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Scripts for Hiiro no Kakera Shin Tamayori Hime Denshou: https://mega.co.nz/#!GZhUkJAL!aziQRTbhXU9u809Q5qeysgrkH0BQgGOwbmT2CqZfpVE http://a.pomf.se/6Fl2.zip

This game uses UNI as its container (format is known, described here, deuni.py to extract) and stcm2l for scripts (hkki can handle it); reinserting text shouldn't be very hard.

This is fantastic! Thank you so much! :D It's going to be so much fun translating those!

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Blue,

Shin Hisui no Shizuku Hiiro no Kakera 2 — https://mega.co.nz/#!fcx0iT4R!QzEGzTowtOhzyRhd-BJ4GjR8PXU3HVtQMJ_F-6Yhwhg http://a.pomf.se/3Fo9.zip

Same as Hiiro no Kakera Shin Tamayori Hime Denshou, reinserting shouldn't be hard either. By the way, feel free to contact me if you wish to do a proper release (not just read along), I'm sure I can help you with some of those games.

ok thanks still no psp hackers T^T i wanna sue my psp also im gonna post again ^^ i wish psp hacker can read my post ^^

I agree, it sucks there are no people who are capable of doing anything with PSP games =( It just sucks.

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Here is a binary compiled for Windows:

http://www.embedupload.com/?d=5MHGAARBFS

Built against this version which is fairly old http://gladewin32.sourceforge.net/ and I haven"t tested b/c no IdeaF's .uni on my computer.

This doesn't unpack properly - all files are 0KB after unzipping...

I know this hkki thing is very handy, I happen to have the executable somewhere inside my machine, but it's designed to translate the Hakuouki script from the DS version of the game and it's not compatible with anything else...

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I know this hkki thing is very handy, I happen to have the executable somewhere inside my machine, but it's designed to translate the Hakuouki script from the DS version of the game and it's not compatible with anything else...

It's actually compatible with most STCM2L files I tried it with.

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-_o Really? Hmmm... But I guess it's not as simple as opening a random file and replacing text, is it?

Depends on the game. Most likely you'll need to "pack" edited files in the container then (all PSP games utilizing STCM2L that I tried use .UNI as a container).

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Wanted to delete my previous post, but I don't know how...

Anyway, Nanashi's hkki told me zlib1.dll wasn't found, so I copied it from my hkki, but then it tells it couldn't find "libgcc_s_dw2-1.dll" ...

Also, even if I could edit an unpacked script file with it, I have no idea how to put it back into the ISO (i.e. compressing it back) and hkki doesn't even read my WoF script.

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Wanted to delete my previous post, but I don't know how...

Anyway, Nanashi's hkki told me zlib1.dll wasn't found, so I copied it from my hkki, but then it tells it couldn't find "libgcc_s_dw2-1.dll" ...

Also, even if I could edit an unpacked script file with it, I have no idea how to put it back into the ISO (i.e. compressing it back) and hkki doesn't even read my WoF script.

You are right, for some reason those two dll's were not showing in the dependency walker graph.

Here's a copy http://www.embedupload.com/?d=8HWCMHU0BQ

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The "STCM2 File Make By Minku 07.0" is not properly supported by the hkki tool because files seem to be slightly different:

they supposedly include event blocks (see http://webcache.googleusercontent.com/search?q=cache:VQS-gM7j2eUJ:mce.do.am/forum/25-36-1&strip=1)

What is striking is that they all seem to happen around the same offsets in the WOF scripts.

0x7380

0x7390

0x73E0

I don't see some related integer (value circa 0x7380 bytes) in the file saying, "X section will be that size, after that you will find event blocks".

Maybe in hakuoki dialogue strings are embedded in the code, while in wand of fortune there is a dedicated string/event section at the end?

Any idea?

Edit: on the other hand, if VM code refers to dialogue "blocks" by an index#, it *could* be significantly easier to reinsert text...

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Can't help you with the technical stuff, I can only explain how the game works. WoF always seemed like a lost cause to me, because much of the text is generated at random from a pool of many choices and the story may progress differently according to at least two parameters.

All of the novel text is stored in that one script file and this is all I know. It's not even compressed if I remember correctly...

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I have modded the wof main executable so that you may now run the game outside of .iso (tested with PPSSPP and cfw phat)

http://www.embedupload.com/?d=8FI2EWKIER

(instructions are included)

Rationale: you may now modify UNI files (or other resources) and see if things work out correctly, without rebuilding or modding an iso image.

Can you post some details on how did you modify it?

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1/ Decrypting EBOOT.BIN

- Download the PSP2PS3 package by szczuru which is a collection of PSP tools.

or

- Copy EBOOT.BIN to the tools/ subfolder and double-click eboot_decrypt.exe.

The generated BOOT.BIN is a MIPS executable with an ELF header.

If you dont want to use eboot_decrypt, there are alternatives, including several running as homebrews on the PSP

2/ Prepare symbols file for IDA Pro

- You will need prxtool 1.1 by TyRaNiD and the PSP PRX LibDoc describing function NIDs by SilverSpring.

prx tool @

500_psplibdoc.zip @

Sourcecode for the prxtool is available at

https://github.com/pspdev/prxtool

Extract everything in a single folder and BOOT.BIN too.

In a command prompt,

prxtool -n 500_psplibdoc_191008.xml --idcout -o BOOT.IDC BOOT.BIN
The generated BOOT.IDC is a script containing instructions for IDA Pro. 3/ Load ELF in IDA Pro I won't give info about how to obtain the software, but licenses for IDA Pro (support for Allegrex CPU -PSP-) start at a very affordable 1129 USD / 869 EUR rate. Since you are in russia (I believe?), you could ask around for a rebate I guess ;)/>/>/>/>/>/> But enough chatter. - Open IDA Pro, and click Go - Drag BOOT.BIN into the main window, and click OK to accept defaults - In the top menu, click "File > Script File ..." and point to your BOOT.IDC script. The "Functions" pane should list detected function prologues with help from the IDC script. The sceUmd* functions are entries of interest. Double-click on one of them, and you should land on some subroutine in the main view. Now type "Ctrl+X" and you should get all function calls to the library function. The Hex-View is a synchronized view that lets you see the corresponding opcodes for each instruction. After that is a matter of reversing MIPS asm, which is something I cannot teach you since my knowledge in this area is very limited. - NOP = 00 00 00 00 (all instructions are exactly 32-bit) - JR $ra is the RETURN instruction. Beware, all branch instructions in MIPS use the so-called delay-slot activation. For instance
JR $ra

LI $v0, 1

will first execute the LI instruction, THEN the JR one. 4/ Building an EBOOT.PBP Traditionally, the only PBPs a regular PSP user would see are official firmware update. However, it is very possible to create custom ones, and any CFW shall run them. Since the geohot leaks, it is even possible to sign them so that OFW from PSP-1000 to PS Vita will run them (theoretically, I have never tested). - Create a working directory, copy into it: PSP_GAME\ICON0.PNG PSP_GAME\PARAM.SFO PSP_GAME\PIC1.PNG PSP_GAME\SND0.AT3 your BOOT.BIN Edit PARAM.SFO with a hex editor (e.g. Free Hex Editor Neo or Madedit) When you see "UG" (bootable UMD game), replace it with "MG" (bootable memorystick game). Then save. - Download the latest version of minimalist PSPSDK and install it.
from
Another option is to open the setup package using 7-zip and extract bin\pack-pbp.exe into the working folder. Create a batch file with the following contents and execute it:

SET SOURCE=BOOT.BIN


C:\pspsdk\bin\pack-pbp "EBOOT.PBP"   "PARAM.SFO" "ICON0.PNG" NULL NULL "PIC1.PNG" "SND0.AT3" %SOURCE% NULL

That's all folks!

There are certainly ways to sign code using tools from PSP2PS3 but it doesn't matter at the moment!

Have fun!

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