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Sony PlayStation 2 (PS2) Classics Algorithm Revealed by Flat_z


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75w ago - Following up on the previous updates, today PlayStation 3 developer Flat_z has revealed the Sony PlayStation 2 (PS2) Classics algorithm with details below.

Download: [Register or Login to view links]

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

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

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

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

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

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

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

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

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

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

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

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

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

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

For CEX mode:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

meta (CEX) : [Register or Login to view links]



data (CEX): [Register or Login to view links]



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

VMC key:

kudos to this man








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PS3 News's Avatar
#668 - PS3 News - 28w ago
Following up on the previous update, today PlayStation 3 developer deank has updated multiMAN PS3 backup game manager to version 04.55.00 (20140208) with the changes below.

Download: [Register or Login to view links] (43.83 MB) / [Register or Login to view links] (123 MB) / [Register or Login to view links] (1.35 MB) / [Register or Login to view links] (1.75 MB - mM PS3 Tools for 4.50CFW includes bdRESET8, lastGAME8, gameDATA8 & showtimeDISC8) / [Register or Login to view links] (124 MB) / [Register or Login to view links] (1.64 MB) / [Register or Login to view links] (203.05 KB) / [Register or Login to view links] by JohnDoeHun / [Register or Login to view links] (26.1 MB)

multiMAN 04.55.00 (20140208) Changelog:

  • Added support for 4.55CFW (tested by Habib)
  • Added 4.55 spoof option to mmCM (do not use on non 4.46CFW)
  • Fixed downloading files from sendspace from the WEB column

lastGAME10 Includes:

  • lastGAME10.pkg (for regular CFW)
  • lastGAME10_SS.pkg (for regular CFW - SingStar replacement)
  • lastGAME10_[COBRA].pkg (for COBRA compatible FW)
  • lastGAME10_SS_[COBRA].pkg (for COBRA compatible FW - SingStar replacement)

Update is available also online via mM update and in the WEB column. If you wish to FORCE mM/mmCM to download the update just start mM/mmCM while holding L2+R2 and it will enter debug mode. Then you can update from the HOME column.

Update: FEB/08/2014: mmTOOLS_455

  • bdRESET 9.00
  • stDISC 7.00
  • lastGAME 11.00 (standard)
  • lastGAME 11.00 (SingStar replacement)
  • lastGAME 11.00 (for COBRA CFW)
  • lastGAME 11.00 (for COBRA CFW - SingStar replacement)

All tools are available in multiMAN's web column, too. All tools support firmwares from 3.55 to 4.55.

Update #2: FEB/11/14: gameDATA9.pkg

  • Added support for 4.50DEX, 4.53CEX, 4.55CEX

gameDATA9 is also available for download within multiMAN in the WEB column.

About mmTOOLS:

  • gameDATA v9.00: (Update feb/11/14) - Switch location of [game data] between internal HDD and first external USB HDD, install PSN games (or any application/pkg) to external USB HDD saving space on internal HDD. NOTE: Not all games are compatible with this feature.
  • bdRESET v9.00: (BD Redirectional Reset) - Removes path re-directions, removes bd-mirror (restores usb to normal mode) and moves the last game played in bd-mirror mode back to its location.
  • lastGAME v11.00: lastGAME - is an application that mounts that LAST game played on multiMAN without having to launch it. Indeed lastGAME is multiMAN but without GUI and extra features. It is not limited to launch the last mounted game from XMB, it also supports mounting the last AVCHD movie you loaded from mM. It now supports the new payload from mM 04.20.00+, launch PS1 BIN/CUE from XMB and more.
  • stDISC v7.00: (Showtime Disc Access) - Allows Showtime to play all your backup videos/music from optical data discs (DVD-R/RW, CD-R/RW, BD-R/RE) which usually are not accessible from Showtime. Adds support for screenshots of movies while Showtime is playing, remote access to Showtime via "Remote Play" and play music from XMB [Music] column while Showtime is displaying photo slideshow.

Finally, in related news kakarotto has made available (via tortuga-cove.com/forums/viewtopic.php?f=129&t=5507#p29056) what he calls MultiMan ver 04.60.01 Full Repack-kakarotto with the following changes:

  • Added support for 4.50CFW
  • PS1/PS2/PS3 games, BD-MIRROR INT/EXT, BD-MOVIE REGION CHANGE/DYNAREC SUPPORT
  • Disc-less mode: Icon changed from BD disc to "folder icon"

Download: [Register or Login to view links] (199.0 MB) / [Register or Login to view links] (Mirror) / [Register or Login to view links] (Mirror #2) / [Register or Login to view links] (Mirror #3) / [Register or Login to view links] (Mirror #4) / [Register or Login to view links] (Mirror #5)

After you install the full version proved this release:

Download: Multiman 4.60.01 base: [Register or Login to view links]

Password Unzip rar: [Register or Login to view links]


Covers All game PS 1-2-3 This Multiman CEX for CFW system only.

More PlayStation 3 News...

PS3 News's Avatar
#667 - PS3 News - 28w ago
Here is a [BETA] Fix for 2k Model Issues on 4.20/4.30 Boards from magneto, as follows:

We are releasing a beta for those who are having issues with the 2k model and using the 4.20 or 4.30 boards. More specifically, this fixes the issue where the drive is unresponsive unless you turn the PS3 on using the eject button. This update will also fix the issue for fat and 2k models where the auto-eject feature will eject and reload the disc instead of simply emulating it.

If you have a 4.20 or 4.30 board version, and have one of these issues and you are ready to test this update, then please test this beta and report to us whether or not it fixes the problems. Include as much information as possible.

You can download the beta here: [Register or Login to view links] / [Register or Login to view links] (Mirror)

There are files for the 4.20 board and for the 4.30 board, make sure you use the correct files depending on your board revision.

The instructions are in the README.TXT file, make sure you follow the instructions very carefully. Here are the instructions for updating the FPGA image and testing the beta:

DISCLAIMER: This is a beta update, use at your own risks. You must follow these instructions carefully. Make sure not to interrupt the process.

Step 1 : Remove power from PS3 and wait for a couple of minutes
Step 2 : Copy ldr.rom into a FAT32 usb drive and insert into ODE
Step 3 : Power the board to update the bootloader. Make sure the LED turns purple for 1 second to confirm the bootloader has been flashed
Step 4 : Remove power from PS3 and wait for a couple of minutes
Step 5 : Delete ldr.rom and copy fpga1.dat into a FAT32 usb drive and insert into ODE
Step 6 : Power the board and let the bootloader update the FPGA image. If the LED turns off quickly, there was an error. The correct behavior is the LED will flash between RED and PURPLE continuously for about 2 minutes, then it will turn itself off.
Step 7 : Only after the LED goes off, which should take about 2 minutes, then remove the USB from the ODE
Step 8 : Delete the fpga1.dat file. This is important, if you do not delete it, it will continually update the FPGA.
Step 9 : Remove power from the ODE
Step 10 : Insert USB into the PS3 and reconnect power.

Notes: You must first update the bootloader before updating the FPGA image. The new bootloader is required to successfully flash the FPGA image, and it is preferred at this point to update each rom individually to make sure the update process was completed successfully.

When the FPGA update is finished, the bootloader will turn off the LED and stop, it will not boot into the main MCU application, so you must power cycle the ODE in order to boot it again.

The FPGA will be flashed whenever fpga1.dat file is found on the USB, so it is important to delete the file once the update has completed and before power cycling the ODE or it will update it forever.

If you wish to revert back to the original FPGA image, start at step 5, and use the fpga1_original.dat file. Make sure to rename the file into fpga1.dat before trying the update.

8 - 2 - 2014: Cobra ODE News - Update

We are pleased to annouce a performance update for 4.20 QSV boards which remedies the freezing issue reported by some users. The performance update relates to both the NXP mcu and Smart Fusion FPGA onboard. Please be sure to follow the instructions in the readme.txt carefully. This is imperative in order that the update will be completed successfully.

A similar performance update pack is currently undergoing BETA testing for 4.20 (non QSV model) and 4.30A boards and addresses freezing issue reported by a minority of users and also includes 2k series auto eject fix and 2k series BMD-061 drive controller fix. Further fine tuning of this update will be made before release on our site sometime next week.

Download: Cobra ODE 4.20 QSV Fix * For PCB v4.20 QSV only *

Team Cobra will continue to strive to best support our users and deliver innovation to the scene.





From magneto: I can confirm that the issue is not a bug with the update. Those who see legitimate users complaining about problems with 4.55 should not think it applies to everyone. For every new update, there are many legitimate users who complain, but I don't see 100% of superslim users complaining, with the number of PS3 users, even if 1000 people complain, the percentage is extremely low.

From the research we've done, we can confirm that the 4.55 firmware does add a new check in the BD firmware in order to prevent ODEs from working. We are looking into methods of bypassing this new authentication.

I can also confirm 3k works. The reason only 4k systems are affected is probably because prior models can be hacked and they don't want us using a CFW to see what the new protection is doing.

If PT doesn't work for you it's not a bad BD drive, it's a bug in v4.30 that was triggered with the new 4.55 protection. We are looking into it.

Finally, from Mussonero comes Eleganz-Cobra-Ode GL-v1.

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

  • New version for Eleganz Cobra ode GL-V1 for all users they have in possession the cobra ode
  • Thank you: Kakaroto and all user for support (and all dev) for my new release

Changelog:

  • added support RSXGL library faster compared to SDL
  • added support ode 1.9 mcu
  • included showtime V 4.5 as homebrew
  • included open-ftp as homebrew

Eleganz Cobra ODE GL V2 Changelog:

  • New Showtime build included with support of loading and saving from a usb-key inserted in any PS3 usb ports

PS3 News's Avatar
#666 - PS3 News - 28w ago
From Cobra PS3 scene profiteer Gary Wayne Bowser (aka GaryOPA): Cobra ODE News Update: v4.55 Issues and Other Incoming Fixes

Cause and solution discovered for earlier issues for 4.30a and 4.20QSV boards, but now team looking into reports of v4.55 issues from Sony's new Firmware Update!

The Cobra Team has revealed that they have found the cause (and the solution) to the problems that some PS3 with certain boards were having, but afterwards Sony issued the v4.55 firmware, so hold on!

Good news we have here for those who were having problems with Cobra ODE and one of the problematic boards of their PS3.

Check it out the official announcement from Team Cobra:

5 - 2 - 2014: Cobra ODE News - Information

Thanks to our users for their patience in relation to the issues reported regarding 4.20 and 4.30 on 2k systems, in particular with drive control boards BMD-061.

We have now found the cause and a solution. The problem will be rectified via a Cobra ODE FPGA firmware update. We are currently running stability tests and will release the firmware update sometime next week together with a number of performance updates.

But that Good News didn't last long, as shortly after that wonderful update, Sony released a v4.55 new firmware, which early reports suggest is updating the blu-ray firmware with certain models, and as such it is currently NOT recommended to update if you are using an ODE device, until more information is released by the team:

6 - 2 - 2014: Cobra ODE News - Information

We advise all users not to update to OFW 4.55 until we have had a chance to investigate reports of an error message being displayed in the XMB after update.

Currently we have seen that users with 2k5, 3k and 4k may be affected by this issue.





From Joonie86: Apparently, this new OFW 4.55 updates BD-Firmware for 400X/420X models [312R/314R/316R BD Drives]

So it makes sense that E3 ODE Pro works fine on 2.5k / 3k but 4k.. but I'm not sure about Cobra ODE, some reported that 2.5k/3k don't work lol

From zach5555: This worked for me. If you updated with your ps3 in EMU mode then follow these steps.

1. Put your cobra in PT mode
2. Download ps3 update file and put on a usb stick in the correct directory
3. Go into safe mode on the ps3
4. Choose update ps3 system
5. Manually update your ps3

It worked for me after I updated it in EMU mode, Good luck!

Finally, from magneto (via Max Louarn): I can confirm the problem. It seems to only affect 4k users however. My first test was on a 2k console and it worked, and now we've tested on a 4k console and it fails, even in PT mode. We are obviously looking into this and hoping to find a solution soon. In the meantime, do not update if you are on a superslim console, otherwise, update at your own risks.

Update: From Gary Wayne Bowser (aka GaryOPA): 4.55 OFW Current STATUS: 4k - DO NOT UPDATE / 3k & 2k5 - Mixed Results / Below 2k5 - OK

Current Status of v4.55 OFW running on PS3 consoles with ODE devices. Editing original post with an update of what is happening as not everyone is reading the whole thread. Sony released a new v4.55 firmware, and in it there is packed 3 blu-ray files but only for most recent drive models.

As such, all 4K and 4k2 superslim drives are being updated by Sony as this for now breaks usage of your ODE. There is mixed results for 2k5 and 3k owners, most likely some of those models contain a newer drive, so update at your own risk, best to wait until more info is released by Cobra Team.

Finally for those with models below 2k5, like all 2k and 2k1 and phat series they are fine and no problems updating. Stay tuned to this thread for updates, when a FIX is released by Team Cobra this thread will be CLOSED and link added pointing to the new FPGA update.

yutaPGW's Avatar
#665 - yutaPGW - 29w ago
just press square.. also from schursin comes an ISO Library Organizer to manage your games easily.

To quote: Hello, Cobra ODE fans!

Today I want represent to you one useful utility – ISO Library Organizer. It was created for private use, but Cobra ODE developers contest made me lead code and design in order and release public version.

So, what ILO is? ILO is utility that helps you to keep friendly ISO names and sort it in Cobra ODE browser. You can place your favorite games first in order, or just sort games in alphabet/size/code order. Interesting? Let’s see some screenshots!

s3nint3!
Typical content of “PS3_GAMES” directory. Looks strange, isn’t it? No friendly names, no disk codes, no order… Don’t worry about it anymore, let’s run ILO application!

s3nint3!
ILO main window.

What we see? ILO instantly scans your PS3_GAMES directory, reads every found ISO and get game titles/codes from it. All you need to do – choose the way of sorting: by title, by size, by code. Plus! You can drag games in list as you want, just click&drag. Now let’s apply made changes to your ISO library, one click “apply names/sort” – done!

s3nint3!
Friendly ISO names! Perfect and easy!

Then just click “rebuild ps3 extra” and ILO executes genps3extra.exe for you, all needed parameters is already present. Wait a moment and... Cobra ODE browser ready!

Download: [Register or Login to view links] (ILO v0.2 + GenPS3extra v1.3)

Install guide: simply unpack downloaded zip into external HDD root and run ILO.exe

Comments and feedback are welcome, as well as requests for new features. At this moment, I'm planning to add support of PS1/PS2 directories, and then make ILO open sourced. Have fun with Cobra ODE!

Update: EXE was packed by UPX, that's a reason. Now i'm uploaded new zip with unpacked app, no more false antivirus alerts. Download link updated.

alaltaieri's Avatar
#664 - alaltaieri - 30w ago
So, I want to play L.A Noire. (L.A.Noire.USA.JB.PS3-APATHY)

I played this game last year from internal without problems, splitting the big file using ps3 splitter and etc

However now I'm using multiman 4.53.04 and it seems it cannot rejoin split files .666xx that I've generated with ps3 splitter. After copying all the 15 .666xx files from external to internal they just won't rejoin in a single big file (over 4gb).

From this reason I can play the game but there are no voices! And that's terrible. Can anyone help me?

ps: I'm on rogero 4.30

I've also want to mention that I've tried to split it with Comgenie Awesome Filesplitter and the same, no rejoin on fat32 internal ps3 hdd. I don't know if is a psarc file or not. It has 15 gb and it called "cases_1_1.big.ps3"

Anyone?

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