EDIT: May be in the wrong subforum, admin or moderator, if it is, feel free to move to the right place.
Well, technically, this could be applicable for DDRMAX US/JP, DDRMAX2 US/JP, DDR EXTREME US/JP, DDR PARTY COLLECTION, DancingStage mixes from that time period, and possibly DDR EXTREME 2, as I have observed what I'm sharing in all those games.
I was looking through the ELF executable for DDRMAX2 JP - and noticed at the end something like this:
(click for full size)
and
(click for full size)
Maybe I am off, but it looks to me to be some sort of symbol table. I heard that these tables, though not often, are left in tact at the end of PS2 executables.
Funny thing is, if I disassemble this in IDA PRO, these symbols are not used... which, hyper-analytical me, I start doubting myself.
Question 1: Am I off the mark on this, or are these symbols, am I looking at a symbol table of some sort?
Question 2: If I am correct in my analysis, is it possible to incorporate this information into a disassembly of the game? If so, what is the best means of figuring this out? I mean, I honestly do not know if SONY deviated at all from the ELF standards - whether in structure of everything else, or of the symbol tables, which is really making this a multi-million-dollar question... but if this data is what it is, and is structured well in a usable way, it would make figuring out, hacking this game apart a LOT easier.
Any answers, and help is appreciated, welcome. I am in uncharted territory so far as hacking this series goes, so if I seem a bit lost, well, I am.
Well, technically, this could be applicable for DDRMAX US/JP, DDRMAX2 US/JP, DDR EXTREME US/JP, DDR PARTY COLLECTION, DancingStage mixes from that time period, and possibly DDR EXTREME 2, as I have observed what I'm sharing in all those games.
I was looking through the ELF executable for DDRMAX2 JP - and noticed at the end something like this:
and
Maybe I am off, but it looks to me to be some sort of symbol table. I heard that these tables, though not often, are left in tact at the end of PS2 executables.
Funny thing is, if I disassemble this in IDA PRO, these symbols are not used... which, hyper-analytical me, I start doubting myself.

Question 1: Am I off the mark on this, or are these symbols, am I looking at a symbol table of some sort?
Question 2: If I am correct in my analysis, is it possible to incorporate this information into a disassembly of the game? If so, what is the best means of figuring this out? I mean, I honestly do not know if SONY deviated at all from the ELF standards - whether in structure of everything else, or of the symbol tables, which is really making this a multi-million-dollar question... but if this data is what it is, and is structured well in a usable way, it would make figuring out, hacking this game apart a LOT easier.
Any answers, and help is appreciated, welcome. I am in uncharted territory so far as hacking this series goes, so if I seem a bit lost, well, I am.
. I've poked around Extreme a bit and mapped out most of the FILEDATA.BIN file, but was never able to find any sort of index in the main ELF with offsets. Did you find anything related to that? I did manage to make an LZSS de/compressor and figured out the graphics format to fool around with the game's graphics, but it was really tedious to identify each graphic's offset/size in the file by hand. Menu graphics, song banners, song backgrounds, song title cards, step information (SSQ format), MPEG2 videos, 3D characters, and the beginner helper graphics are all in there.
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