that helped a lot, im currently disassembling the functions that write to the save data buffer in memoryqwikrazor87 wrote:It's a very tedious job pinpointing the function handling the game's custom enc/comp, I can't give you an easy road map for it, but you'll need to look for it somewhere after sceUtilitySavedataInitStart is called, find out where the save is loaded to, then see if you can find out what the game does with that data (psplink helps a lot in this case).grief3r wrote:I suppose for that i will have to find the module sceIoOpen then set a breakpoint when i load the save data, then try to disassemble the code from there,
i know the game uses AES since SED can dec / enc the save data, i have tried this both ways and the save data loads( it only detects the corrupt save when i edit the unenc save then encrypt it back ,
however it would be useful to know which modules handle the AES so that i can skip this, then know where to find the start of the function that decompresses the save data,
thanks in advance
i would like to know if it's possible to find out the original names of the functions the game devs made for the game,
i mean if it is possible to figure out export names for sce functions it should be possible for game specific fxn as well, since ppsspp just puts a label zz_un_(address) at beginning of each fxn, that label is rather meaningless
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