3tools (if installed running as Administrator):

2- Just to make sure, go to where you installed it and run "PkgView.exe" once, click on "Tools" menu and associate with PKG files, then close it.

Other notes, the PS2 Classics GUI creates the .key from the value entered in the klicensee field. If the PS2 raps are copied into the RAPS folder (located inside the .\scetool folder included with the PS2 Classics GUI), the tool will fill automatically the klicensee field when you select the ISO.BIN.ENC

PS2 Classics GUI 1.1 Changes:

  • Added support for drag & drop and command line interface (CLI) -> pass the full path of the image as parameter.
  • Added support for auto decryption if a PKG is selected or passed as parameter.
  • RAP files are auto copied to the RAPS folder if they are present in the same folder of the PKG or in a "exdata" folder
  • Pad verification (for multiple of 0x4000) now asks if you want to add the required padding when needed.
  • Image type (CD or DVD) is now detected and displayed on the GUI
  • Added option to patch the image with the file size and image type (CD or DVD)
  • The program looks for the LIMG header in the offset (File Size - 0x4000), and changes the 4 bytes size (in big endian format) to: (Image Size - 0x4000) \ 0x800 for DVD and sets 8th byte to 1. Bytes 15-16 are set to 08 00 (Image Size - 0x4000) \ 0x930 for CD and sets 8th byte to 2. Bytes 15-16 are set to 09 30
  • PkgView by ifcaro is now included with the tool.

Note: Please consider this version a "beta". Backup your ISOS before apply any of the aforementioned patches, just in case a bug is found.

PS2 Classics GUI 1.2 Changes:

  • Fixed the patch that writes the new image size and image type in the LIMG header.
  • Now displays the 16 bytes of the LIMG header when the image is opened.
  • Now allows to add the LIMG sector to the end of image.
  • Changed the GUI to a "tabbed look".

PS2 Classics GUI 1.3 Changes:

  • Added support for the VMC/VME commands.
  • Added /? to display the command line syntax.

PS2 Classics GUI 1.3.1 Changes:

I just updated the PS2 Classics GUI 1.3.1 to support the decryption/encryption of the CONFIG. Now I see that one of the major issues now is that multiple games now have the same Content ID and should replace the ISO.BIN.ENC in the /game/NPxD00000/ folder. The steps are:

1- Copy the rap of your base game (PS2) as a new random content id. eg. EP0000-NPED12345_00-AAAABBBBCCCCDDDD.rap
2. Copy the new rap to the RAPS folder of PS2 Classic GUI
3. Extract the files of the PKG of your base game (except CONFIG and ISO.BIN.ENC, they will be deleted/replaced anyway)
4. Launch PS2 Classic GUI, select the ISO and enter the new content id. eg EP0000-NPED12345_00-AAAABBBBCCCCDDDD
(it should display the same KLIC of your base game)
5. Add the LIMG header and encrypt the ISO as ISO.BIN.ENC
6. Edit the PARAM.SFO on the extracted with the title of the PS2 title.
7. Copy the ISO.BIN.ENC to the base game
8. Rename the extracted folder with the new content id (EP0000-NPED12345_00-AAAABBBBCCCCDDDD), right click and select Make PKG
9. Install both raps (the original and the new created) using reActPSN
10. Install the PKG
11. Test if it works.

PS2 Classics GUI 1.3.2 Changes:

PS2 Classics 1.3.2 now has a ISO9660 check (it looks if offset 0x8000 has the CD001 magic)... just to warn about any potential problem.

PS2 Classics GUI 1.4 Changes:

I have updated the tool to version 1.4. The CD001 is now checked at 0x8000 for DVD and 0x9318 for CD. This version now uses the Volume Sectors located at offset 0x8050 for DVD and 0x939C for CD. If the LSD value is 0, tries to use the MSD value. If both values are 0, then it uses the former method using fixed sector sizes 0x800/0x930.

The sector size and number of sectors is now displayed, like in ImgBurn, so now it can be easily compared with the ones in the LIMG. Other minor changes were made... I hope that this build help to improve the creation of the images (specially the CD ones).

PS2 Classics GUI 1.5.1 / 1.5.2 Changes:

  • Graphical progress bar
  • Display of ICON0 on top right corner
  • Display of title id & game title when an iso or encrypted iso is selected
  • Support to open/edit PARAM.SFO
  • Patch the PARAM.SFO with title id & game title
  • Uses the default Klicensee and Content ID from CaptainCPS-X 's PS2 Classics Placeholder
  • Includes the RAP for PS2 Classics Placeholder (also reActPSN in included in the rar)
  • New ps2classic.exe from IngPereira & flat_z
  • Rehash of saves
  • New heuristics verification to know if hash table must be updated or appended to the save file
  • The conversion now asks where to save the result file (ISO.BIN, ISO.BIN.ENC, CONFIG, CONFIG.DEC, SCEVMC0.VME, SCEVMC0.VMC)
  • Many other improvements

PS2 Classics GUI 1.6 Changes:

  • New options to set default output mode and default path
  • Auto creation of PS2ISO folders (output mode PS2ISO)
  • Auto creation of Package files (output mode Package File)
  • Auto-detected game title now can be selected/copied

PS2 Classics GUI 1.6.1 Changes:

[*]Added shell integration to .BIN and .ISO file extensions
  • New options to set default output mode and default path
  • Auto creation of PS2ISO folders (output mode PS2ISO)
  • Auto creation of Package files (output mode Package File)
  • Auto-detected game title now can be selected/copied

PS2 Classics GUI 1.7 Changes:

  • Solves some issues with the file associations.
  • Verifies if the file system accepts the file size (>4GB) and if there is enough free space.
  • Improved the LIMG segment detection/patching before the encryption.
  • Added option to auto rename the PKG to title name + [title id], instead of the content id as name.

PS2 Classics GUI 2.0 Changes:

The new version now allows to create the PKG with custom images and text.Drag & drop the images (jpg, bmp, gif, tif or even a PARAM.SFO) or paste an image from the clipboard or select the images using the open dialog, and the program will create the images with the proper dimensions when the "Make PKG" button is pressed.

From zecoxao: vmc key: 64 E3 0D 19 A1 69 41 D6 77 E3 2E EB E0 7F 45 D2

Let's begin then:

Football Generation NPED00028: 4C 49 4D 47 00 00 00 02 00 03 C7 43 00 00 09 30

Psychonauts NPUD21120: 4C 49 4D 47 00 00 00 01 00 1A 2F 00 00 00 08 00

Disgaea 2 NPUD21397: 4C 49 4D 47 00 00 00 01 00 0A A4 E0 00 00 08 00

NPED00032 Dirt Track Devils: 4C 49 4D 47 00 00 00 02 00 01 59 11 00 00 09 30

Baroque NPED00099: 4C 49 4D 47 00 00 00 01 00 11 66 50 00 00 08 00

Dreams coming true guys... for those who wish to document the LIMG: ps3devwiki.com/wiki/Talk:Emulation#LIMG_Table_.28PS2_Classics.2C_help_to_fill_please.29

From mind: LIMG for NFS Underground2 NTSC US: 4C 49 4D 47 00 00 00 01 00 15 6B 80 00 00 08 00

From Agrippa90: LIMG for GTA SAN ANDREAS version "SUB-ITALIAN" (different to general Europe version): 4C 49 4D 47 00 00 00 01 00 21 AD A0 00 00 08 00

From DaBlackDeath: LIMG of NPED00151 - ROOM ZOOM: 4C 49 4D 47 00 00 00 01 00 09 CC 10 00 00 08 00

Below is a Guide to Obtain, unpack, decrypt, encrypt and repackage a PS2 Classic from CaptainCPS-X as follows:

OK let me try to put it simple. The decryption is not really needed, I added it to the guide so people would know how to achieve the whole process.

The games I have reported working are not PS2 Classic, they are PS2 ISOs not obtained from PSN that have been patched with the recently discovered LIMG data segment. After patching and encrypting they will be playable on any PS3, just as any PS2 Classic would.

The process to play PS2 games at this moment would be:

  • Obtain just one PS2 Classic from PSN to use as placeholder
  • Unpack the PS2 Classic PKG
  • Encrypt any PS2 ISO patched with the LIMG data segment as "ISO.BIN.ENC"
  • Replace the original "ISO.BIN.ENC" with the one you just patched + encrypted

You can then repackage the PS2 Classic and install it on your PS3, the only step you would need to do is the activation process using reActPSN just once.

After you have just one PS2 Classic installed and activated on your PS3, you can just replace the "ISO.BIN.ENC" with any other patched + encrypted ISO you like. There is no need to be installing + activating every individual ISO with a different PS2 Classic placeholder, unless you really want to do so.

Guide to Obtain, Unpack, Decrypt, Encrypt and Repackage a PS2 Classic by CaptainCPS-X


  • The main goal of this guide is to explain how to decrypt and encrypt back a PS2 Classic PKG for use with the PS3.
  • This guide will be updated from time to time, and some images / screenshots will be eventually included to illustrate some steps in a clearer way.
  • A sub-guide will be included later to explain how to install PS2 Classics using reActPSN, it is very easy and just require the use of RAP files.
  • Included are a collection of tools you will need before proceeding. This guide assumes that you, the user, knows how to extract a compressed file, edit a text based file and follow instructions.
  • In this guide we will be using "Capcom Vs SNK 2 Millionaire Fighting 2001" as example.
  • Modification of ISO or replacement with alternate ones has not been tested, as a result I decided not to add experimental procedures to this guide. As soon as I confirm a working method for this, I will add it.


Thanks to flatz , IngPereira , LoOzers, aldostools , baargle , fail0verfl0w, Graf _chokolo, and everybody else involved in the ps2classic dev stuff.


Here you have a collection of all tools used in this guide. Some of them have custom and easy to modify scripts made by me.

Download: [Register or Login to view links] (15.7 MB)

It includes the following tools:

  • aldostools 's ps3tools v2.2.1
  • aldostools 's ps2classic GUI
  • ps2classic v1 (thanks to IngPereira )
  • rap2klicensee (thanks to IngPereira )
  • PSNStuff v1.8 (thanks to LoOzers)
  • reActPSN

NOTE: In the guide I mentioned the extraction of each tool to its own directory, but when I made the final RAR package I decided to include them all already extracted so, when following the guide just image you extracted them .


1- Extract "PSNStuff_ver1.8.zip" somewhere you like.
2- Run "PSNStuff" and wait for it to update the database.
3- On the main screen, click on the filter drop-down menu and select "PS2".
4- Look for "Capcom Vs SNK 2 Millionaire Fighting 2001" and download both PKG / RAP.
5- Close PSNStuff, you should have 2 new files now:

  • pkg/NPJD00015 Capcom Vs SNK 2 Millionaire Fighting 2001.pkg
  • exdata/JP0102-NPJD00015_00-0000000000000000.rap


1- Install aldostools's ps3tools v2.2.2 ([Register or Login to view links])
2- Go to PSNStuff "exdata" directory and right-click "JP0102-NPJD00015_00-0000000000000000.rap", then click on "Convert RAP to RIF KEY".
3- You will now have a 2 new files called "JP0102-NPJD00015_00-0000000000000000.key" (binary) and "JP0102-NPJD00015_00-0000000000000000.key.txt" (plain txt, not used in this guide)

Note: The obtained key is equivalent to the "NPJD00015.KEY.BIN" so I recommend to rename it to match the guide to avoid confusion.


1- Extract "rap2klicensee_capcpsx.zip" somewhere you like.
2- Go to PSNStuff "exdata" directory and copy "JP0102-NPJD00015_00-0000000000000000.rap" to where you extracted "rap2klicensee_capcpsx".
3- Run the included batch / script file "GET_KLICENSEE.cmd" (as Administrator).
4- You will now have a file named "NPJD00015.KEY.BIN"

NOTE: If you want to get the klicensee for other RAP, just edit the script / batch file with a TXT editor (ex. Notepad).


NOTE: If you have ps3tools by aldostools already setup and you have the shell integrated features then you can skip step 1 and 2.

1- Install ps3tools v2.2.1 (ps3tools_2.2.1.zip) (by aldostools).
2- Just to make sure, go to where you installed it and run "PkgView.exe" once, click on "Tools" menu and associate with PKG files, then close it.
3- Go to PSNStuff "pkg" directory and right-click "NPJD00015 Capcom Vs SNK 2 Millionaire Fighting 2001.pkg", on the pop-up menu click "Extract to current path...".
4- You will now have the extracted PS2 Classic game files.


1- Extract "ps2classic_v1_capcpsx.zip" somewhere you like.
2- Go to the directory where you extracted the PS2 Classic game files and copy "ISO.BIN.ENC" to where you extracted "ps2classic_v1_capcpsx".
3- Go to the directory where you extracted the "rap2klicensee_capcpsx" and copy "NPJD00015.KEY.BIN" to where you extracted "ps2classic_v1_capcpsx".
4- Run the included script / batch file "DECRYPT.cmd" and wait for the finish message to appear, do not close it before. Depending on the size of the file it might take longer, just be patient.
5- You will now have 2 new files: "ISO.BIN" and "meta_out"

NOTE: Do not modify the decrypted ISO, when I confirm how to do this, I will include it in my guide, for now just continue.


1- While still at "ps2classic_v1_capcpsx" directory, run the included script / batch file "ENCRYPT.cmd" and wait for the finish message to appear, do not close it before. Depending on the size of the file it might take longer, just be patient.
2- You will now have a new file: "ISO.BIN_mod.ENC"


* coming soon...


* coming soon...


1- While still at "ps2classic_v1_capcpsx" directory, copy or move "ISO.BIN_mod.ENC" to where the original was extracted / located (refer to "UNPACKING THE PS2 CLASSIC" up)
2- Make a backup if needed of the original "ISO.BIN.ENC" then delete it from this location.
3- Rename the new "ISO.BIN_mod.ENC" to "ISO.BIN.ENC"
4- Navigate 2 directories up to where "ISO.BIN.ENC" was located.
5- Right click the directory and select "Make PKG..." (You must have ps3tools (by aldostools ) installed, refer to "UNPACKING THE PS2 CLASSIC" up).
6- You will now have a file called: "PP0001-SLPM65047_00-0000111122223333.pkg" (rename as you like).


1- Install "reActPSN_v2.23_CFW_340_4XX.pkg" on your PS3.
2- Install the PS2 Classic "PP0001-SLPM65047_00-0000111122223333.pkg" on your PS3.
3- Create a user account called "aa" on your PS3.
4- Create a directory called "exdata" on a external USB Storage Device (FAT32)
5- Copy the "JP0102-NPJD00015_00-0000000000000000.rap" from the PSN Stuff directory (refer to "OBTAINING THE PS2 CLASSIC" up) to the new "exdata" directory created on the external USB Storage Device (FAT32).
6- Connect the USB Storage Device (FAT32) to your PS3.
7- Switch to user "aa" on your PS3
8- Run "reActPSN" and wait until the PS3 restarts, you can now enter your regular account and access the PS2 Classic.

PS: I am currently preparing more content for the guide to make it even more complete so please be patient if what you are looking for is not here. SeeYa!

Update: OK guys here you have something to play with, I just called it LIMGpatcher, it is a quick application for testing purposes.

It is a tool that will automatically patch any supported ISO with the LIMG segment and the proper volume size / total sectors data.

Source code will be published later, right now it is a mess . Usage is very simple, you just double click on the application to run it, and a window will pop-up that will let you explore your computer for any ISO / BIN image. It is a console application but doesn't process any command line arguments.

It have a simple check to see if it can find the CD001 standard ISO9660 identifier at sector 16 (2048 per sector). And it will check if the ISO / BIN image has been already patched to avoid re-patching or appending any more data. I haven't run this on other PCs but it should work fine, I tested it on Windows 7 x64 Ultimate. Enjoy!

Download: [Register or Login to view links] (30 kb)

After using this on any specified ISO / BIN, you can then rename it to "ISO.BIN" then follow my guide to encrypt it as "ISO.BIN.ENC" and finally repackage it.

Or if you already have the PS2 Classic installed + activated, just replace the ISO.BIN.ENC on your PS3 with the new one (you can use multiMAN for example to transfer the file via USB / FTP).

PS: I am currently doing tests, so that is why it has been difficult to write more stuff to the guide or update it, but eventually I will keep posting more information so everyone can get to play their favorite PS2 games on their PS3. Sorry if my explanations are not very good, I haven't sleep at all since like 20 hours, been at university, doing rl stuff and my body is just a mess , need sleep soon haha!

Just made a backup of my original Metal Gear Solid 3 [US] disc using ImgBurn, saved it as .ISO and then patched it using my application. After that I encrypted it following the procedures mentioned on my guide and uploaded the "ISO.BIN.ENC" via FTP to my PS3. Started playing it and it looks pretty good so far

Convert any PS2 ISO to PS2 Classic Guide by CaptainCPS-X

Note: This guide will have technical details to a minimum, to avoid confusion. But, assumes that the user knows how to install PKG files on the PS3, and how to transfer files to the internal hard disk drive of the PS3 console.

In this guide you will learn how to convert PS2 games in ISO format to PS2 Classic, making any game playable on your PS3 console.

Users on Rebug 4.21.1 must update to latest release, or you will not be able to play PS2 Classics (Thanks to ploggy and others for reporting)

I have made a custom PS2 Classic PKG based on 'Maximo (US / Capcom)', and edited PARAM.SFO, Images with custom ones (I think you guys will like them ) and removed the original ISO.BIN.ENC, CONTENT directory and CONFIG file. You don't have to go to PSN Stuff anymore with this placeholder PKG, I will provide the needed .RAP / KLICENSEE too.

It is just 17MB approx (2x 8MB Virtual Memory Cards + Images) I hope you all don't mind, but I will be restructuring the guide to be even easier. In a couple of hours I will have everything done and will let you all know (Placeholder PKG will be available for download then as well)

PS: And yeah I have an idea for a PS3 homebrew that allows the user to view a list of ISOs located on the HDD, then let them "switch" the one on the placeholder, by just moving / renaming the ISOs from one directory to another (copying it would be tedious for big files) and it could even change the PARAM.SFO title to display what ISO is selected at the moment. I can't promise anything to be done today or Friday, but maybe in the weekend when I have more free time to code, probably I can do something about that. SeeYa!

Note: This guide will have technical details to a minimum, to avoid confusion. But, assumes that the user knows how to install PKG files on the PS3, and how to transfer files to the internal hard disk drive of the PS3 console.

In this guide you will learn how to convert PS2 games in ISO format to PS2 Classic, making any game playable on your PS3 console.


flatz, IngPereira, LoOzers, aldostools, baargle, fail0verfl0w, Graf _chokolo, and everybody else involved in the ps2classic dev stuff. Thanks to all the users who have shown their support and given me nice comments, I appreciate it.


  • PS2 Classic Placeholder PKG
  • RAP file to activate the PS2 Classic Placeholder PKG
  • ReActPSN (used only once, to activate the PS2 Placeholder PKG)
  • aldostools's ps3tools v2.2.2
  • aldostools's ps2classic GUI v1.3
  • Any PS2 game ISO

All of the requirements can be downloaded here (except the PS2 ISO LOL!)

Download: [Register or Login to view links] (30.5 MB) / [Register or Login to view links] (Mirror) / [Register or Login to view links] (15 MB)


1- Copy the provided "exdata" directory to a external USB Storage Device (FAT32).
2- Install the provided "PS2 Classic Placeholder PKG" to your PS3.
3- You will now have a new icon on the XMB, but it is not activated, and of course doesn't have the PS2 game ISO yet.
4- Install the provided "reActPSN PKG" to your PS3.
5- Create a new user on your PS3 called "aa".
6- Log in to the new user account and run "reActPSN"
7- It will restart you PS3 and you can now log back in to your regular user account.

Note: After this step, the placeholder will be ready and you will not have to mess with reActPSN anymore. It still does not have any PS2 ISO that will be done later, keep reading.


1- Install aldostools 's ps3tools v2.2.2
2- Go to where you just installed ps3tools and run "PKG_ContentID.exe" (as Administrator to allow Registry write privileges) then close it (this will add the "Make PKG..." available on the windows context menu).
3- Install / extract aldo stool's ps2classic GUI v1.3 to anywhere you like


1- Run "ps2classic GUI v1.3" and switch to "Encrypt" tab.
2- Browse your PC for any PS2 game ISO and select it.
3- Copy and Paste this on the Content ID field: 2P0001-PS2U10000_00-0000111122223333
4- On the klicensee field Copy and Paste this: E4E54FD67C16C316F47829A30484D843
5- Click on "Add LIMG Sector" button and on the next pop-up click "Yes".
6- Click "Encrypt" and on the next pop-up click "Yes".
7- Wait for it to finish, a pop-up will come saying its completed.
8- You will now have a new file called "ISO.BIN.ENC" (this is the converted PS2 game to PS2 Classic)

Note: When selecting the desired ISO on step 2, make sure to use ISOs that were built as ISO9660 with sectors of 2048 bytes. You can verify this with ImgBurn.

Then you should open the ISO with a hex editor and check the offset 0x8000 (sector 16), the standard ISO9660 Identifier (CD001) should be located exactly there, if there is other data at that point of the ISO, then probably you have an ISO that was built as binary, as a result it will have a different sector structure.


There are various method you can transfer the new "ISO.BIN.ENC" to your PS3, where you installed the "PS2 Classics Placeholder PKG", I will mention them here to give you an idea:

Method 1:

Use the "PS2U10000" directory structure provided to make a game update package. You just have to put the "ISO.BIN.ENC" on the "USRDIR" and use "ps3tools" to make a package of the whole directory structure.

If the size of the PKG is more than 4GB then you will have to split it using any of the tools available for that (they must have extension of .66600, .66601, etc... to be installed via multiMAN).

Method 2:

Just copy the "ISO.BIN.ENC" to your external USB Storage Device and paste it on your PS3 at "/dev_hdd0/game/PS2U10000/USRDIR/"

If the "ISO.BIN.ENC" size is more than 4GB then you must use other method.

Method 3:

Upload the "ISO.BIN.ENC" via FTP / multiMAN to your PS3 at "/dev_hdd0/game/PS2U10000/USRDIR/"


Thanks to aldostools for this information, I will eventually incorporate it in my guide, for now here you have it. Mistawes has confirmed here that the following steps WORK. They avoid the issue of reusing the same ContentID and rap for all the games converted:

1. Copy the rap of your base game (PS2) as a new random content id. eg. EP0000-NPED12345_00-AAAABBBBCCCCDDDD.rap
2. Copy the new rap to the RAPS folder of PS2 Classic GUI
3. Extract the files of the PKG of your base game (except CONFIG and ISO.BIN.ENC, they will be deleted/replaced anyway)
4. Launch PS2 Classic GUI, select the ISO and enter the new content id. eg EP0000-NPED12345_00-AAAABBBBCCCCDDDD (it should display the same KLIC of your base game)
5. Add the LIMG header and encrypt the ISO as ISO.BIN.ENC
6. Edit the PARAM.SFO on the extracted with the title of the PS2 title.
7. Copy the ISO.BIN.ENC to the base game
8. Rename the extracted folder with the new content id (EP0000-NPED12345_00-AAAABBBBCCCCDDDD), right click and select Make PKG
9. Install both raps (the original and the new created) using reActPSN
10. Install the PKG

In short: you copy the rap of your base game, rename it with a new (invented) content id/title id and encrypt the ISO and create the PKG using that new content id.


Since I understand that even when things have been simplifying in the recent days, it can be tedious to be moving, replacing, copying ISO files over the USRDIR of the PS2 Classics Placeholder. So, I have a proposed a PS3 homebrew application that when finished will allow the users to browse a list of PS2 ISOs located on your Internal / External hard disk drive and from there with a simple press of a button automatically do the moving / renaming process, so you can go back to XMB and play the game selected.

The good thing about doing this kind of application, is that it can be made to display game covers, information, etc as well. So at the end we would have a very organized list of our PS2 backups. The development of this application will be done mostly on weekends when I have the most free time. On week days I have university so I will not be able to work a lot on it, maybe add small modules and pieces of code. So keep using PS2 Classics Placeholder for a while, and most of all, enjoy playing PS2 on your PS3!!!


Update 2: PS2 Classics Manager v1.0 (Coming Soon)


I am currently doing kind of a flowchart for an upcoming application that will be called "PS2 Classics Manager", this application will handle PS2 ISOs easily and even display front / back cover, I will work on a custom game database file that will hold some information about each game (ex. Title, Year, Company, Genre, etc).

The planned application will work in conjunction with my PS2 Classics Placeholder.

Game list will be generated by scanning the PS2ISO directory located as in: "dev_hdd0/PS2ISO/[SLUS-20915] METAL_GEAR_SOLID_3_SNAKE_EATER/"

And the structure of each PS2 game would be as follows:


Now, the good thing about having the ISOs on the internal HDD is that my application would only have to "move" the file accordingly and keep record of it on a simple CONFIG.CFG (remember where it was located originally), in other hand, if we have the PS2 ISOs at external we would have to copy them and wait while it completes, split files would be easily supported as well.

I will start working on the application today, since I don't have university anymore for this week. Soon I will be posting Work in Progress information and probably some screenshots.

The core of this application will be my other homebrew "FBAlpha Retro Loader" one, so I don't have to start coding the application from scratch.

When finished it will be signed to run on CFW 3.40+ but of course some of you will have to re-sign it if it doesn't launch (I have tried to sign for all CFW, but I got tired of messing with signing stuff and ppl reporting issues , LOL)


Make the handling of PS2 game ISOs as simple as possible, this will avoid having a bunch of entries on the XMB.

Just having the PS2 Classics Placeholder + PS2 Classics Manager will be enough to start enjoying your favorite PS2 games.


I started working on this today, but since I am using one of my previous homebrew as base, I don't have to do as much code writing as if I started from scratch. So the most time consuming will be modifying / removing all the unneeded modules / functions and write the new ones.

A simple functional build will probably be available around Saturday, or maybe even tomorrow, depending on how I handle my free time.

Progress Update: I just compiled and ran the first test build of PS2 Classics Manager, at this moment the core is almost ready, I still have to write the modules to process internal / external PS2 games.

Someone said something about virtual memory cards, I considered this and now users will have the option to put them as in:


They will be moved / copied as needed when you select a PS2 game as active. Before I go to sleep here you have some of the stuff I've done...

  • Module to swap the Placeholder PS2 ISO is ready (Internal only for now). It will move the ISO.BIN.ENC to the Placeholder "USRDIR" directory and when you run the manager again it will be moved back to where it was (This is specific to the internal PS2 ISOS, in case of external ones they will be handled differently, but I will give details later).
  • Virtual Memory Cards are automatically copied from the game directory to the SAVEDATA directory, then when the game is switched back, they will be copied as well (I need to test and see if by doing this every game keep their data).
  • A copy of "COVER_FULL.PNG" (this is the cover displayed in the Game List screen) will be made as "PIC0.PNG" to the PS2 Classics Placeholder directory, so when the user select it on the XMB they can see what game is active (I will eventually improve this feature so users can customize this better).

Note: I am trying my best to bring this application to all of you as soon as possible but even when I said I would have it probably by this weekend, it will probably take me more time depending on the free time I have here. I have to study for some university tests and I have a few homework to do, but please be patient, I will eventually deliver what I have promised. Thanks everyone for understanding and your support.

  • Rewrote the module to move / copy files, now it will work on a separate thread and a progress dialog will be displayed to the user. In case of a unexpected error, it will be displayed as well. When this module is finished I will be ready to make a initial beta release of PS2 Classics Manager.
  • I confirmed that the memory cards included initially in every PS2 Classics PKG are eventually copied automatically by the PS3, and in case of the PS2 Classics Placeholder they get copied to "/dev_hdd0/home/*USER_ID_NUM*/ps2emu2_savedata/PS2U10000/". This means that no matter if you modify memory cards located at "/dev_hdd0/game/PS2U10000/USRDIR/SAVEDATA/" the PS3 will always use the ones at "/dev_hdd0/home/*USER_ID_NUM*/ps2emu2_savedata/PS2U10000/".

I will now make a final test to confirm this, and if I am correct, then VME files will be handled appropriately by PS2 Classics Manager. Will report soon with more updates! SeeYa!

From svenmullet comes a different approach to PS2 Classics alongside a video below, as follows:

I'm assuming you know how to encrypt ISOs to work with this, and you've already got a collection of ISO.BIN.ENCs floating around.

If you encrypt any ISO with the same key, the PS3 sees it as activated and runs it. PS2 ISOs need to be loaded from internal HDD, and I personally hate waiting for things to transfer over. Plus, I have a large amount of games/etc installed and appearing on the XMB, so naturally I organize things into albums or just let the XMB do it automatically with the square button. PS2 Classics will auto-organize into "PlayStation2" album.

So if you wanna be cool like me, make a template folder on your PC then either a) FTP into your "base" game installation on the PS3, or b) use aldostools and simply right-click "extract" on the pkg, and copy over:


These are the same files you will use with every PS2 Classics installation you make.

Now make some ISO.BIN.ENCs. (you know how to do this, remember?) Put each of them into a separate folder using this naming convention: NP[U=US, E=Eur, J=Jap]D[TitleID# of disc] so for instance Final Fantasy X is "NPUD20312". You really can call the folder whatever you want (within reason) because all the work is done by the PARAM.SFO, but for the sake of order, stick to proper naming conventions. Copy all files from "Template" into this folder, edit the SFO to reflect the correct title id and title, and make or download some cover art, specifically you need ICON0.PNG (320X176) and PIC1.PNG (1920X1080)

They must be uncompressed PNG at the stated resolutions or they will not show up. I go to google image search and use search terms "[game name/title id] 1920x1080" for the background (PIC1.PNG) and "[game name/title id] cover" for the cover art, then pixlr.com/editor/ for a free in-browser photoshop-like app to edit anything you need.

So, the final folder structure should be:


And that's it! You can either package this folder up and install it (You'll have to figure out how to do that, I don't bother making a package) or FTP transfer it directly into dev_hdd0/games/ I would suggest making all the folders first then transferring everything at once, because you need to do a Recovery Mode -> Rebuild Database for these to show up in XMB, and that removes any "album" customization, playlists, etc that you've done. A minor pain, but it is what it is...

Okay, I finally caved in a waited (like 10 minutes) for the package builder to do it's thing, made a package out of my handmade Need for Speed: Most Wanted folder. It installed fine, appeared on XMB and booted perfect! This is even easier than I thought.[/edit]

Anyway, after all the hard work, you boot to XMB and... voila! Home-made PS2 Classics:

PS2 Classics and Codebreaker Cheats Method

Allows you to use codebreaker with your ps2 classics, though there are some limitations- ie Final Fantasy games seem to have "hidden files" so they won't work. From arj1231:

To use codebreaker cheats open your game iso with ultraiso.

Download this ([Register or Login to view links] and [Register or Login to view links] and [Register or Login to view links]) and extract. now add the extracted files (boot.elf, codebreaker.elf, and system.cnf) to your iso, can just drag&drop into ultraiso. It will ask to overwrite SYSTEM.CNF/YES.

Your iso should have a file name SCUS_xxx.xx or something to that effect, extract it to desktop and add .elf extension and repaste it into iso.

So now your iso should have all original files + BOOT.elf, CB10.elf and your new SCUSxxx.elf, save and resign as you would ps2 classic

Now once you start your new game, it will automatically start uLe, so you scroll down to cdfs directory. hit O. now find the Codebreaker elf and hit O. Codebreaker starts.

Scroll over to Cheats and find your game and select your cheats you want to use. Press start and it should bring back to the main screen with the disc icon highlighted. press X to load disk, it will start ULauncher again.

Scroll down to cdfs directory and start you SCUSxxx elf file you created. Your game should load with the cheats enabled. I have tested this with SocomII, and Socom3.

Custom Made PS2 Classics for PS3 by Lo gi

Looks nice, I think, much better than Sony's offering, and also I demonstrate how to get the best performance (not nec. the best quality, but hey) by turning "off" screen mode It drops down to 480P native and runs faster.

Here's some samples you can drop your ISO.BIN.ENCs into: [Register or Login to view links] / [Register or Login to view links]

Finally, from crump comes a PS2 Classic CLI v1.0 Batch renaming, encrypting, decrypting, pkg-ing tool.

Download: [Register or Login to view links] (2 MB)

From the ReadMe file: This is a tool to utilize ps2classic, which converts PS2ISOs to PS2 Classic games. You are able to encrypt, decrypt, rename, and pack pkg (windows only. seriously, someone please release modified pkg tools? maybe?), and in bulk. say you have 100 ps2 ISO files in a folder and some subfolders, this tool will help you.

NOTE: Python 2.7.3 required. can't do pkg other than windows because can't find the modified source for package_make_npdrm...or pkg.py...

Usage: to see options: ps2ctool.py -h

all to process all ISO files in current folder.
rename To rename a file to and move it to the "Renamed" folder.
encrypt To encrypt a file to a specific target
decrypt To decrypt a file to a specific target

and for example, you want to know how to encrypt a file, type:

ps2ctool.py encrypt -h

Stay tuned for more PS3 Hacks and PS3 CFW news, follow us on Twitter, Facebook and be sure to drop by the PS3 Hacks and PS3 Custom Firmware Forums for the latest PlayStation 3 scene and PlayStation 4 scene updates and fresh homebrew releases!

Comments 1216 Comments - Go to Forum Thread »

• Please Register at PS3News.com or Login to make comments on Site News articles.
#616 - vnguyen972 - 64w ago
vnguyen972's Avatar
I cannot seem to be able to install 4.50 Base... I mean it installed but when I run it, it says the installation was incomplete... install the BASE or FULL, what did i miss? I thought I installed the Base from the link above. Please help!

#615 - PS3 News - 64w ago
PS3 News's Avatar
Today PlayStation 3 developer deank updated multiMAN to version 04.50.00 BASE (20131003) with the changes below, as follows:

Download: [Register or Login to view links] (110.36 MB) / [Register or Login to view links] (31.7 MB) / [Register or Login to view links] (132 MB - Mirror) / [Register or Login to view links] (31.65 MB)

  • multiMAN ver 04.50.00 BASE CEX (20131003).pkg
  • multiMAN ver 04.50.00 BASE DEX (20131003).pkg
  • multiMAN ver 04.50.00 STEALTH (20131003).zip
  • Showtime 04.03.536 [CEX].pkg
  • Showtime 04.03.536 [DEX].pkg
  • Added support for 4.50CFW
  • Disc-less mode: Icon changed from BD disc to "folder icon"

Update is available online within multiMAN and in web column. Tested on FAT 80GB PAL PS3... all good.

Here are all mmTOOLS updated to support 4.46DEX and 4.50CFW (CEX):

Download: [Register or Login to view links] (1.75 MB)

  • lastGAME 8.0
  • lastGAME 8.0 [SINGSTAR replacement]
  • gameDATA 8.0
  • bdRESET 8.0
  • stDISC 6.0
  • installPKG 2.0

All tools are also compatible with (Cex/Dex) CFWs 3.55C/D, 4.21C/D, 4.30C/D, 4.31C, 4.40C, 4.41C, 4.46C/D and 4.50C.

Available also in mM's WEB column.


  • lastGAME now support BD-MIRROR option (internal/external).
  • lastGAME 8.0 [SINGSTAR replacement] requires updated multiMAN. mM will look for lastGAME-SS and if found it will use it. I find it very convenient, because the "Load Last Title" icon is always on top, next to the BD disc icon.

And the updated multiMAN (you need it only if you plan to use lastGAME [SingStar replacement]):

Download: [Register or Login to view links] (42.39 MB)

MultiMAN 04.50.00 FULL repacked by StevenTJ


  • Added support for 4.50CFW
  • Disc-less mode: Icon changed from BD disc to "folder icon"

Download: [Register or Login to view links] (157.44 MB) / [Register or Login to view links] (Mirror)

#614 - sesjse - 64w ago
sesjse's Avatar
03 - 10 - 2013: Cobra ODE News - Update

COBRA ODE v1.4 firmware is now available in the downloads section (attached below). In the 1.4 update, the maximum number of files per drive has been increased from 128 to 500 files.

Due to popular demand, we have also added support for a new cobra.cfg configuration file which allows you to set the ODE to disable the use of the manager, or to return to manager mode after each reboot. Please refer to the user manual for more information on the cobra.cfg configuration file.

The update also fixes a small bug with some HDD drives, introduced in the previous 1.3 firmware. The bootloader has also been updated to v1.2 to fix HDD support. Please refer to the user manual for information on how to update your device.

The COBRA manager has been updated to fix a freezing issue and to increase the limit of games to 500 in order to match the new MCU limits.

The third-party library has being updated to reflect that iso limit increase as well. A small API change has been made, please refer to the Changelog.txt for more information.

Thanks for your continued support.

  • Cobra ODE BootLoader v1.2
  • Cobra ODE MCU v1.4
  • Cobra ODE Manage v1.3
  • Cobra ODE Library v1.4
  • Cobra ODE User Manual (English) v1.4

We forgot to mention that BootLoader v1.2 give you the option to downgrade MCU firmware to previous version.

03 - 10 - 2013: Cobra ODE News - Update

We forgot to mention that BootLoader v1.2 give you the option to downgrade MCU firmware to previous version.

And here is a list of change log for every download item.

Cobra ODE Bootloader v1.2 Update.

[Register or Login to view code]

Cobra ODE MCU v1.4

[Register or Login to view code]

Cobra ODE Manager v1.3 Update:

[Register or Login to view code]

Cobra ODE Library 1.4 Update (This is for Homebrew Developer's only - not for end user)

[Register or Login to view code]

#613 - PS3 News - 64w ago
PS3 News's Avatar
Today magneto states that the Cobra USB DRM dongle produced by Max Louarn and marketed by Gary Wayne Bowser (aka GaryOPA) is going open source now that they have their new ODE cash cow, just as they did with the True Blue DRM-infected dongle and countless other projects they profited on from the PS3 scene that should have been free and open-source to begin with.

Download: [Register or Login to view links]

Below are the details, to quote from the overview.txt document:

Compilers needed:

- The toolchain at bsc.es/computer-sciences/programming-models/linux-cell is needed.
Cobra is compiled with ppu-gcc version 4.1.1. It is unknown if other versions will work.

- Other toolchains are known not to work. Mainly, due to incompatibilities with cryptcode, and with the macros at lv2/include/patch.h,
as well as with some asm code. Porting cobra to other toolchain would be a matter of transalitng those files to the new toolchain.

- sdcc, to comopile the i8051 binaries. Version 2.8.0 is used. It is unknown if a different version will cause any problem.

- sony sdk, to compile netiso and cobralib. Any version is supossed to work.

- gcc: (linux, mingw32, cygwin, etc), to compile the pc tools. these tools usually assume a little endian system like x86/x86_64

Overview of directories.

+ cryptcode
----+ include: include files with macros to encrypt functions
----+ src: the source code to decrypt functions (ps3)
----+ tool: the tool to encrypt the functions (pc)

cryptcode is a tool to encrypt functions with the purpose of obfuscate things a bit.
Additionally, it has the "suicidal" feature, which makes a function code to be destroyed after returning,
which is intended to be used on initialization functions that are not further used.

+ debug
----+ include
----+ src

Debug files to printf over lan. It also has patches to redirect kernel printf and the ttyWrite syscall to the library.
Debug library also works in ps2 emulator mode.
The files here are intended for debug phase only, and they are not linked when DEBUG is not defined.

+ lv1
----+ include
----+ src

Files for hypercalls and lv1 related functionality.

+ lv2
----+ include
----+ src

The lv2 kernel cobra "sdk".
It contains the defintions of a bunch of lv2 kernel functions for all kind of functionality (io, memory, processes, threads, modules, synchronization, etc).
The file symbols.h has the addresses of the functions. Some symbols have only been resolved for 3.55.

+ lv2gen

Tool to merge stage0 and stage1 with lv2 kernel.
To compile stage1, original encrypted lv2_kernel.self of 3.55 must be placed in this directory.
This tool requires failoverflow tools to be installed and be on the path.

+ stage0_file

Stage 0 of cobra, merged along with stage1 inside lv2_kernel.self.
It just changes the protection of lv2 kernel memory and then jump to stage1 (0x7f0000).

+ stage1_file

Stage 1 of cobra, it loads and decrypts stage 1.5 from cobra.
The current code is a bit difficult to understand, but it is basically a very simple virtual machine
with 4 opcodes and some obfuscation, that receives the opcodes from cobra usb. Operations end in a xor with a table.
The small vm code does stage 1 integrity via the md5 functions of lv2 kernel, and it also checks that some functions of the kernel are untouched.
It is intended as a first barrier against attackers, more protections are in stage 1.5.

Because of its "exotic" way of working, any code change or compiler change will break the code, it was not intended to be modified.

+ stage1.5
---+ gen: pc tool to generate the modified i8051 rom.
It modifies the opcodes of the given i8051 program. In addition, each data of each opcode is also xored with different values.
Furthermore, the full ROM is xored again with keys that are residual data from stage 1.

----+ loader: the i8051 program, must be compiled with sdcc. It checks that lv2 kernel, stage0 and stage1 haven't been modified, it does some handshake with the device to
check cobra usb authenticity, and it decrypts stage2, which is inside stage 1.5. It also self-checks stage 1.5 against modification.

----+ vm: the vm that implements a simple i8051 emulator. The opcodes and obfuscation xor values are autogenerated by the gen tool in opcodes.c file.
Currently, generation of stage 1.5 requires to modify some vars in the Makefile, this was intended to be automatic in the future by the stage1.5_gen tool.

----+ stage1.5_gen: it generates the encrypted stage1.5 file, that can be directly flashed on the device.

Stage 1.5 protection mechanism includes some additional operations ("side effects") done in the md5 functions (vm) to complicate reverse engeneering,
emulation and debugging techniques such as hooks.

Most attackers would assume that it is just a md5 function after seeing some constants, and they would stop the reverse of the function.
This protects against both: emulation where the attacker blindly implemented the md5 function, and some hooks where the attacker would hook the function:
calling original function, returning to his code and giving the proper value of the md5 without realizing that the state of the vm (instrCount) has been
modified with the data passed.

+ stage1.5_lan

An unprotected implementation of stage1.5 that loads decrypted stage2 from lan. Useful for debugging: flash stage1.5_lan to the device and you can send
stage2.bin with graf chokolo "sendfile" tool upon ps3 boot.

+ stage2

Cobra core itself. It implements almost all functionality of cobra (except ps2 and network isos). Its functionality is made available to the gui program (manager)
via syscall8 with subopcodes. (see syscall8.h). Every pointer in these syscalls is reduced to 32 bits (get_secure_user_ptr function) for security purposes.

----+ storage_ext.c: it implements the disc emulation system, providing functions to mount/umount disc files, and to send insert/eject events to devices.
In 5.0, a "proxy system" was added, so that the actual read could happen in user mode via ports/queues.
This is currently only used for the network iso features, where the network code is done by an user mode sprx loaded at the vsh process by the gui program.

----+ modules_patch.c: it contains the patches to user modules. It also implements some syscalls, so that the gui program can load a sprx in the vsh process to have resident code.
This is currently used only for network iso, but it could be used in the future to implemented "plugin" features, like resident ftp or something.
Due to security concerns, all modules of the firmware are currently hashed, this is to avoid the gui program and the netiso sprx to be easily dumped,
although that wouldn't be critical anyways.

----+ psp.c: it implements the reading of psp isos. See modulespatch.c for patches. Currently 3.55 and 4.00 psp emulator are supported. The gui program is able to mount
an encrypted fat32 image with the sys_storage_ext_mount_encrypted_image (storage_ext.c)
This is currently used to hide the 4.00 ofw emulator (which is further encrypted with our own sprx encryption), which is located in the "lambda.db" file in the
psp launcher package. Other than that and having a way of starting the psp emulator, the psp launcher doesn't have any function, the rest of the content is
filled with random fake data and black png images.
Currently mode 1 = 3.55 emulator, mode 2 = 4.00 emulator. The gui program determines which emulator to use by either user selection of mode,
or by a fixed list if mode is auto. (see cobralib).

+ stage2_cipher

PC tool to cipher stage2.

+ ps2emu
---- + include
---- + src

The ps2emu cobra "sdk".
It contains the defintions of some ps2emu functions.
The functionality is quite limited compared to the lv2 one, but there are still functions for file access (internal hdd only), libc, etc

The symbols.h contains the addresses of the functions.
Either PS2HWEMU, PS2GXEMU or PS2SOFTEMU must be defined to select between the "almost full hardware" emulator (CECHA, CECHB),
the gx emulator (CECHC, CECHE) and the software emulator.

+ ps2emu_gen

Tool to merge ps2emu stage1 with a ps2emu. Original 3.55 ps2_emu.self, ps2_gxemu.self and ps2_softemu.self must be placed in this directory to compile ps2emu stage1.

+ ps2emu_stage1_file

Stage1 for ps2emu, which is merged with emulators .self. It loads an encrypted ps2emu stage 1.5 from internal hdd, that previously cobra core wrote to a temporary file.
Compile with "make -f Makefile.hwemu", "make -f Makefile.softemu" and "make -f Makefile.gxemu" to select each emulator.

For the encryption, modification date of the file is used the key as well as very minor obfuscation to hide file name, further protection is done in ps2emu stage 1.5.
A different key is used for each emulator.

+ ps2emu_stage1_file_debug

Same as above but without protection, intended for debuggin purposes. It loads directly a decrypted ps2emu stage 2 skipping stage 1.5.
PS2EMU_DEBUG must be set in cobra core (lv2 stage2).

+ ps2emu_stage1.5
----+ gen: pc tool to generate the rom of i8051 program with modified opcodes, encryption, etc. Pretty much like its lv2 counterpart, except that it takes two i8051 programs
as arguments.

----+ preloader: first i8051 program. It sets the keys of the second i8051 program using predictable rand function from sdcc, and reboots the virtual machine at the addresses
of the second program.
----+ loader: second and main i8051 program. Decrypts and loads stage2. Some protection to avoid modification of ps2emu as well as self-modification is done.
Some protection is done using unused part of the ps2 emu arguments that were set by lv2. See lv2 stage2.
----+ xtea: small ppc program with xtea algorithm. It is to be used by loader.
----+ xtea_cipher: pc progra, it encrypts the xtea binary with lightweight encryption that can be handled by virtual program, and converts it into an array suitable for sdcc.
----+ vm: the vm that emulates a modified i8051 machine. Pretty much like its lv2 counterpart, with some slight differences.
----+ stage1.5_cipher: it ciphers the ps2emu stage 1.5, making it ready to flash to cobra usb.

+ ps2emu_stage2

The core of the ps2emu code. It handles the disc emulation in the ps2 lpar.

----+ common: the part of the implementation that is common to the 3 emulators. Disc emulation itself is really here. Also, code to read non original ps2 dvd is here.
PS2 emulator tipically read most dvd sectors by using a 2064 bytes raw read using an unofficial/undocumented/propietary scsi command.
However, this command only works for original discs, and there doesn't seem to be any way to bypass this from the ps3 software side.
The workaround to make DVD+-R to work is implementing the 2064 command by reading 2048 bytes from disc and faking the rest of data,
just like it is done for isos anyways.

----+ hwemu: the part of the implementation that is specific of ps2_emu.self
----+ gxemu: the part of the implementation that is specific to ps2_gxemu.self
----+ softemu: the part of the implementation thati s specific to ps2_softemu.self. Very similar to the gxemu one.
----+ stage2_cipher: pc tool to cipher ps2emu stage2.

+ netiso: user sprx with the implementation of network isos. This sprx uses the sys_storage_ext_mount_discfile_proxy function to get the disc read requests from kernel.
This sprx is loaded by the gui program in the vsh process space. Because of the special way in which is loaded, the start and stop routines must follow some rules:
start routine can't use some functions and it must end with a thread exit using directly the lv2 syscall and not the library function.
Same goes the stop function, but additionally, the stop function must finalize the module by itself.

+ ps3netsrv: pc application with the server code for network isos.

+ sprx_cipher2: tool to encrypt self/sprx for cobra usage only. Keys for gui (manager), vsh plugins (netiso) and 4.00+ psp emulator are different.

+ encrypt_image: it encrypts a fat32 image. Used currently to hide 4.00 psp emulator.

+ cobralib

The library given to the gui programmer. It encapsulates the syscalls to make things a bit easier to understand. It also does some processing, like psp keys setting,
and discless jailberak game setting.
For example, discless games in jailbreak format are implemented like this: an empty dummy ps3 iso is created by cobralib and mounted. After that, the jailbreak
game is mounted with the standard path redirection method. This approach allows to have disc command emulation at the same time that the standard path redirection, allowing
a near 100% discless compatibility.

+ usb
----+ cobramakefirm5.0: tool to create a cba file. The 5.0 directory includes the files that were used to generate cobra 5.0 firmware.
To generate a new firmware, replace the content of that folder with new stages 1.5, leave mcu.bin and other files, and use "cobramakefirm 1 5.0 newfirm.cba"
----+ cobraflash: the flasher that is distributed to users.

+ cobrausbupdater: the ps3 version of cobraflash. Why are there idiots that try to reverse this when they have a pc version easier to reverse is unknown, but this application is unprotected because there is anything too useful for attackers there.

Finally, from deank: Without recompiling you can't port it to a different firmware. The latest cobrausb FW6.0 was for 4.30, so you'll need to change a lot of stuff to make it work on 4.50.

From CaptainCPS-X: So, yeah deank is right, we indeed need the source to be able to compile the CFW elements that need to be changed, payloads alone wont do the job.

vronz , payloads alone won't do the job. The article is not talking about USB dongle, or specific micro-controller source code and neither am I, if you research more you will notice it is talking about CFW modules and other needed tools.

So to give you an idea, lets say you get the magical payload, you will need to have the CFW with needed changes so it is able to interface with it, or else it will not work.

Lets say a Windows application to play mp3 and wav media, use functions from a Dynamic Library (DLL) but when compiled it didn't include a module to load mp3.

You load the application and try to play an mp3, what will happen? a message will pop-up about windows not being able to find the module required to play mp3, then to fix it you would have to recompile the Dynamic Library, this time including the new module to handle mp3s.

If you still believe we don't need any source code, then well, I tried to explain it . SeeYa!

Finally, from an0nym0us: You are mostly right, the majority of the code that they will be releasing is useless DRM protection they used to detect change, and brick the dongle. Much of which had been reversed already anyway. They probably are not selling many if any units anymore either, so that for sure was a factor. And of course it is to drive public sentiment of their profiteering in the ODE market.

But the "good for the scene" part has some truth to it. The patches used for bdemu for instance will be quite useful to replace the method that has been in use since 2010. Some of the other patches that remained unique to the Cobra USB will also be valuable to the scene.

At the end of the day though, for me personally, the choice to open-source now is a too little too late scenario. This company created its own reputation of being slimy snakes, and shedding skin now will not change that.

#612 - drphuz - 65w ago
drphuz's Avatar
So what does this do dump bluray keys and totally pwns the syskernel?

Also below is a Cobra ODE review from Senaxx as follows:

Note: I have received the Cobra ODE some time ago and it took me some time to review the unit and complete the review due some personal circumstances. This is not because of Playstation 3 Crunch (aka Gary Wayne Bowser alias GaryOPA) or Team Cobra (aka Max Louarn).

The Promise

Cobra ODE claims an easy install and it work on any Playstation 3 with any original firmware. My job to find out if the product works as good as advertised.

In the package

Team Cobra delivers all the cables to install the Cobra ODE in any type of Playstation 3. No matter if you have a PHAT (1k) SLIM (2k and 3k) or SUPER SLIM (4k). There is no need to find out what package you need for your model of Playstation 3. Just order the package and you are ready to go.

s3nint3!All the items you will receive in the package

You will receive:

1 x Main Cobra ODE board
6 x Ribbon cable (needed for different models of Playstation 3)
1 x QSB (needed for SATA Playstation 3’s)
3 x Power replacement cable
1 x USB Addon board
8 x Clips to attach the USB addon board to your Playstation 3
2 x USB connection cable
1 x USB extension cable
1 x USB Y cable


I have done the installation on a PHAT CECHG04 Playstation 3 and it was a fairly straight forward and easy install. One thing is to make sure you read up in the manual before you start. You have to make sure you have the right ribbon cables (!) for your model Playstation 3. I did some reading on the PS3 Crunch forums and a lot of users claiming their Cobra ODE didn't work was purely because they didn't use the right ribbon cables on their installation. After using the right ribbon cables this solved the issue for the people.

s3nint3!My PHAT Playstation 3 didn't require any soldering since it has a PATA Bluray connection interface. (This is up to the CECH Kxx Playstation 3 model / DIA-002). And as long your Playstation 3 doesn’t require soldering the installation can be done in a few minutes.

If you have a SATA model (CECH 25xx. CECH 3xxx and CECH 4xxx) you may want to brush up your soldering skills since you need to solder a small addon board (QSB) in the Playstation 3. You need to remove two tiny capacitors from the motherboard and solder the addon board (QSB) to catch the SATA signal. This can be pretty difficult for novice people who have no to little solder experience and need some help from a professional. But as soon the QSB is in place the rest of the install is pretty simple.

The only thing you will see installed on the outside of the Playstation 3 is the little addon board where you connect the external hard drive or USB Key.


The Cobra ODE supports two modes: Pass trough and emulation mode. You need the pass-through mode if you want to play an original disc in the Bluray drive and you choose for emulation if you want to boot an ISO from your external hard disk. Some earlier tests revealed that some external hard drives draw too much power from the Cobra ODE and because of that Team Cobra included an extra USB Y cable to add some extra power to the Cobra ODE.

By default Cobra ODE supports NTFS and FAT32 and because of this it should be fairly easy to put your “backup” ISO’s on the external hard drive and there is no need for extra software or tools. The Cobra ODE can only read games from an external hard drive since it has no access to the internal hard drive from the PS3. The only tool you need from Team Cobra is genPS3iso to generate a valid ISO from your PS3 folder structure.

s3nint3!These files need to be original and the Eboot.bin cannot be modified because you are booting on an OFW Playstation 3. DUPLEX had some games released with an added crack intro and supplied an extra original eboot. If you didn't replace the eboot before your ISO generation the game would not work. This is not the fault of the Cobra ODE but due security limitation from the Playstation 3 firmware.

The Cobra ODE requires to you to use a certain folder structure and two files supplied by Team Cobra. They supply a cobra.db file and a manager.iso. Furthermore you only need to copy over your generated ISO’s to the external hard drive and you are ready to go.

Homebrew support

The Cobra ODE also has the option to boot homebrew as long it is signed right and created in the right ISO format, and since we are used to multiMAN since the beginning I've contacted DeanK to get multiMAN working, since multiMAN is the most popular homebrew program together with Showtime.

After some testing from me, and a lot of development from DeanK we were able to make a version that is compatible with Cobra ODE (and other ODE’s). And if you really dislike the Cobra Manager made by Team Cobra you can replace the manager.iso with multiMAN renamed to manager.iso. By default after a cold boot you will be able to start multiman and mount the right ISO and start the game. Showtime is also already confirmed working on the Cobra ODE, more homebrew is getting ready.

But keep in mind since there is no peek and poke and you are bound by GameOS a lot of options are not available or need adjustments to make the homebrew work on OFW.


As far as I can tell Team Cobra is always committed to their products and like with their previous Cobra products they always kept updating and making it better. With the Cobra ODE out for only a few week they already released several updates and bug fixes. Latest update included a hassle free restart option so you don’t need to leave the couch anymore. I noticed they also keep an eye out on the community and fix the bugs fast in their Cobra ODE and their iso tool genPS3iso.

Improvements I can think of

Cobra ODE is working perfectly and installation is pretty much straight forward. One thing to make installation a bit better is find a way to keep the ribbons apart. They are described really well in the manual but a lot of people still mix them up. Maybe they can put a little sticker on it with a color, or just a sticker with a number. This would make it less confusing for really novice installers. One other thing I can think of is the power connector on the Cobra ODE board. It uses a top down press method. I read from some people that had some problems with this power connector (not all the way pressed down) and to me it looks a bit fragile (but that could just be me). So I would prefer a different more sturdy power connector on the ODE side.


Cobra ODE works as advertised and they even improved their product with adding new features for free. Team Cobra has responded quickly with updates for the Cobra ODE for people that had some problems with getting their hard drive detected. So together with the straight forward installation and great compatibility I can recommend this for all people that have a Super Slim ps3 or don’t want or can’t downgrade their PS3’s.

+ Easy install on PATA models
+ Easy to maintain and add new games
+ Feels pretty stable and solid
+ Support for all PS3 models.
+ Homebrew support
+ Planned PS2 and PSX Iso support
+ Compatible with latest official firmware (4.50)

- Can be expensive
- With little to no solder skills you need the help of a professional for installation on a SATA model
- Almost no difference in ribbon cables can be confusing

From asapreta: TIP: fix the ClipON on SuperSlims using HellermannTyton Cable Ties

The pictures talk for themselves:



Sponsored Links

Sponsored Links
Sponsored Links

Sponsored Links

Advertising - Affiliates - Contact Us - PS3 Downloads - PS3 Forums - Privacy Statement - Site Rules - Top - © 2015 PlayStation 3 News