Use a psp demo or another game that it's not blacklisted as base-bubble
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viewtopic.php?f=65&t=41278maciak wrote:I've changed the link. and I'm on 3.18 so no problem there. I found the cid of go sudoku but how to obtain the key?
Thanks it worked perfectlydark69 wrote:viewtopic.php?f=65&t=41278maciak wrote:I've changed the link. and I'm on 3.18 so no problem there. I found the cid of go sudoku but how to obtain the key?
It's possible, but that wouldn't change much. All the ISO data must be re-compressed and the NPUMDIMG block needs to be rebuilt and re-signed.Belmondo wrote:thanks Hykem any chance to add a option to use a base like fake_np? but modify the block_size to the ISO you are using and then ecdsa resign NPUMDIMG?Hykem wrote:Just pushed v1.0.3. No major changes, but you can now use all 0x5D tags for EBOOT.BIN signing and the OPNSSMP encryption is now fixed (the resulting file is encrypted with the right key).
Also, I've isolated all MinGW dependent values which were causing issues when compiling under native Linux. I've also provided binaries specific for each OS due to some discrepancies between the compilers.
it might help improve compatibility on vita..
Cool thanks Hykem .. I got lost replacing the kirk engine from fake_np with your libkirk.. it did something weird with sceDrmBBC and started failing on the NP Header MAC when running fake_np.Hykem wrote:It's possible, but that wouldn't change much. All the ISO data must be re-compressed and the NPUMDIMG block needs to be rebuilt and re-signed.Belmondo wrote:thanks Hykem any chance to add a option to use a base like fake_np? but modify the block_size to the ISO you are using and then ecdsa resign NPUMDIMG?Hykem wrote:Just pushed v1.0.3. No major changes, but you can now use all 0x5D tags for EBOOT.BIN signing and the OPNSSMP encryption is now fixed (the resulting file is encrypted with the right key).
Also, I've isolated all MinGW dependent values which were causing issues when compiling under native Linux. I've also provided binaries specific for each OS due to some discrepancies between the compilers.
it might help improve compatibility on vita..
What could help would be to use the DATA.PSP section of the base game in case it uses an OPNSSMP. I'll look into this nonetheless.
Code: Select all
Initializing KIRK engine...
Writing PBP data...
PSP_SYSTEM_VER: 6.60
Building DATA.PSP...
ECDSA signature for DATA.PSP is valid!
Building DATA.PSAR...
Writing PARAM.SFO...
Writing ICON0.PNG...
Writing PIC0.PNG...
Writing PIC1.PNG...
Writing SND0.AT3...
Writing DATA.PSP...
Writing DATA.PSAR...
NPUMDIMG table size: 170336
Writing NPUMDIMG table...
ISO size: 174393344
ISO blocks: 5323
Writing ISO blocks: 100%
Forging NPUMDIMG header...
ECDSA signature for NPUMDIMG header is valid!
NPUMDIMG flags: 0x00000002
NPUMDIMG block basis: 0x00000010
NPUMDIMG version key: 0xF3B901310A34B9C496E6E3978A0D4648
NPUMDIMG header key: 0xED9F73A55CB90A9B4B7F0B03F17672A1
NPUMDIMG header hash: 0x993AB8AB8D91E80E1BFEDE157E6E44A3
NPUMDIMG data key: 0x54036B62B2BFA85D8C651A528FFA835B
Done!
Everything looks fine. Try a different base game if yours doesnt work. I had to test 10 base games, 8 of these reported the same error as yours (kick back to *homescreen, no error code), but 2 worked: Cubixx & Tekken6.spewfr wrote:Been scr..ing around with this for about four hours now :D
ISO I'm trying to sign: Pilot Academy PSPCode: Select all
Initializing KIRK engine... Writing PBP data... PSP_SYSTEM_VER: 6.60 Building DATA.PSP... ECDSA signature for DATA.PSP is valid! Building DATA.PSAR... Writing PARAM.SFO... Writing ICON0.PNG... Writing PIC0.PNG... Writing PIC1.PNG... Writing SND0.AT3... Writing DATA.PSP... Writing DATA.PSAR... NPUMDIMG table size: 170336 Writing NPUMDIMG table... ISO size: 174393344 ISO blocks: 5323 Writing ISO blocks: 100% Forging NPUMDIMG header... ECDSA signature for NPUMDIMG header is valid! NPUMDIMG flags: 0x00000002 NPUMDIMG block basis: 0x00000010 NPUMDIMG version key: 0xF3B901310A34B9C496E6E3978A0D4648 NPUMDIMG header key: 0xED9F73A55CB90A9B4B7F0B03F17672A1 NPUMDIMG header hash: 0x993AB8AB8D91E80E1BFEDE157E6E44A3 NPUMDIMG data key: 0x54036B62B2BFA85D8C651A528FFA835B Done!
It works perfectly with fake_np, but sign_np has yet to cease kicking me to the livearea.
I've literally taken the EBOOT.BIN out of the ISO, decrypted it with PRXdecrypter on my PSP,
signed it with sign_np as a type 2 [sign_np -elf D:\enc\EBOOT.BIN SIGNED.BIN 2],
put it back into the ISO, tried to sign_np -pbp with correct CID and version, but still I get kicked to the livearea :evil:
What is OPNSSMP, is it a file in the ISO? Noob here, sorry :S
Oh, and I've used compression on fake_np and it works just fine.
Pilot academy was actually the first game I ever signed for PSP back in my OFW years :3
For fake_np/sign_np? Yea, just grab the PKG, extract the EBOOT.PBP and you should get the same results as copying the EBOOT.PBP from your Vita to your PC.spewfr wrote:Warning, cheap f*** question; can I just find the PKG of the game and use its EBOOT, or will the licensing not align properly?