![]() 0x01 means 0xA bytes, a regular TitleID (ex.The first byte indicates type and size of following text: Padding to fill the entry with zeroes up to the lic_size specifyed in the header License entry Relative Offsetīootable content identifyer (EBOOT.BIN related) The header length is unknown, probablly is aligned to 0x200 but there are lot of zeroes up to 0x800 The number of licenses entries inside the license table.ĬRC32 of an area starting form absolute offset 0x0 up to the lic_table_end (including the CRC32 placeholder filled with zeroes) ![]() The size of a license entry inside the license table. Calculated by: lic_table_start + (lic_num * lic_size) The crc32 calculated in previous step is validated against the crc32 value stored at header offset 0x20 of the original LIC.DATĠx80000000 = Retail (used in LIC.DAT under directory PS3_GAME)Ġx00000000 = Debug (used in LIC.DAT under directory PS3_GM01, PS3_GM02, etc.).Now is calculated the crc32 of the edited file.The crc32 value stored at header offset 0x20 is replaced by zeroes.LIC.DAT is readed from disc, and copyed to a different location excluding the padding at the end of the file (cropped from first byte of file up to lic_table_end offset).A padding is added after the lic_table_end offset to increase the final size of LIC.DAT up to 0x10000.The crc32 calculated in previous step is stored at header offset 0x20 replacing the zeroes placeholder.Now is calculated the crc32 of the temporal file.The crc32 value stored at header offset 0x20 is filled with zeroes and works as a placeholder A temporal file is created composed by: header + license table.The structure is a consequence of how the file is generated in PC and validated by the PS3. There is someone on my Discord (and here I think) who is researching Black Ops 2 modding on HAN, but I am not sure how much progress he has made (my Discord channel is on my Skyrim Elite Edition v3.0 and Skyrim Elite Edition Modding Guide threads).00000000 50 53 33 4C 49 43 44 41 00 00 00 01 80 00 00 00 PS3LICDA.Ġ0000010 00 00 09 00 00 00 08 00 00 00 01 00 00 00 00 01. I will leave it at that for now, that is really all I know for this.Īnyways I hope this explanation helps you figure some things out and understand more things a bit. For offline purposes though I would assume it could work (modifying the FastFiles I mean), but idk if anyone has. So you would get banned simply if you were connected to the internet and played a modded Black Ops 2 (without eboot.bin mod detection disabled). One of the problems with this is that Black Ops 2 is really good at detecting mods (.sprx/.gsc/RTM Tool) unless you disable the detection in the eboot.bin (which we cannot do on HAN). ![]() self files, but I think this falls under the same as eboot.bin and won't work on HAN.ĭon't get me wrong though, it's 100% possible to unpack/repack the FastFiles (.ff) that Black Ops 2 uses on PS3 and maybe replace the. Other forms of modifications involve modifying the. sprx we need to make a eboot.bin modification, but making this eboot.bin modification will make the game not work (since a custom eboot.bin cannot load. gsc menu injector, but like I said before to load. gsc format through a tool called GSC Studios which required CCAPI which is also unfortunately impossible on HAN. The current CFW mods for Black Ops 2 unfortunately rely on eboot.bin modification mainly to load. ![]() Some of the older Call of Duty games could be modded without eboot modifications like World at War, MW2, MW3, Black Ops 1, etc. I have been wondering the same thing, at the moment with how modding on CFW works I don't think so, but I am waiting for someone to surprise me.Ĭall of Duty modding has always had an interesting modding community. ![]()
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