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CB2crypt v1.3

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  • #76
    I'm not sure really.

    What I do know is that it's where the settings (such as auto eject tray) are kept.
    After adding a lot of codes or deleting something, my partition always gets corrupted or a file does.
    CodeBreaker won't work properly until I use uLaunchElf to delete the xxxxxPBC partition, to start from scratch.
    http://OldGameHacking.com/
    http://www.youtube.com/user/DreamcastVideos

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    • #77
      I just released cb2util v1.1, see http://psx-scene.com/forums/f19/cb2u...es-more-73558/

      It has the ability to compile your own CodeBreaker "cheats" files and more.

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      • #78
        The problem I have with it is it still saves the cheats file to the memory card which renders the HDD partition useless, I don't want to disconnect my memory card everytime I use it.
        One thing I did notice with it whilst using a unofficial hdd, is it freazes on a black screen when creating the intial partition so you have to reset the ps2, codebreaker then loads as normal the next time it's launched.
        Last edited by kh2k4; 12-21-2010, 01:24:37 PM.
        http://bh-re-db.pcriot.com/ <- Biohazard / Resident Evil
        Code Database

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        • #79
          To be honest, I don't know much about using CB in combination with a HD. But I do know that this is a different issue not related to cb2util.

          I guess the CB creates an encrypted filesystem/partition of sorts where the cheats are saved in a similar fashion as the "cheats" file on memory card.

          This is certainly something we/I need to figure out.

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          • #80
            Does the qstart aka quick start file also save the last turned on codes as well as the game title when you launch a game?, I think it was bungholio that mentioned before that sometimes when activating codes when you return to codebreaker again it turns on / off wrong codes and that some codes aren't being activated in-game could it be qstart is turning off codes prior to lanching a game?
            http://bh-re-db.pcriot.com/ <- Biohazard / Resident Evil
            Code Database

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            • #81
              Going through the cracked / unpacked cb v9.2 elf I found references to
              cmx.irx
              firesux0:cmx.irx

              I can't upload the elf here but it's md5 sum is 7CCD8C03952838DC3A4AE9367B0C78A2
              Last edited by kh2k4; 12-29-2010, 01:02:13 AM.
              http://bh-re-db.pcriot.com/ <- Biohazard / Resident Evil
              Code Database

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              • #82
                Another cb2util release: http://psx-scene.com/forums/f19/cb2u...tml#post645775

                v1.2 features smart code decryption, see release notes.

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                • #83
                  Wow, misfire... nice work!

                  Also, I saw brief mention of a GSHI version of the cracked CBv9.2 ELF. I can assure, it does in fact exist. Though I was not a contributing member of GSHI at the time of its creation. LMZ was kind enough to setup the cbc server being used by that ELF, so I gave credit where credit was due.
                  Missing LiquidManZero since 1685.

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                  • #84
                    Originally posted by kh2k4 View Post
                    Does the qstart aka quick start file also save the last turned on codes as well as the game title when you launch a game?, I think it was bungholio that mentioned before that sometimes when activating codes when you return to codebreaker again it turns on / off wrong codes and that some codes aren't being activated in-game could it be qstart is turning off codes prior to lanching a game?
                    Dunno. What about looking in the qstart file?

                    Originally posted by kh2k4 View Post
                    Going through the cracked / unpacked cb v9.2 elf I found references to
                    cmx.irx
                    firesux0:cmx.irx

                    I can't upload the elf here but it's md5 sum is 7CCD8C03952838DC3A4AE9367B0C78A2
                    I know about those strings. cmx.irx is most likely just an ego thing and not a real IOP module. IIRC, I dumped actual modules like dev9 from the CB ELF.

                    Originally posted by bfoos View Post
                    Wow, misfire... nice work!

                    Also, I saw brief mention of a GSHI version of the cracked CBv9.2 ELF. I can assure, it does in fact exist. Though I was not a contributing member of GSHI at the time of its creation. LMZ was kind enough to setup the cbc server being used by that ELF, so I gave credit where credit was due.
                    Yeah, now I can hardly remember.

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                    • #85
                      cb2util v1.3: http://psx-scene.com/forums/f19/cb2u...tml#post654834

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                      • #86
                        Originally posted by misfire View Post
                        I know about those strings. cmx.irx is most likely just an ego thing and not a real IOP module.
                        Entirely the "ego" thing. For example, the function designed to acquire the Syscall table memory address writes a nonsense Syscall where the function address would be the text "CMX". Then does a hard scan through kernel memory to find the text "CMX".

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