26

(0 replies, posted in General discussion)

this is not a new thing, that there is PS2 games that take language from bios settings.
and it takes some time to figure out by booting up console/emulator, switching language and starting the game.

the util makes the process little bit faster

tested with latest "pcsx2" and "ps2-0230e-20080220.bin" bios

videos to show the process

language selection
https://youtu.be/cLDYhJ87AV0

region selection
https://youtu.be/y3WDUWz5R2c

There is a record in missing list, that russian version have serial = SLES-55352

http://wiki.redump.org/index.php?title= … sing_Dumps

that's not right, there is multi language version already in DB with the serial SLES-55353
it does have russian language, and there is no other "russian only" version

SLES-55352 is a multi language version and contains: English, Svenska, Dansk, Suomi

confusion made by existence of illegal pirated translation of this disc, there is english language replaced by russian

this is video of SLES-55352 running on an emulator
https://www.youtube.com/watch?v=c0aBMVJQ0GE

this is a photo of russian version SLES-55353
https://i.imgur.com/EXjEtTJ.jpg

Util is updated

jhmiller wrote:

Thanks LedZeppelin68.
I'm going to try it.

Edit:
2 Suggestions:
Can you generate the gdi ?
Quit the "Complete" for each track and show the progress in the bottom textbox.
Something like "Waiting... Converting Track 1 / x" and when the process has finished show "Completed".
Can you check the game "Shutokou Battle (Jap)" (http://redump.org/disc/5716/): It does not do the conversion.

Many thanks for this app.
If it works well, it is something that I am sure I will use a lot.

now the util shows some progress status
no gdi at the moment, will research it soon

Shutokou Battle (Jap) works for me

https://i.imgur.com/3iaEsKX.png

diego-rbb-93 wrote:

Can we trust the Dreamcast dumps sources of TOSEC as a secure bet on preserving the fullset?

TOSEC:
audio tracks not offset corrected

that's why there is several dumps of one game that differs only with one audio track (sonic, shenmue)

BUT

TOSEC dumps works with emulators and gdemu

"one click" solution

you need ~1GB of RAM, .NET, dats

https://i.imgur.com/fYWAxb1.png

1st you choose there dump is located
2nd choose the output directory
3rd choose DAT file
4th choose the game

convert, that's all

update 4:
fixed: form1 pregap generation
fixed: handling games with apostrophe in filenames
added: handling exceptions of blank fields

update 5:
added: compiled with "Anu CPU" preset
added: logging

update 6:
added: gdi generation
fixed: "save log" works properly

update 7:
util will stop searching after 1st succesfull match, this will speed up process a little bit and prevents situations mentioned by jhmiller

32

(29 replies, posted in General discussion)

WuaZ wrote:

Should we add the hash of the .iso.dec to the database as well? Or create a dedicated dat file ?

Please, do not

33

(29 replies, posted in General discussion)

WiiUnscrubber

ok, at least it works with Captain Rainbow

requirements:
~15 Gb hdd space
~15 minutes

command
wiiUnscrubber.exe wii.iso

P.S.
Pro_Golfer_Saru_JAP_WII-TMD works

34

(29 replies, posted in General discussion)

tossEAC wrote:

I actually meant Asia Wii games.

there is Wii scrubbed releases too? OMG, I thought GC was a good lesson...

so, which one to test?

35

(29 replies, posted in General discussion)

tossEAC wrote:

Is their a small chance you could invent a tool to fix scrubbed isos, that way it would be easier collecting missing Asian dumps in particular, as a lot of the scene releases got scrubbed, rendering them useless to redump collectors, but a scrubbed iso fixing tool, I am guessing would go down a treat

it's possible, but with very few scene isos sad

the kinds of scene isos:

1) 1:1 clean isos
2) scrubbed, simply junk removed (GCtool from paradox) (possible to restore, since FST is untouched)
3) shrinked, junk removed + rellocated files to make smaller iso (not possible, FST is rebuilded)
4) scrubbed and relocated files (starcube group release) (inpossible to recover, FST is rebuilded)

I have already such tool, but there is a very small chance of success
tossEAC, which Asian dumps are missing?

FOXHOUND Would like to ask you something, about some sort of romulus integration, but he has no way of contacting you. Would you like me to find a way you can get hold of him, I'm sure he has an email address or something.

Sure, how can I contact?

36

(29 replies, posted in General discussion)

by the way, i've updated NASOS, let's call it beta 1, now with batch processing

37

(29 replies, posted in General discussion)

Jackal wrote:
LedZeppelin68 wrote:

I have processed with it ~800 GC isos and ongoing.

the statistic is: 3 isos cannot be decoded properly

Sega Soccer Slam (Japan) - has error in file system
Doshin the Giant and Kyojin no Doshin have errors in garbage, unknown reason

Maybe the first one is a bad dump? Is there a scene release to compare with?

it is not bad dump for sure

I'll show you
GameCube has its own filesystem - FST.

every file in FST have 12-byte record, divided in three 32bit big-endian values:

Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

00278030                                      00 00 09 70              ...p
00278040  29 01 D0 48 00 27 90 E1                          ).РH.'ђб

0x00000970 0x2901D048 0x002790E1

0x00000970 - first 0x00 means it is a file, (0x01 means a directory)
0x970 - is offset of file name (by the way it's name "soccerslam.dsf")

0x2901D048 - offset in image, where file starts
0x002790E1 - size of file

very simple

0x2901D048 + 0x002790E1 = 0x29296129 must be the end of file, but take a look, there is extra data after it
https://2.downloader.disk.yandex.ru/preview/1cc5599a668560199dbeed72bb440596ff683beea62109db5a38108ccdd7338d/inf/_Bsx5avbMGPoK4jU3Ktl903fJIKVb1wlwnluvaJ7OAZurqjM2kcOVRVFAgKw5EZSdTAPLyvywReV8GWldR4-2w%3D%3D?uid=2070458&filename=sss.png&disposition=inline&hash=&limit=0&content_type=image%2Fpng&tknv=v2&size=1163x755

maybe bad dump, but there is one thing, lets look inside the image, and there is interesting founding

soccerslam.ddf
soccerslam.dif
soccerslam.dlf
soccerslam.dol
soccerslam.dsf

this files used by official makegcm tool to build iso, look inside dif file, it is text file

0x000000c5=0,0x2901d048,0x002790e1,"soccerslam.dsf"
very similiar values

dif file used to make FST, but complete iso made using dsf, which does not have size values, only offset, where file belong
so editing dsf without updating dlf, brings this mastering error

38

(29 replies, posted in General discussion)

I have updated NASOS to alpha 4

If there was a way to put a batch of ISOs through it

NASOS already support it, just drag several ISOs

the only verification NASOS do is storing md5 of ISO in .dec file, and comparing it against md5 of decoded image

I wanna show you another tool, successor of NASOS, GameCube ISO Merger (do not works with Wii by now)
do_0m, it does all that you want.

the only difference, that besides removing garbage padding, it also removes duplicate data (like Walrus do)
and like Walrus, it merges all region clones of one game in one container

Merger - do batch merges (you can specify output folder, from one hdd to other, speed increase)
Archiver - 7z batch archiver, works with any files
Tester - unmerges in memory and verifies, also use it as batch unmerger
Log - shows info about gcmerge file

I have processed with it ~800 GC isos and ongoing.

the statistic is: 3 isos cannot be decoded properly

Sega Soccer Slam (Japan) - has error in file system
Doshin the Giant and Kyojin no Doshin have errors in garbage, unknown reason

39

(29 replies, posted in General discussion)

Jackal wrote:

There is also a tool in the SDK for creating a double layer disc layout (it also shows the position of the security placeholders) and iirc it can also generate output images with padding?

padding with zeroes

40

(29 replies, posted in General discussion)

this is more recent and cleaned C# code from my new utility

uint blockcount - the full gc image is 1459978240 bytes long, it is divided in 262144 [0x40000] byte blocks
so first block is 0x00, second is 0x01 etc... until the end.

byte[] ID - 4-byte array,  first 4-bytes from image, gamecode

byte DiscNumber - 0x06 byte from image (Disc 1 == 0x00, Disc 2 == 0x01, etc)

        private byte[] GetJunkBlock(uint blockcount, byte[] ID, byte DiscNumber)
        {
            uint[] buffer = new uint[0x824];
            byte[] GarbageBlock = new byte[0x40000];
            int i = 0, j = 0;
            uint sample = 0;

            blockcount = blockcount * 8 * 0x1ef29123;
            while (i != 0x40000)
            {
                if ((i & 0x00007fff) == 0)
                {
                    sample = (((((uint)ID[2] << 0x8) | ID[1]) << 0x10) | ((uint)(ID[3] + ID[2]) << 0x8)) | (uint)(ID[0] + ID[1]);
                    sample = ((sample ^ DiscNumber) * 0x260bcd5) ^ blockcount;
                    a10002710(sample, ref buffer);
                    j = 0x208;
                    blockcount += 0x1ef29123;
                }
                j++;
                if (j == 0x209)
                {
                    a100026e0(ref buffer);
                    j = 0;
                }

                GarbageBlock[i] = (byte)(buffer[j] >> 0x18);
                GarbageBlock[i + 1] = (byte)(buffer[j] >> 0x12);
                GarbageBlock[i + 2] = (byte)(buffer[j] >> 0x8);
                GarbageBlock[i + 3] = (byte)buffer[j];
                i += 4;
            }
            return GarbageBlock;
        }

        private void a10002710(uint sample, ref uint[] buffer)
        {
            uint temp = 0;
            int i = 0;
            while (i != 0x11)
            {
                for (int j = 0; j < 0x20; j++)
                {
                    sample *= 0x5d588b65;
                    temp = (temp >> 1) | (sample++ & 0x80000000);
                }
                buffer[i] = temp;
                i++;
            }

            buffer[0x10] ^= (buffer[0] >> 0x9) ^ (buffer[0x10] << 0x17);

            i = 1;
            while (i != 0x1f9)
            {
                buffer[i + 0x10] = ((buffer[i - 1] << 0x17) ^ (buffer[i] >> 0x9)) ^ buffer[i + 0xf];
                i++;
            }
            for (i = 0; i < 3; i++)
            {
                a100026e0(ref buffer);
            }
        }

        private void a100026e0(ref uint[] buffer)
        {
            int i = 0;
            while (i != 0x20)
            {
                buffer[i] ^= buffer[i + 0x1e9];
                i++;
            }
            while (i != 0x209)
            {
                buffer[i] ^= buffer[i - 0x20];
                i++;
            }
        }

41

(29 replies, posted in General discussion)

there is a tool in gc sdk for mastering dvd images. I was surprised, when discovered that it produces this "garbage".
after that, it was only a matter of time to dissassemble it.

a100026e0 and a10002710 - yes, IDA and x64dbg helped

since sdk is available for ages, it's a pity, that there no such tool since

and scene produces so many shrinked, scrubbed, relocated crap.


about XBOX and XBOX360 images, there is also tools in their sdks, but they produces "standard" fatx isos, like those in original xbox scene releases. My thoughts, this iso-container then transfered to MS for final mastering (security sectors, "garbage" padding).

42

(12 replies, posted in General discussion)

http://consolecopyworld.com/psx/psx_patches_m.shtml

seems that MediEvil II does have protection, there is patch by kalisto

43

(12 replies, posted in General discussion)

I have updated the tool.

i think you recognize this pictures
http://www.consolecopyworld.com/psx/images/protected.jpg
http://www.consolecopyworld.com/psx/images/protected_us.jpg

red ring is a picture, but text is a text, now utillity will search for it too

jap game have only jap "notice", usa have both

but there are games whose data is compressed, there is no chance to find anything by simple searching

only to run game on the emulator, dump the memory or use artmoney and search

usa string

20 20 20 20 20 53 4F 46 54 57 41 52 45 20 54 45 52 4D 49 4E 41 54 45 44 0A 43 4F 4E 53 4F 4C 45 20 4D 41 59 20 48 41 56 45 20 42 45 45 4E 20 4D 4F 44 49 46 49 45 44 0A 20 20 20 20 20 43 41 4C 4C 20 31 2D 38 38 38 2D 37 38 30 2D 37 36 39 30

jap string

8B AD 90 A7 8F 49 97 B9 82 B5 82 DC 82 B5 82 BD 81 42 0A 96 7B 91 CC 82 AA 89 FC 91 A2 82 B3 82 EA 82 C4 82 A2 82 E9 0A 82 A8 82 BB 82 EA 82 AA 82 A0 82 E8 82 DC 82 B7 81 42

sorry, this all i know by now

44

(12 replies, posted in General discussion)

Here is a tool to search psx images for antimod protection

few games, that i tested, uses the same function to detect modchip, so maybe others too.

so this tool looking for it.

two versions, GUI and Command line
GUI uses drag&drop
Command line
exe "pathtoimage"
https://4.downloader.disk.yandex.ru/preview/73da9864b78e8aee6ff94b6669b39c0f4b68ef66e934eefc3c0ae262581dd409/inf/_Bsx5avbMGPoK4jU3Ktl9_ep0eampwUM9E5om6Upp_k2l3XIGemVdGD9s1M2qKdeFBKfft2YfSh8SbJNK-N2_Q%3D%3D?uid=2070458&amp;filename=2016-03-20%2000-42-22%20PSXantiMODfinder.png&amp;disposition=inline&amp;hash=&amp;limit=0&amp;content_type=image%2Fpng&amp;tknv=v2&amp;size=1280x839

45

(29 replies, posted in General discussion)

Oddbrother wrote:

Is this normal, and can it be reversed with anything so it's usable again?

Yes, of course, drop the .DEC file back to utility and you'll get the original one


the utility produces RAW to DEC conversion and DEC to RAW

46

(29 replies, posted in General discussion)

Hello, let me introduce the tool - GCM Lossless Encoder, now it is NASOS (Not Another Shrinker Or Scrubber)
the purpose is to "optimize" GameCube and Wii images for better archiving
it doesn't delete uncompressable "junk" data, but uses algorithm to reconstruct it
that's why I call it lossless

*this is not shrinker or scrubber*

beta 1:
added batch processing

alpha 4:
fixed wii9 decode (forgot to uncomment in alpha 3)
fixed 2nd GC disc issue without changing format, old .dec files are compatible

alpha 3:
changed the name of utility to "NASOS"
support for Wii dvd images
this is the last alpha, use it only for testing

alpha 2:
works much faster
some statistics added
batch encoding

alpha 1:
first release
support for gamecube dvd images

GameCube TESTs

Animal Crossing (GAFP)
1.34 Gb - RAW image in RAR
26 Mb - optimized image in 7z

Donkey Konga (GKGE)
1.34 Gb - RAW image in RAR
235 Mb - optimized image in 7z

The Legend of Zelda - Four Sword (G4SE)
1.3 Gb - RAW image in RAR
159 Mb - optimized image in 7z

Wii TESTs (All Wii images are around 4.3 GiB in rar)

Resident Evil Archives: Resident Evil Zero (RBHP)
optimized: 2.8 GiB in 7z

Angry Birds Trilogy (SAWE)
optimized: 929 MiB in 7z

Animal Crossing: City Folk (RUUE)
optimized: 370 MiB in 7z

the tool have drag and drop interface
just drop the image or optimized image on it and wait

.NET framework 4.5 needed

47

(4 replies, posted in General discussion)

debug 4 saves files as Track XX, with option to include md5 hash in the name

48

(4 replies, posted in General discussion)

For those who trying to fix shitty images from interweb

https://2.downloader.disk.yandex.ru/preview/5950f04975817551c2714ba393b312b6177f45436c51e322a6ed643058666340/inf/Jc8XRBS5P4KVfyKCwmJXMx1ZbJgqHWrKTOlw_IU3yinssHWNinDETXVsBYD-Kz6lWS63_iURKiRuVEwRo4UFiw%3D%3D?uid=2070458&amp;filename=FindCRCver4png&amp;disposition=inline&amp;hash=&amp;limit=0&amp;content_type=image%2Fpng&amp;tknv=v2&amp;size=1163x785

here is a frontend for great findcrcs

net. framework needed

Debug4

option to include md5 hash in the file name

Debug3

feature: you can now specify the size of the Audio pregap between Data and Audio tracks

Debug2

fix: "Browser" now works;
feature: extracted files saved to the image folder;
feature: shows offset of founded match

few words about how it should work to get better results:

1) browse for the image or drag&drop it;
2) open the game's page on redump and copy the size in bytes of data track to the field under "Split" button;
3) choose options (Null EDC, etc..);
4) push Split, and you will get 2 raw files, datatrack and audiotrack;
if there is no more deeper problems with datatrack, it should match, for audio:
drag&drop audiotrack.raw to the prog;
5) return to the game's page and copy all the info about tracks, like on the picture above (actually, you can copypaste the page itself);
6) paste the info to the prog, where it asks;
7) push Findcrcs;

49

(1 replies, posted in General discussion)

Hello, i would like to introduce the tool, that merges cd and dvd images so they can be effectively compressed by popular archivers.

It suites for games which have more than one disc or for merging regional versions of a game.

At the moment the tool supports:
iso/2048 (psp, ps2)
raw/2352 mode 2 (psx)

probably, it also supports ps3.
i also tested xbox and xbox360 images, only scene releases, but it worked.

gamecube images are also supported, but due to the garbage padding, that every image contains, it's not so effective.
wii images not supported at all.

The test:
I took "Final Fantasy IX" all regions, 8 versions, 32 cd images, 21,2 Gb (22 795 906 224 bytes) uncompressed.
merged them into 2,13 Gb (2 291 418 916 bytes) and compressed them with 7z with LZMA2 ultra profile
the resulting archive size is 1,28 Gb (1 383 588 145 bytes)

OK

the program has two tabs, Reconstruct and Merge:
Reconstruct tab for reconstruction images from merged data;
Merge tab for merging images;

To merge images, go to Merge tab and drag&drop files to datagrid, the tool will try to recognize the type of image, unknown images wiil not be merged.
Press the "Merge" button, wait some time, around 30 secs to 1 minute for each 700 mb image.

after all, in the directory where the images located, will appear UNIQUE.* files and *.map files, that's what you need.

To reconstruct images, go to Reconstruct tab and drag&drop *.map files.
UNIQUE.* files must be in the same directory with *.map files.
Press the "Go" button, it tooks 1 to 1:30 minutes per image.

I must warn you, at the time the tool is in alpha stage, so use it only for tests.

Thanks for your attention!

https://www.dropbox.com/s/bnpx9ua6qhvxi … alpha1.rar

50

(7 replies, posted in General discussion)

Please, check the date of SLUS files on the 3 and 4 disc (SLUS_009.09, SLUS_009.10)