[How-To] Playing Customs on PS3

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  • #439041
    TrojanNemo
    Participant

      Because I don’t play on PS3?

      #439043

      Lol… so ur interest on a topic like ‘[How-To] Playing Customs on PS3’ is more of academical nature ?

      #439044
      TrojanNemo
      Participant

        You’re not paying very close attention here, are ya? I’ll let you figure it out. It’ll hit you eventually, I’m sure.

        #439046

        Sry if i’ve blamed u… that wasn’t my intention.

        In fact i’ve found C3 today 4 the 1st time and therefore i don’t know anybody here and haven’t read a lot.

         

        I know i’m a noob to all this stuff here.. but regarding ps3 and it’s npdrm-contents i’m not.

        I recently released a tool (PSN Liberator… find it at psx-place.com) to make any purchased psn-content licensee-free and i’ve just finished to liberate all of my bought songs for GH/RB. And this here is nearly the same.

         

        Regards

        Rudi

         

        EDIT 1:

        ROFL…. now i’ve found out who you are :wth: … That’s really funny… i had a hard time laughing about myself and my faux pas.

         

        But anyway… back to topic !

         

        1st off… i’ve made a mistake in one of the posts above… Deleting ‘ps3.rap’ does not work but it’s value isn’t important. For example it can be a 16 bytes long file with all bytes=00(or whatever u like).

         

        2nd… I guess may be with older versions of the converter the songs edat-files were encrypted as ‘local’ (=needs rap + klic). But the current version encrypts them as ‘free’ (=needs klic only), which makes much more sense in my opinion.

        That means rap is (may be) needed if you try to convert some older ps3-converted songs from PAL<->NTSC, but i would adivce to convert them from CONs, because that’s more easy.

         

        My theory about the klics is that they are dynamicly calculated by a random number algorithm inside the RB-program taking song/pack-folder name as a seed. (I’ve found over 500(!) different klics when i dumped them for my bought songs).

        Example for the 9-songs-package:

        HMX0756 -> RandomNumberKlicAlgorithm -> 0B72B62DABA8CAFDA3352FF979C6D5C2

         

        So… as long as the song/pack-folder name is the same for the PAL and NTSC version the klic is the same as well. And that’s the case for the 9-songs-pack. I’m not sure if that’s the case for all songs/packs but there’s a good chance for it i guess.

         

        EDIT 2:

        Next thing i’ve tried was to change the ContentID to ‘RBCUST-RUDI01234_00-RBCUSTOMSONGEDAT’ in ‘klic.txt’ and it worked !! So even ContentID isn’t important, because the converted CONs are rap-free content.

        There are only 2 cases when ContentID will become important:

        1. Converted CON is encrypted as ‘local’ (but that’s not the case with current converter tool)

        2. You try to make an installable ps3 package file(PKG) out of your custom songs (but i guess nobody is doing this here)

         

        Conclusion of all this:

        The only really important thing is that you have to place the converted CONs in the correct folder on PS3 regarding you have NTSC- or PAL-version.

        NTSC: “/dev_hdd0/game/BLUS30463/USRDIR/HMX0756/songs/”

        PAL : “/dev_hdd0/game/BLES00986/USRDIR/HMX0756/songs/”

         

        I hope this brings some light into understanding how npdrm-protection of the PS3-RB-songs works and help the community…. and forgive me if my english isn’t good enough to express such a complicated stuff, cause it’s not my native language.

         

        EDIT 3:

        Maybe I’m doing something wrong but i have a little problem with the converter.

        For example:

        1. I copy some CONs to the empty ‘ps3CONs’-folder -> Start converter -> ‘songs.dta’ now has 3 new entries as expected

        2. Now i add some other CONs to ‘ps3CONs’-folder -> Start converter -> ‘songs.dta’ now has duplicate entries of the songs from step 1 and 1 entry for each of the added songs

         

        I’ve worked around this strange behaviour by just using drag&drop of the CONs to converters window. But anyway i like the idea of having all my custom CONs in that ‘ps3CONs’-folder. But for this converter has to detect that some of the CONs are already converted and don’t need an additional entry in ‘songs.dta’.

        But… as stated above… maybe i’m doing something wrong here.

         

        EDIT 4:

        When using Type 1, I also have it telling edattool which .rap file to use. But I’m a bit confused as to rebuilder…I don’t see an option to specify which .rap file to use? Anyone more familiar with the program?

        I use ‘make_npdata.exe’ to handle all edat related stuff… for me it’s more easy to use than the old edattool. If u like to try it and need help with it send me a pn so we can meet at skype for faster communication.

        #439081
        TrojanNemo
        Participant

          EDIT 3:

          Maybe I’m doing something wrong but i have a little problem with the converter.

          For example:

          1. I copy some CONs to the empty ‘ps3CONs’-folder -> Start converter -> ‘songs.dta’ now has 3 new entries as expected

          2. Now i add some other CONs to ‘ps3CONs’-folder -> Start converter -> ‘songs.dta’ now has duplicate entries of the songs from step 1 and 1 entry for each of the added songs

           

          I’ve worked around this strange behaviour by just using drag&drop of the CONs to converters window. But anyway i like the idea of having all my custom CONs in that ‘ps3CONs’-folder. But for this converter has to detect that some of the CONs are already converted and don’t need an additional entry in ‘songs.dta’.

          But… as stated above… maybe i’m doing something wrong here.

           

          That is by design. The CONs folder is for the CONs that need to be converted, nothing else. If you leave the files there, the next time they will be converted again. It doesn’t check for collisions by design because I don’t want you to do exactly what you’re doing. Store all your CONs is a separate folder <img decoding=” src=”/wp-content/uploads/invision_emoticons/default_SA_wink.gif” />

           

          I use ‘make_npdata.exe’ to handle all edat related stuff… for me it’s more easy to use than the old edattool. If u like to try it and need help with it send me a pn so we can meet at skype for faster communication.

           

          I’ll take a look at that program and ping you if I get stuck. At this point the update to C3 CON Tools (and my well deserved break) is pending figuring out this PS3 stuff, so I’m itching to get it out of the way.

          #439099

          I’ll take a look at that program and ping you if I get stuck. At this point the update to C3 CON Tools (and my well deserved break) is pending figuring out this PS3 stuff, so I’m itching to get it out of the way.

           

          To help you i’ll give you to examples how to encrypt for NTSC and PAL.

          1. NTSC:

          make_npdata.exe -e turnthepage.mid turnthepage.mid.edat 1 1 2 0 16 3 00 UP8802-BLUS30463_00-RBHMXBANDCCFF0D6 8 0B72B62DABA8CAFDA3352FF979C6D5C2

          2. PAL:

          make_npdata.exe -e turnthepage.mid turnthepage.mid.edat 1 1 2 0 16 3 00 EP0006-BLES00986_00-RBHMXBANDCCFF0D6 8 0B72B62DABA8CAFDA3352FF979C6D5C2

           

          Alternativly instead giving the klic as plain text like in the above examples, you can put the klic-value in a 16 bytes long file named ‘klic.bin’ and place it in same folder as ‘make_npdata’.

          Now the calls slightly change and will look like:

          1. NTSC:

          make_npdata.exe -e turnthepage.mid turnthepage.mid.edat 1 1 2 0 16 3 00 UP8802-BLUS30463_00-RBHMXBANDCCFF0D6 8

          2. PAL:

          make_npdata.exe -e turnthepage.mid turnthepage.mid.edat 1 1 2 0 16 3 00 EP0006-BLES00986_00-RBHMXBANDCCFF0D6 8

           

          This should help you to get started.

           

          Regards

          Rudi

          #439107
          TrojanNemo
          Participant

            Good stuff. Type 3 encryption is coming to PS3 converter with tonight’s update to C3 CON Tools :excited:

            #439110
            hamburgerjung
            Participant

              Good work, guys!

              Looks like we’re getting a bit more light into that deep dark PS3 filesystem jungle… <img decoding=” src=”/wp-content/uploads/invision_emoticons/default_SA_biggrin.gif” />

              #439114
              grubextrapolate
              Participant

                damn, i gotta test this… make_npdata exists for linux too, so i may be able to drop one more bit of windows dependence…

                #439117
                Hi !

                 

                I just recently jumped on board… so this my 1st post.

                 

                I’m a PAL-User and here’s what i’ve done and what i’ve found out. Take it as a small tutorial on how to get things working.

                 

                Converting Cons to PAL:

                1. Download and extract PAL_C3_PS3-SongConverterFiles … and have a look inside

                2. Copy ‘klic.txt’ -> ‘bin’ (overwrite existing ‘klic.txt’)

                3. Download the PKG-file -> rename it to ‘EP0006-BLES00986_00-RBHMXBANDCCFF0D6.pkg’ -> install it on PS3

                4. Rename ‘ps3.rap’ to ‘EP0006-BLES00986_00-RBHMXBANDCCFF0D6.rap’ and install it via ‘PSN Patch’

                5. Copy ‘dev_hdd0/game/BLES00986/USRDIR/HMX0756/songs.dta‘ to ‘ps3MergedSongs’

                 

                Now you’re ready to convert songs to PAL… for the rest follow the guide in post #1

                 

                Here’s one interesting thing i’ve found out:

                The converted songs(Type 1) are RAP-free !!!… This means they need no rif-file(=installed rap) in order to work.

                So the converter should not need the rap-file as well…. or u can just use the NTSC-rap-file because it doesn’t matter. Furthermore this could mean that step 2a) is may be not needed (!! BUT STEP 4 IS NEEDED !!).

                I have to try this and let you know the results.

                 

                Regards

                Rudi

                 

                Thank you,

                 

                tried your PAL/EU RAP file and i can confirm it works <img decoding=” src=”/wp-content/uploads/invision_emoticons/default_SA_smile.gif” />

                 

                You don’t have to convert the 360 con’s, you can dl the already converted ps3 files from the songdatabase.

                #439118

                You don’t have to convert the 360 con’s, you can dl the already converted ps3 files from the songdatabase.

                You must pay attention to this !

                I’ve tested a few of the preconverted PS3-songs and they where all free-license(need no rap/rif to work)… But what if an older version of the converter had produced local-license PS3-songs and these songs might be still in the c3-database. These songs won’t work on PAL because they expect a NTSC-rif.

                So my advice is to convert the songs and u’ll be on the safe side or you can try to install NTSC- and PAL-rap.

                 

                Regards

                Rudi

                #439150
                TrojanNemo
                Participant

                  Update to C3 CON Tools is out with the new stuff for PS3 Converter. Get it from the thread.

                  #439189

                  Can someone look into the songs from Scratch21? PS3 seems to hate something inside of them.

                  So far songs – Strangers ft. EileMonty and The Rhyme both gets stuck in the middle of the song with the corrupted sound and freezes ps3 in the middle of the song.

                  I’m guessing I’ll have to use WII mogg files again, but it would be nice to see what’s going on with those specific songs.

                  #439257
                  Can someone look into the songs from Scratch21? PS3 seems to hate something inside of them.

                  So far songs – Strangers ft. EileMonty and The Rhyme both gets stuck in the middle of the song with the corrupted sound and freezes ps3 in the middle of the song.

                  I can confirm this. Happens to me as well.

                  I tried “The Rhyme” converted CON->PS3(PAL/Type3).

                   

                  Regards

                  Rudi

                  #439314

                  Analyzing songs.dta from the song “Scratch 21 – The Rhyme” which didn’t work I saw that it got same number of channels as song “Nothing else matters” which works fine on ps3.

                  Original ps3 songs.dta:

                   



                  (
                  'song'
                  (
                  'name'
                  "songs/therhyme/therhyme"
                  )
                  (
                  'tracks_count'
                  (6 2 2 2 2 2)
                  )
                  (
                  'tracks'
                  (
                  (
                  'drum'
                  (0 1 2 3 4 5)
                  )
                  (
                  'bass'
                  (6 7)
                  )
                  (
                  'guitar'
                  (8 9)
                  )
                  (
                  'vocals'
                  (10 11)
                  )
                  (
                  'keys'
                  (12 13)

                   

                  And when I look into song “Nothing Else Matters” that is working fine on ps3 I see the same number of channels in song.dta

                   


                  (name "songs/nothingelsematters/nothingelsematters")
                  (tracks
                  ((drum (0 1 2 3 4 5))
                  (bass (6 7))
                  (guitar (8 9))
                  (vocals (10 11))
                  (keys (12 13))
                  )

                   

                  If you look closely they look kinda different, for example in song “Nothing else matters” there is no ‘tracks_count’ (6 2 2 2 2 2) entry…but I don’t know if that could be problem.

                   

                  And finally here is the wii version of song.dta for the song “The Rhyme” which will most likelly work on ps3, I will test it today.

                   



                  (
                  'name'
                  "dlc/sZAE/000/content/songs/therhyme/therhyme"
                  )
                  (
                  'tracks_count'
                  (2 1 2 2 1 1)
                  )
                  (
                  'tracks'
                  (
                  (
                  'drum'
                  (0 1)
                  )
                  (
                  'bass'
                  (2)
                  )
                  (
                  'guitar'
                  (3 4)
                  )
                  (
                  'vocals'
                  (5 6)
                  )

                   

                  The thing I would like to find out is the channel limit for the ps3, as we know and from metallica song that ps3 can support a lot more channels then wii, and with this workaround we are missing some of the channels and the quality of the original song. For example drums in wii version got only 2 channels and we know that ps3 supports more.

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