1) Fixed: Error 13: Type miss match - Bug
2) Added: Textbox, Command button to Output form. -
3) Replaced: Output text font
1) Added: Files Collapse -
2) Added: Output Visible - Thus NOT making the OutPut Snap to GUI.
3) Added: Skin Colors to - GUI, Settings - See Settings-Skin
4) Added: Delay on Shut down - 2.5sec
5) Added: Opacity - See Settings
6) Added: More Graphics - See Settings Skin
7) Fixed: A bug in Help topics in menu
1) Fixed: OutPut BackColor / ForeColor resign upon window close/re-open
2) Added:SHA1 - This does not do 4096+ gb large files
3) Fixed: Scroller size - Bottom area
1) Added: Sounds - Settings
2) Added: OutPut Form - Removed output from main form
3) Added: Lots of Settings - See settings
4) Added: More file recognition
Stay tuned for more PS3 Hacks and PS3 CFW news, follow us on Twitter and be sure to drop by the PS3 Hacks and PS3 Custom Firmware Forums for the latest PlayStation 3 scene updates and homebrew releases!
Following up on the previous PS3 EDAT File Name Restorer utility, today PlayStation 3 homebrew developers https://twitter.com/#!/Snowydew and https://twitter.com/#!/KDSbest have made available some PS3 EDAT NPDRM Decryption / Re-Encryption Tools.
To quote: Over on gotbrew irc we were dropped off some stuff from snowydew.
The tools allow for decryption and re encryption of edat, can perform iso.bin.edat extraction, can further decrypt eboot.pbp's / eboot.bins for further game modifiying.
Decryption of act.dat and rif keys, the re encryption part however isn't 100% since we are missing a variable or two, but we can resign them as free npdrm without Sony tools.
A large portion of npdrm right here. It "CAN" do it, it's not implemented just yet. It requires testing though. The encrypton process is a PoC until bytes 0xb0 - 0x100 are figured out.
There is some goodies in the files, check it out if interested in PSP, PS1, etc on your PS3.
[@Snowydew] so very well yes, if you can use the key, find the way to decrypt what's in them, then you could very well sign it with a seperate key / patched ldr to read it as a "proper" signing, and play other ps1 games off the hard drive. It's possible, but i'm currently not seeking it out atm. However all the tools are available to the public to do so
[@Snowydew] "if anyone wants to figure out what the bytes are for 0xb0 to 0x100 that would also massively help us since we've been a bit too busy, or if someone wants to test some things we might be able to go a bit further.
[@Snowydew] so the decryption as it stands right now, an do iso.bin.edat, requires idps, rif and act.dat for the games. re encryption I believe it needs the “fake” signed ones, as well as an idps (not sure on the idps) however the second method only requires the idps and the .rap file. This does not cover licenseing games i believe (It could, but we haven’t tested it). The re encryption algo is in the encryption one, but again haven’t been able to test it completely (reason I was asking around on twitter awhile back).
From Twitter: Welp, time to stop sitting on projects. Multiple versions KDSBest thanks for porting it over and helping Binaries and sources included for all decryption and encryption processes. It's a PoC, but usable.
According to Snowydew, it could leave to people resigning PS1 games into the eboot.pbp's to run PS1 games , but the iso.bin.edat still needs studying:
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 juan 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.
From JuanNadie: Congrats snowydew and KDSBest. Good job (specially for providing source code).
I ran the app and there is no text field for klicensee so I assume that this release is only for PSX games.
For those asking this tool (once improved) will allow you to do what EXE.trim.ALL did months ago... freeing DLC, PSX, PS2 and some PSN game. However my favorite use is SDAT. A lot of developers encrypt resource files on SDAT... now we can do our own mods/translation
BTW if you have a RAP you don't need the IDPS nor act.dat nor RIF...
PS: For devs, if any of you knows how an isolated SPU reads the config ring please contact me.
From sandungas: Its poorly explained in the thread, but this tool is not focused in psn, but in rebuilding PS1 games in ps3 format from a copy of the original disc.
The fact is there is an .iso inside all "ps1 classic" games and "psp minis" games... and probably "ps2 classic" games. There are firmware modules (the ones labeled 9660) that can read this .iso format that is an standard of the industry.
So theorically, if you can provide an .iso in the correct format (with the extended track info)... and with the ability of recreating his header and the rest of his structure you have a way to boot any ps1 game in any ps3 model.
*obiously there is no 100% compatibility in the emulators itself, so some games will not run, but expect a big number to work
With "PSP minis"... there is no use because there are no minis discs to make a backup in .iso format.
With "PS2 classics" probably has some things in common with PS1... but also some different things... can be a bit more complicated (and compatibility very low with ps3 slims).
The file structure of a decrypted iso.bin is divided in "blocks" and "clusters":