View Full Version : Bypassing DNAS
fooniman
05-10-2003, 03:12 PM
I Would like to find a method to bypass DNAS with backups of games, simply by using an AR2 in OFF Mode with my chip, and doing a swap with the ps2 opened up (my ps2 is covered without any screws), but i'm not really getting EXACTLY what DNAS does, i have heard the following from two sources:
1/ It Checks for an installed modchip.
2/ It Checks for the Disc either being backed up or original.
i'm hoping someone could confirm which one being the right one, and if it is bypassable with my method..
Bgnome
05-13-2003, 10:19 AM
is that a DNAS bypass code, GMO?
shit wrong game, that was to SOcom
trumpetguyscw
05-15-2003, 11:35 PM
Does SOCOM Navy Seals contain DNAS? I was playing with the original with my magic 3.1, when the insert playstation 2 format disk thing came up AFTER logging off. I can still get online though, so I don't think they banned me. If you guys know if it does, lemme know thanks!
Bgnome
05-16-2003, 08:15 AM
Originally posted by trumpetguyscw
Does SOCOM Navy Seals contain DNAS? I was playing with the original with my magic 3.1, when the insert playstation 2 format disk thing came up AFTER logging off. I can still get online though, so I don't think they banned me. If you guys know if it does, lemme know thanks!
that has nothing to do with DNAS. that happens on all sorts of games.. it just means that the ps2 had a problem rebooting the elf..
trumpetguyscw
05-16-2003, 11:45 AM
yeah, I figured that out, I knew the ELF file or the CNF file was probably to blame. I was just wondering if only Everquest currently has DNAS
DaShiZNiT
06-30-2003, 08:56 AM
Socom has DNAS in europe
mine used to goto RSOD (when I left online) w/ Magic 3.1 but with a DMS3v2, it works just fine
V7 PS2 NTSC
brucele
07-30-2003, 09:37 PM
RSOD?
I'm getting magic 3.1 and using a backup copy of SOCOM, will I have problems playing this game online?
fooniman
07-31-2003, 06:52 AM
if it's pal, you'll get banned.
RSOD = Red Screen Of Death
Red "Please Insert Playstation Or Playstation 2 Disc..." screen... with the cubes.. and red clouds!
fooniman
08-01-2003, 03:00 AM
i rarely get it, unless i accidentally reset the ps2 with it on psx mode...
Anyone know how long the ban is? And what does it ban? The ID of the PS2 or the IP that is assigned by my ISP....
edit: got another question too. When you guys and guys in other threads says it works fine with Messiah and DMS3, are you playing the originalgame? Is the modchips in some kind of sleep-function? Will there be no difference if I play a backuped game of PAL Socom? Can I play my ntsc-version of socom against pal-socoms?
Bgnome
08-08-2003, 09:42 AM
there really isnt much concrete info out there, but from my experience and from what ive read, SOE can ban your machine using the serial of your PS2, the serial of your firewire port, or a combination of both. There is also a possibility of writing some sort of flag onto your eeprom.
I am very sure that it does not ban your network adapter MAC, your IP number, or your disc serial. And I'm pretty sure that the sleep function on the Messiah2 and DMS3 can bypass detection.
ok i tried some bypassing this DNAS elf reboot theory
WE the DNAS is turned off, the game will not load online, it will take you to the RED SCREEN OF DEATH!
im currently trying other methods
Well I don't know if I have Messiah or Messiah2. But with the Sleep-function on Messiah2 that requirs the original-game doesn't it? How is the sleep-function enabled? By not pressing reset when you start or what?
bighap
08-08-2003, 12:25 PM
Messiah 1 doesn't have a sleep function. To enable it for the Messiah 2 hold reset until the Sony screen comes up when booting. You must use an original or else u just get the RSOD.
ram12
08-16-2003, 11:12 PM
i have magic 3.1 in a version 7 and i rented madden 04 and burned it to dvd+r and tryed online with the real cd and it went online fine and it did a dnas check and i tryed the burned copy and it didnt work. so i tryed the real one and it worked. so dnas checks to make sure its the real cd and i think it checks to see if you are using gameshark etc. so to bypass it (havnt tried or anything) you could (when you burn it) not burn the dnas checker (if its possible) or someone needs to make a patch of somesort. but i use record now max so it would be hard to add a patch to a .gi so those are just ideas to bypass it.
gokuguy
08-16-2003, 11:18 PM
I think DNAS does a voltage test on your system and if too much power is going through it, it will assume you're using a modchip and block you.
jhnbnblzd
08-16-2003, 11:37 PM
then it would work with a flip-top case.....
gokuguy
08-16-2003, 11:48 PM
Don't the flip tops need the no solder mod?
fooniman
08-17-2003, 02:20 AM
actually, it works more like this:
when DNAS passes through your ps2, it resets your IOP and the game/disc continues loading, if it's a cdr/dvdr, it'll obviously give you the RSOD, or just FREEZE.
dolmar
08-18-2003, 03:51 AM
If that is the case then all that is really needed is for the reset comand to be removed.
fooniman
08-18-2003, 04:24 AM
IOW, it turns the chip completely off, with FFXI: Girade No Genei (a.k.a Vision of Ziraat), if you select to install even if you dont have FFXI normal and PlayOnline, it'll give you an error, then turn your ps2 into standby, if you then tap reset, the chip will be OFF, that's a demonstration on how it works! ;)
Liquidvlade
09-11-2003, 12:21 PM
DNAS in EQOA:F make it impossible to cheat online, because the ELF is packed, and everytime you go online it loads a different one.
Somehow there should be a way to get around this...
Fat_Mike
09-11-2003, 12:44 PM
Originally posted by fooniman
actually, it works more like this:
when DNAS passes through your ps2, it resets your IOP and the game/disc continues loading, if it's a cdr/dvdr, it'll obviously give you the RSOD, or just FREEZE.
Hmmm... I really doubt it will give you a RSOD, it will just give you somekind of error while connecting to the server.
fooniman
09-11-2003, 05:02 PM
Originally posted by Fat_Mike
it will just give you somekind of error while connecting to the server.
yup, my mistake.
kinezu
09-11-2003, 05:20 PM
Well i have the original Socom both US and PAL and my machine is a v7 PAL with DMS3 and i play them online without any problems.
Liquidvlade
09-14-2003, 01:40 PM
SOCOM NTCS doesn't have DNAS, SOCOM PAL have weak DNAS. I think they only detect cheat devices...
caudex
09-15-2003, 10:33 AM
you will probaly need a private server in order to hack DNAS. Something to emulate DNAS. Since no body has currently found a way to remove it.
Questioner
09-16-2003, 03:11 PM
Originally posted by caudex
you will probaly need a private server in order to hack DNAS. Something to emulate DNAS. Since no body has currently found a way to remove it.
No, a patch can bypass it until Sony comes out with an updated protection. But it's not like they can update dnas anytime they want considering networks are run by individual game companies. Just be patient....it's close now.
caudex
09-16-2003, 09:02 PM
last time i checked there was no patches or anything. Only 1 anonymous group which has announce they have cracked it but they didnt release anything concering it. But no i know it has been cracked and there is patches around, hope you are all happy.
DNS test passed, but not accetable ping :( , what's wrong ?
I've done any mistakes during NA installation & configuration...or...
by ps2 is kicked ?
:cry:
What game mumy? There can be many reasons to high ping.
*The net is busy
*You use other software that uses the internet alot (FTP or something)
*The one who holds the server has many ppl on it and a slow upload
*Your internet connection sucks
*The hosts internet connection sucks
I dont think it has to do with DNAS.
problably I'couldn't explain my problem in the correst way,sorry cofi , I've not insert any game in my ps2, I'm just tryng to configure the NA and tryng the connection, testing the access to the net, and appers the message test ping failed :(
however I'll try again thx cofi :)... maybe it could be that I should have a minimum 2mbit line ?... I've 1.28 waiting for the T :arg:
p.s. I've dial with my internet provider, they talk that sony still say nothing about italy config...:(
ok I'm on :D
there were two problems:
the first one was the registration and dnas autentication : it must be disabled any cheats
the second one was a my personal problem, I've not a 24/24 internet connection.. so I'must turn on the connection :D
(but there's a new problem that I think be only an italian one... ore maybe you can help me :cry: :
once I've turn on my connection doesn't appear the page to turn off :arg: ... and I can't use my pc to close it... how can I do?... my Internet provider doesn't know and says that was also strange that appeared the page to turn on the connection --- it turn off the connection--- I'think a need a web browser for ps2)
however I'played socom :D :D
ciao :cool:
p.s. FORZA ROMA :p
In reguards to the person who asked if a flip-top would work with booting backups, it does not work. I know someone who made a backup copy of the SC2 Beta and tried using it with the fliptop. It booted up fine, but DNAS gave it a 402 error. So other then that, were stuck at the moment.
gokuguy
09-29-2003, 09:47 PM
Like several other people have said, the DNAS has protection on both the server side and on the disc itself. I believe Charlie_ps2 said that the disc has some sort of ridge in it that the DNAS checks for.
Leftouverture
10-07-2003, 06:37 AM
Originally posted by mumy
ciao :cool:
p.s. FORZA ROMA :p [/B]
cazzo ma siamo dovunque...
comunque, visto che hai un inglese pessimo, prova a spiegarmi il problema nella nostra lingua...:D
ram12
10-12-2003, 12:08 AM
i found this info about dnas
Introduction:
The purpose of this Tutorial is to simply explain how $ony?s Dynamic Network Authentication System (DNAS) works to those interested, and to detail common DNAS errors end users may encounter. This Tutorial will NOT detail steps to bypass/crack DNAS, but perhaps such developments are forthcoming by someone else at a point in time... ;)
To begin, there are DNAS-net client and DNAS-inst data authentication routines present as well as DNAS unique IDs as further-detailed below:
How DNAS-net client authentication works:
DNAS-net provides protection against illegitimate hardware and software by performing hardware ID-based authentication.
For basic client authentication, the following (non-personally identifying) information is sent from the console to the DNAS server:
? DNAS authentication data and passphrase (assigned by $ony for each DNAS title)
? PlayStation 2 console ID, HDD ID (if used)
? media ID: title ID (your product code) + serialized disc ID
The DNAS server records the most recent combination, or binding, of the media ID with the hardware ID. However, changes in the combination are not automatically treated as DNAS system errors. Instead, the title itself determines what do with the information contained in the sceDNAS2Status_t.subcode and the inst_result bit field.
During authentication, if the current combination is different than the previous, the inst_result bit fields returns 0 == sceDNAS2_SC_InstResult_EXIST (although this result can only be seen when using manufactured / pressed discs against the production server). In Japan, this feature allows DNAS titles to be installed to and directly boot from the HDD, without using the original CD or DVD. These titles check the inst_result field to prevent installation to multiple consoles.
How DNAS-inst data authentication works:
Downloading and executing patches, when implemented naively, is vulnerable to hacking and tampering through DNS redirects. Without physical modifications to the console, these vulnerabilities can conceivably be exploited to execute unauthorized code.
To secure the online platform, DNAS-inst provides authentication and verification of downloadable data. To download any type of executable data, DNAS and DNAS-inst must be used. DNAS-inst is also useful for other data you wish to copy-protect. DNAS-inst usage consists of three distinct processes: one to sign the downloadable data, one to encode and store the data on the console, and one more to decode the data for usage.
1. Author (encrypt and sign) the source data
a. You develop the source data.
b. You submit the source data to DNAS authoring server, which returns the authored data (encrypted and signed).
c. You host the authored data, to be downloaded by your titles out in the field.
2. Download the authored data, and individually encrypt the data before storage
Use DNAS-inst to individually encrypt ("personalize") the authored data before storing to the HDD. Personalized data can only be decrypted from the same console that encrypted it. During personalization, sceDNAS2InstPersonalizeData() will verify the content of the authored data, in case of corruption or tampering during network transmission.
3. Extract the personalized data before usage
Use DNAS-inst again to decrypt the personalized data back to its original form. If the stored data has been corrupted or tampered with, sceDNAS2InstExtractData() will return an error. If the data has been copied or moved to a different console, the specific error will be (-10201).
Note that the DNAS-inst library itself does not require any online access to encrypt and decrypt data. After downloading data in step 2, the DNAS TRC requires you perform an online authentication using sceDNAS2AuthInstall(), before installing the data. If you then need to restart the program in order to activate a downloaded patch, sceDNAS2InstExtractData() can be used without going online.
DNAS-inst generally assumes the availability of the HDD, however, patching capabilities to the memory card instead is a viable option.
DNAS unique IDs:
The unique ID returned by DNAS is not the actual hardware ID (for user privacy and other reasons). Instead, you get back a hashed / transformed representation of the raw ID ? think of the hashed result as a virtual ID. The unique ID can be generated from the console ID, the serialized disc ID, or a combination of both.
The hash function is seeded by the notion of a unique ID ?category,? giving publishers the flexibility to align their titles/series into the same virtual ID space ? titles that share the same category will recognize the same console with the same virtual ID. Otherwise, titles using different category seeds will get different virtual IDs from the same console.
An example usage scenario is to use unique IDs to ban problem users. The category system then allows you to ban the user from either:
? One game: Skateboarding 2004
? The game series: Skateboarding 200x
? The genre: Extreme Sports games
? All online games from the same publisher
Note: Since multiple users can legitimately use the same hardware, you still risk banning innocent users. You should let users know when, why, and for how long they are being punished; and optionally provide a way for the user to appeal.
DNAS security:
One potential crack against a DNAS title would be to locate and nop the authentication process. There are established methods to detect cracked games (online or offline), by performing checksums over the program image.
Another security enhancement involves your game servers challenging the PS2 client to confirm it has gone through DNAS.
? Store a secret key in a DNAS-net download slot.
? PS2 client downloads secret key (HTTPS).
? PS2 client contacts your server.
? Your server sends a random message to PS2 client (Challenge)
? PS2 client computes cryptographic message digest/hash using the secret key, and sends the result to the server (Response).
? Your server computes message digest/hash using same secret key, and compares the results.
The secret key is never sent in clear text, while the Challenge and Response can be. If the key is compromised, it can be replaced by contacting the DNAS administrator. Your server should temporarily halt client Challenges while the key is replaced.
DNAS memory allocation/usage:
The EE dnas_net.a library has a footprint of more than 500 KB on the EE. Using an overlay or DLL for DNAS is highly recommended, so you can reclaim the memory after authentication goes through. The IOP side consists of a DNAS-specific replacement image (dnas###.img) with negligible footprint differences, although 40 KB of temporary IOP memory is required during authentication. However, the regional libraries differ...
The different dnas_net.a library objects are parameterized for one of the three SCEI/A/E regions, containing region-specific DNAS server hostnames:
gate1.{jp,us,eu}.dnas.playstation.org (production)
ts01.{jp,us,eu}.dnas.playstation.org (development)
Since each DNAS title is registered for a specific region and activated on a specific regional server, ensure the title uses the correct regional library. You can double check dnas_net.a or your ELF using the prver utility:
dnas2 : #.#.#.{I,A,E}
There are no differences in the dnas###.bin or dnas###.img files, between regional library releases.
How to test DNAS:
DNAS verifies the console hardware as well as the disc media. For the T10000 DevKit, you can use either the dnas###.bin Flash ROM or the dnas###.img IOP replacement image. For Debugging stations and the consumer console, you must use the dnas###.img IOP replacement image.
To simulate disc authentication, you also need a test CD-R/DVD-R that can identify itself correctly to the DNAS development server. Using CD/DVD-ROM Generator, the test disc?s Disc Name must match the registered DNAS product code, and the disc must contain a SYSTEM.CNF file with a matching BOOT2 parameter. The test disc can otherwise be empty.
Suppose you are using a temporary DNAT-12345 product code, the corresponding SYSTEM.CNF should read:
BOOT2 = cdrom0:\DNAT_123.45;1
VER = 1.00
VMODE = NTSC
Note: During authentication, the DNAS library reads in the SYSTEM.CNF file with sceOpen() and sceRead(). This can interfere with other asynchronous CD/DVD loading operations. You must suspend such operations between the sceDNAS2Init() and sceDNAS2Shutdown() calls.
Why sceDNAS2Status_t fields don?t update/change after calling sceDNAS2AuthNetStart():
The DNAS communication thread is not getting execution time. The priority for this thread is specified in the call to sceDNAS2Init(). If your game engine currently calls sceGsSyncV() at the end of every frame, you should be aware that this call busy-waits, which will starve threads with lower priority. You should change the engine to install a vblank interrupt and WaitSema() on a semaphore that gets signaled in the interrupt, or temporarily lower the main thread priority (raised in value) during DNAS.
Common DNAS error codes detailed:
(-401) sceDNAS2_SS_INVALID_PS2
Not using DNAS Flash ROM or IOP replacement image.
(-402) sceDNAS2_SS_INVALID_MEDIA
No test disc, or problems reading test disc.
(-832)
Unregistered title ID.
Incorrect title ID in SYSTEM.CNF.
Using the wrong regional DNAS library, thus talking to the wrong DNAS server.
Using the production server (debug=0) without DNS redirection.
(-848)
Wrong authentication data or passphrase.
(-864)
Invalid media, e.g. using CD-R and DVD-R discs against the production server, or using manufactured discs against the development server.
Previewing/verifying DNAS error handling code:
With the development server, you can trigger specific errors by specifying debug=1 and ng_type=-xxx in the call to sceDNAS2Init(). It is strongly recommended that you verify the error code and messages for correctness and appearance (e.g. text clipping).
Development vs. Production servers and how data is concealed:
The development server only allows disc authentication using a CD-R or DVD-R, while the production server only allows manufactured / pressed discs.
DNAS authentication data can either be bundled inside PAK / WAD files, or can be placed the 64 KB authentication data file on the master disc without creating a visible directory entry. Using CD/DVD Generator, do so using the Layout Mode. Hidden files are shown in blue.
How to target the development server:
There are two ways: one is an internal flag within the library, and the second is through external DNS redirection.
Internal: In the call to sceDNAS2Init(), set debug=1 to explicitly request the development server by name. You may use debug=1 throughout development, but be sure to use debug=0 for your submission build as they may be able to pass DNAS authentication without using external DNS redirection if you don?t and get rejected.
External: Testing actual online game play on all submission builds requires using external DNS redirection. Setup DNS resolvers that intercept name lookups for the production server, and return the IP addresses of the development server instead. $ony operates two such resolvers, and you may setup your own:
202.213.243.121
202.213.243.122
Use NetGUI to create a new Your Network Configuration (YNC) setting that uses these redirection resolvers. In the ?DNS Server Address Setup? screen, choose ?Manual? and then enter the IP addresses. Save the setting with a name that readily identifies its redirection purpose. When this YNC setting is used to startup a network connection, requests to the production server will transparently go to the development server. Finally, maintenance notices for DNAS production servers can be found at the US PlayStation consumer site: http://www.us.playstation.com/DNAS
Summary/Closing:
In summary, it may be quite possible to bypass the infamous DNAS through the use of unauthorized ?underground? servers similar to popular on-line PC games. In addition, Team PS2Ownz has received word that another group has managed to actually crack DNAS and is in the final testing stages right now
Originally posted by gokuguy
Like several other people have said, the DNAS has protection on both the server side and on the disc itself. I believe Charlie_ps2 said that the disc has some sort of ridge in it that the DNAS checks for.
miiiiiiii.. non ci posso credereee :alien:
cmq il problema col dnas l'ho risolto.. il problema è che ho internet a consumo con fastweb e non si sa come disattivare la connessione... servirebbe un web browser... non so se con il kit di connessione della sony si può navigare su internet.. se si nn so come si fa :(
however my english is so terrible ?!
I known :( :D
ciao... Forza roma sempre :cool:
kinezu
10-12-2003, 08:29 AM
Forza Roma :)
Con Chivu adesso siamo gli piu forti :) .... be, spero
Leftouverture
10-13-2003, 05:22 AM
Originally posted by mumy
however my english is so terrible ?!
I known :( :D
Sì... infatti dovevi scrivere: Is my english that terrible? I knew that
invisibleman
11-01-2003, 12:10 PM
do u think i will be able to play T.H.U.G (tony hawks pro skater) online with my magic 3?
i have a pal ps2 with magic 3 and will have a T.H.U.G original import from usa.
will it work or offline play only :(
.::Invisible Man::.
bobbyb987
11-14-2003, 10:57 PM
ok i have a modded v4 ps2 with a apple 2 in it. would DNAS let me play online if i bought a real ntsc game 2 play online(THUG,SOCOM2), or would i have 2 put a switch into my ps2???
LETHAL-X
11-16-2003, 10:58 PM
if we where to make a code to bypass the DNAS for a certain game, do you think the code would work for all games with DNAS? Cause if so, I think it would make it esier to do so.
maple7355
11-21-2003, 01:55 PM
It would work only if the DNAS server is the same on every game, But if it differs then probably not.
Bgnome
11-21-2003, 02:00 PM
the DNAS servers are run by sony. i would assume they use the same ones for different games. it just depends on the game what aspects of DNAS they wish to use..
Games4Hire
12-18-2003, 09:19 AM
Just wanted to say that I haven't seen any posts regarding DNAS, and bypassing it. I am beginning to think that Sony has won the battle here, or at least has gotten everyone to give up. Is this really a dead issue, will it never be bypassed ???
Not everyone has given up. DNAS, like any software with protocols, will have its flaws. I heard about a memory card switch on SC2 that breifly allowed one to bypass it. It was quickly patched by sony, though. I think we are looking at the problem the wrong way. Instead of trying to crack it, we should try to exploit one of the holes. It would make more sense to do that. Maybe monitor packets switched from the PS2 to the server thru a router? I duno. Maybe have memory card file software send fake confirmation when DNAS checks it.
Games4Hire
12-19-2003, 09:12 AM
Well good to see some have not let off on it.
I just feel that everything is possible, there has to be a way around it. Keep us posted with your progress.
CrazyEddy
12-24-2003, 06:25 AM
gs2ver2 works online from what I've heard
if you pull out the memory card that it comes with
durning dnas scan..
Games4Hire
12-24-2003, 09:22 AM
Can anyone verify this please ????
Fantom Infinity
12-25-2003, 11:16 PM
Doesn't work any more.
Games4Hire
12-26-2003, 11:59 AM
Thanks for checking this out, anyone else with any info regarding this? From this, it seems as if a few people must know about these tricks and so forth. I guess that as soon as they start using them, sony must make changes on their side, and block it. Still there must be some way...
Fantom Infinity
12-27-2003, 04:18 PM
Give it time.
shirase
01-11-2004, 02:34 PM
Hmm... Some interesting posts here... But I gotta ask, since I'm a little dense about all this stuff... I've got a Magic 2.1 in my V4... if I bought NFL Street and a network adapter (or any online game) and tried to play it online, would I have a problem? It sounds like the DNAS bypassing thing is solely for burnt copies of the games, right?
Joe Mama
01-11-2004, 06:27 PM
It looks for the original, and it also looks for the presence of a modchip. (Even if you are using the original) You can play DNAS games online provided you use the original, and you disable your chip.
-Me
caudex
01-12-2004, 12:29 AM
shirase: i dont think, it will work. To my understanding, Magic2.1 doesnt have the function of turning it off.
shirase
01-12-2004, 01:07 AM
Really? 'Cuz I know I have to boot dvd movies by turning it on by holding the Power button until it turns on. If I try to turn it on with eject and then play a dvd movie, it doesn't always work.
caudex
01-12-2004, 02:31 AM
well, check the specs on the internet. See if your chip allows it to be turned off, or allows it to enter Stealth Mode like the newer chips such as Messiah and DMS
Mikerocosms
01-12-2004, 08:26 PM
You cant go online with a Magic 2 and a DNAS protected game. Unless you add an external switch to turn the chip completely off.
arazfar
01-31-2004, 03:22 PM
Is any one working on a way to bypass DNAS?:D
Games4Hire
02-07-2004, 11:22 AM
No bro, looks like this is one issue that will never be solved.
I would be great to know if anyone has made any progress on trying to break dnas.
zero_00
02-09-2004, 07:43 PM
Hi,
I was thinking about this but I dont know if this really works:
, what happend if I turned off mi modchip after the game boots (IN my case magic 3.1) cutting the power to the modchip installing a external switch, this way the DNAS will not detect any modchip.
Joe Mama
02-09-2004, 07:55 PM
Originally posted by zero_00
Hi,
I was thinking about this but I dont know if this really works:
, what happend if I turned off mi modchip after the game boots (IN my case magic 3.1) cutting the power to the modchip installing a external switch, this way the DNAS will not detect any modchip.
This will work only if you are playing an original. Backups will not play nicely (even if you boot them and cut the chip)
-Me
arazfar
02-09-2004, 09:25 PM
well someone better think of something.
Even the xbox guys will be amazed if we do do something:D
I didn't buy my network adapter for nothing...I wanted to play online, but that was before I got it modded, now i can only play stupid originals:D
Games4Hire
02-12-2004, 12:15 PM
A friend of mine was telling me about Dnas well before Sony started using it, and he was like once its in effect you guys (ps2 guys) will be screwed. I told him I don't care I'm sure that someone will figure it out. Well months later still sitting here with no answers to the problem, not even a lead on it..lol..
For all those who are trying to find ways, I give it up to you.
There is no easy trick so far that I can see that will work. The problem as we all see it is 2 fold. First need to have a modchip that has an on/off switch, or one that automatically turns off after x amount of time. This is used so a backup will be able to boot, and then pass dnas. However the software scan will catch the faulty disk, well then, it would seem that the game disk needs to be patched, so that the dnas thinks its original.
So far we know we can easily bypass the hardward check, its the software thats got us. Just trying to put some ideas out there.
zapibranigan
02-16-2004, 10:41 AM
maybe we should not try to patch the game during the burning process ( with patch'omatic, or something like that ), but sending datas to the ps2 during the dnas check ( which is, i think, visible on the computer if you got a software like winroute lite which shows you all the connections at any time on your computer ).
or better, find a way to read ps2 isos on the computer and send the datas trough the NA of the console, then there will not be any problems of modchip, and maybe dnas software will be deceive...
Games4Hire
02-17-2004, 03:29 PM
Very interesting approach to the problem, I like the way it sounds. Basically we have to figure out what data is sent back and forth, so we know what its looking for and so we somehow can inject the correct code. Does anyone have the equipment to do such testing ?
zapibranigan
02-17-2004, 04:36 PM
i've change my computer and my connection at Xmas, and i havent got winroutelite anymore.
-> i think that if we're using this technic, we'll probably be able to intercept the datas sent to the ps2 by the software test right ?
WiCkEdHeReSy
02-18-2004, 01:13 PM
thinking about dissesembling the hard code to the dnas will never work in games that matter IE ever quest , socom2 because it does not rely on any on emethod socom two authenticates your modems mac address your game disc your memory cards and any hardware that is not sony authorized the one way i have found to temporarily avoid this was to send it false data all the right parameters (the dnas code) that was patched the second to remove the search function (error not letting you online) the third the memory card trick (patched) however with gameshark 2 v1 you dont even have to remove the hardware... i have yet to discover why this is or how it works .... i have also thought of plenty of ways of bypassing the dnas (using game modification devices through a multi tap) and switching around my modems and my concles and memory cards nothing has worked yet ..i think for the first time in all history sony did something right the first time..well thats not true the dnas has been changed more times in its life than my underwear has in mine... but ..it seems impassable now
BeaKer
02-18-2004, 01:45 PM
you can play with backup games online if u have the origanal and use that to get past the dnas bypass then it reads all the relative data off the backup (heard this being done with the pal beta euro version of sc2). Hope this helps those with 2 ps2s on there network
Fat_Mike
02-18-2004, 01:49 PM
Really useful I must say. So you are telling me that I can play with my backup online as long as I boot it with the original disk? Brilliant.
Anyway, there must be a way of cracking Champion of Norrath since the game and character aren't stored on Sony's server. The game only do a check and then the people are connected together insted.
Games4Hire
02-18-2004, 03:33 PM
Originally posted by BeaKer
you can play with backup games online if u have the origanal and use that to get past the dnas bypass then it reads all the relative data off the backup (heard this being done with the pal beta euro version of sc2). Hope this helps those with 2 ps2s on there network
Bro please, think about what your saying !!! If we had the original we wouldn't be bothering trying to play a backup!!!!
BeaKer
02-18-2004, 05:37 PM
yes but if 2 people in the same household have 2 ps2 on the same network then all they would have to do is buy 1 copy thats why i said it just so people know its possible not for any other reason.
zapibranigan
02-19-2004, 07:53 AM
yeah all of us got 2ps2s in our house.... this technic only concern a few people, and it's not the solution to the main problem.
i think the solution will come by itself, when a code/cheat device ( like gameshark, action r, xploder etc. ) will have an update option using the online function of the ps2 : maybe we'll find there something usefull ( like understandable codes ) for our problem.
zapibranigan
02-19-2004, 07:58 AM
i think of something else : i've read in this topic ( cant remember the page number ) that there must be different dnas checks, but that some may be the same for some games : have someone ( who have got an original of a dnas-game ) tried to swap the disc during the check, like the sc2 beta method ?
-> i've got a pal-ps2, and 2 versions of eqoa ( ntsc + pal ) : i'm gonna try this in the minute.
BeaKer
02-19-2004, 11:50 AM
yeah but you need to turn your chip off at the start so if it is a backup then that will not work because you would not be able to load the backup.But like i said before you can do it the other way by using a real copy then the backup feeds the ingame data after all the checks are done so this is half of the problem.It will need to be a patch or something along those lines maybe even a program on your pc that sends the data along, also taking out the bad data that a backup sends.
gokuguy
02-23-2004, 07:38 PM
A friend of mine thought of a new way to possibly crack DNAS: "Since I dont know the verification procedure, you're going to have to check to see what is done first...but you have your PS2 hooked up to your router and you comp is hooked up to the router, your comp has 2 NICs, one with a real NAT IP (ie 192.168.1.102), the other with the IP of the DNAS server. Then when the PS2 goes to communicate with the DNAS, your comp will act as the DNAS, of course you'll make a lil prog that will send out the appropriate data, like the game ID and stuff, then you should have bypassed the DNAS."
mdwhitehouse
03-07-2004, 06:32 PM
There is a tunneling progam that is used for playing back up xbox games online that states that they will soon support playing back up ps2 games. check the link http://www.xboxlink.co.uk/
gokuguy
03-07-2004, 06:49 PM
But that will only work with games that support the i-link connection, which very few games do.
pcmacro
03-09-2004, 02:04 PM
Originally posted by gokuguy
A friend of mine thought of a new way to possibly crack DNAS: "Since I dont know the verification procedure, you're going to have to check to see what is done first...but you have your PS2 hooked up to your router and you comp is hooked up to the router, your comp has 2 NICs, one with a real NAT IP (ie 192.168.1.102), the other with the IP of the DNAS server. Then when the PS2 goes to communicate with the DNAS, your comp will act as the DNAS, of course you'll make a lil prog that will send out the appropriate data, like the game ID and stuff, then you should have bypassed the DNAS."
THat idea could work, it makes sense, but its kinda hard for people who dont have thier ps2 near the computer. But wtv, its the closest thing yet. But how will we find out what are the neccessary files needed to trick it (bypass it) in thinking its an original?
Chezina
10-20-2006, 05:13 PM
I need BYPASS and MAINMENU code# to CODE9
I need BYPASS and MAINMENU code# to CODE9
WTF are you on about? :crazy:
cSELECT
11-03-2006, 12:39 AM
I need BYPASS and MAINMENU code# to CODE9
LMFAO!:lol:
What the hell are you asking for? That makes no sense at all. And for the last time, its not code9, we just called it that back then so when we talked about it, back in the days,on socom2 international, no1 would have know what it is.The name is RK SWAPPER. Even seeing the name in the program every1 calls it c9.. funny shit. But um.. yeah, This guy must think that there is a UNIVERSAL bypass for all games using RK. lol:lol:back in the days. WOW,Such an old topic being bumped.. look at the dates CHEZINA :rolleyes:
BigMichiel
04-02-2007, 04:22 PM
Don't know who this idiot CHEZINA is, but he's double posting the same stupid question 3 times :crazy:
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