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DLC Decryption
#11
I was wondering what happened to this, I remember you talking about this a while ago. About the time you were talking about save decryption.
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#12
(09-05-2011, 12:16 AM)Shina Wrote: I was wondering what happened to this, I remember you talking about this a while ago. About the time you were talking about save decryption.

Check r2300, first steps have been taken. Wink
Loading .edat files is still not possible as I'm still tweaking the keygen process, but the .sprx module loading should be working. Smile
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#13
(09-04-2011, 12:23 AM)beanclr Wrote: .....Your grammar and misspelling hurts to much for me to want so to so any respect to you. Plus, how you seem to want to push tab every time you right a new sentence is puzzling me. Also don't post here again if your not gonna help. Just pm me so you wont waste anyone time.
On topic: What about having the dlc lock to my PSN account? I don't think there's away around that.

Sorry to piss on this thread like this but your misspelling in this comment is a bit off too, if anyone gonna piss on someone for the grammar or misspelling at least do it right. Now you two go back to your corners.

Back on topic, i wish all of you talented developers the best of luck in this task.
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#14
(09-05-2011, 03:46 PM)Hykem Wrote:
(09-05-2011, 12:16 AM)Shina Wrote: I was wondering what happened to this, I remember you talking about this a while ago. About the time you were talking about save decryption.

Check r2300, first steps have been taken. Wink
Loading .edat files is still not possible as I'm still tweaking the keygen process, but the .sprx module loading should be working. Smile


Awesome, can't wait to see further progress/
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#15
Just wonder how the DLC decryption is coming long.
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#16
i've been wondering, if it'd be possible to add support for decrypted dlc too.

there's a homebrew program, that will decrypt the dlc files you own (npdecrypter), so maybe until the actual decryption engine is implemented, people could use this to decrypt their dlc with the psp, transfer it to jpcsp and use it.
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#17
(09-26-2011, 08:43 AM)serio Wrote: i've been wondering, if it'd be possible to add support for decrypted dlc too.

there's a homebrew program, that will decrypt the dlc files you own (npdecrypter), so maybe until the actual decryption engine is implemented, people could use this to decrypt their dlc with the psp, transfer it to jpcsp and use it.

Hi, I'm sorry if this sound annoying, but can this be implemented on JPCSP?
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#18
I finally have some news on this subject. I've managed to completely figure out most of what was missing on my last research, so now I've pretty much sorted out the whole DRM content handling.
I've updated the first post with the proper information and a lot of new details. Big Grin
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#19
greate job! I also have some research on NPDRM functions:
http://www.kusodev.org/hg/kirk_engine
We can get edata key without call sceNpDrmGetVersionKey.
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#20
(02-09-2012, 02:26 PM)tpu Wrote: greate job! I also have some research on NPDRM functions:
http://www.kusodev.org/hg/kirk_engine
We can get edata key without call sceNpDrmGetVersionKey.

Ah! Thank you so much for this tpu! Big Grin
I've used part of the fake_np source as basis for the NPDRM research and I was really hoping someone would try to use and improve this as well.
I believe we have a bug in our BBMac algorithm implementation, which is based in fake_np's source and reverse engineering of the amctrl.prx.
If your implementation is giving the proper hashes in this process then our main problem is also solved. Wink

EDIT: Corrected ACT.DAT/.RIF signature on the first post as spotted by klaud.
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