I decided to share the tool early because it need a lot of testing, so, since I'll be in vacation in a few days I thought it would be nice to allow people to begin looking at it meanwhile I return home.
I tested it on like 10 dumps and I noticed that it perfectly worked only on 4 dumps (one was a Debug dump so yes, it works on debug dumps too , this happen because of the fact I noticed I have to implement another variable in the unscrambling algorithm, my dump didn't needed it so I didn't noticed before of today, well, it's not a big deal, I think I'll manage the problem in the next releases. Have some patience
Let me know if you notice any problems using the tool or if you obtain a layout so much different than the example I included.
INTERPOLATE FLASHES SORTING BLOCKS: Using this tool you can build an interleaved file, sorted by block sequence or partition, (it seems that the most useful mode is to sort by block sequence).
This way you can check the files inside the NANDs in a better way because the blocks order is the one that the console use when boot. Then if you sort 2 dumps it's easier to compare them because the files inside them follow the same order.
DEINTERPOLATE INTO NEW FLASHES: This tool can be used on a modified sorted dump, you can modify some bytes or even swap some whole files, the tool will rebuild the NANDS dumps flash0 and flash1 using the original flow order (only this way the dump work) and will compile a log file writing the page in which the ECC needs to be recalculated.
289w ago - As we promised earlier this week, we are going to explain a PS3 game's boot process, as well as explain why the PARAM.SFO is so important.
The Flowchart in the image attached below explains a PS3 game's startup procedure from insertion to its execution.
Most of it is self-explanatory upon viewing the chart, however, there are a few notes. Any Retail SELF on a Blu-ray disc is flagged so it can only be decrypted and executed from the disc, and nowhere else.
Furthermore, the PARAM.SFO is also of importance... Upon insertion, the PS3 reads the Title ID of the disc in the PARAM.SFO and inserts it into the DB. Once the game is executed and decrypted, the Title ID is checked yet again to make sure it matches. If it does not (think a disc swap), the PS3 will silently error, and return to XMB.
In a final note, our PS3 Devs have been digging through numerous documents and patents, and came to the conclusion that the PS3 uses AIX (Advanced Interactive eXecutive) as a base! See Wikipedia for more details on the format.
Later this weekend, we will have more details and a video for those interested on how to run some PS3 games on a Debug/TEST PS3 from an SD card! As most are aware, PS3 games aren't designed to...