im presuming that the offset is different for every game because of whats included in the sfo is this correct?
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im presuming that the offset is different for every game because of whats included in the sfo is this correct?
you should have that of the SFO used as template:
000000E0: 38 03 00 00 41 50 50 5F 56 45 52 00 41 54 54 52 8...APP_VER.ATTR------------from here
000000F0: 49 42 55 54 45 00 42 4F 4F 54 41 42 4C 45 00 43 IBUTE.BOOTABLE.C
00000100: 41 54 45 47 4F 52 59 00 4C 49 43 45 4E 53 45 00 ATEGORY.LICENSE.
00000110: 50 41 52 45 4E 54 41 4C 5F 4C 45 56 45 4C 00 50 PARENTAL_LEVEL.P
00000120: 53 33 5F 53 59 53 54 45 4D 5F 56 45 52 00 52 45 S3_SYSTEM_VER.RE
00000130: 53 4F 4C 55 54 49 4F 4E 00 53 4F 55 4E 44 5F 46 SOLUTION.SOUND_F
00000140: 4F 52 4D 41 54 00 54 49 54 4C 45 00 54 49 54 4C ORMAT.TITLE.TITL
00000150: 45 5F 30 38 00 54 49 54 4C 45 5F 49 44 00 56 45 E_08.TITLE_ID.VE
00000160: 52 53 49 4F 4E 00 00 00 30 31 2E 30 30 00 00 00 RSION...01.00...-------------------------untill RSION= "the description of the sfo", after that you got the value
00000170: A5 00 00 00 01 00 00 00 44 47 00 00 4C 69 62 72 ・.......DG..Libr -----------------------this line got the 4 byth attribut as A5 00 00 00
00000180: 61 72 79 20 70 72 6F 67 72 61 6D 73 20 C2 A9 53 ary programs ツゥS
(the number such 000000170 can be different according to your setting on your Hexa)
If you click right on A5 and if you hexa can do that (to edit the bythe), you ll have the binary of A5 as: 10100101
flag N8 /N6/ N3 /N1
A5 is the hexa language for 165 ( flag N1 value is 1, n3= 5, N6= 20, N8=80)
If for example, only the flag n6 was activated, it was 00 10 00 00 and hexa language =20
Something to help to localize the attribut is to follow the description of SFO:
for example on description it said category. You will find the value of it a little after as 44 47 ( DG as Disc game on ASCII language on the right)
In this case, the byth are not read by the ps3 as binary but only as hexa language, and there are more like 44 47 00 00 ( the 2 others byth are just not used) and after you got 4C 69 62 72 (L i b r )
Bootable, who come just after attribut is 01 00 00 00 (the only first byth is really use and just as 00 or 01, if it was a SFO of a save data it ll be 00 because you can read/ have appear the file on your xmb but it s not bootable)
Which game now work? Gow 3?
Edit: as general matter i try to explain way too much (and obviously you understand really quickly but in case others readers feel interest.
edit2: yes , offset can be differents according to the type of SFO, if it s for ps3 game, in general the 4 bythes of attribut will be around offset 340 to 380 , and after the 01 00 00 00 for bootable. and after 44 47 (for DG)
ok so the value is 170, just in your pm i thought you said 368 to 371 i will try this with resistance fall of man and let you know if this works
Attachment 34082
as per screenshot i have highlighted where i have inserted the hex, is this correct?
the line 170 is the way SFO is read/view (on hexa accounting) by the hexa editor but it can be different if you ask you hexa editor to read 4 bythes per line for example.
Try to find : 01 00 00 00 44 47 00 00 4C 69 62 72 ( what is after the attribut in general on ps3 bd games so before 01 you ll have your 4 bythes such as A5 00 00 00 in the example)
About what s make or not effect, it can be really tricky.
For example, flag N2 is psp export (copy the game to your psp) but if you activate it on bd games, the ps3 will not like it (because she ll see also the category DG as disc game and she will understand it s not correct)
So she ll read your SFO as weirdos one ( you ll got a other ICON load ), still in general, you can boot and play the game the function to copy will not appear when you press triangle (when you are on the disc ICON)
PSP export will only work under fews category and required specifics eboot.
Other example: flag n4 "forced XMB" will only work with fews olds games like enchanted arms ( because theirs eboots still don t have the new version of xmb in game and didn t have an updated eboot ) but most of the games don t need this flag because theirs eboots already have the new version of xmb (but if you press for fews seconds home button you ll have the old xmb in game appear with 4 options)
So if you activate this flag in most of games, there are no effect since the eboot is already doing the job (there are probably still a way to see it if you press for fews seconds home buttons and don t have the old version in game appear but i didn t tested)
To make sur the flag n8 has effect on VITA you need to test fews times the same game: without any attribut related to remote play, with flag N1-3 only and after with flag n1-3-8 (or just 8 also can do)
But one thing you asked i can t not answer for sur 100% because i don t have ps vita but there are difference between psp remote play, pc remote play and psvita remote play.
psp remote play allow you to play ps1 games (from disc or classic) without having to edit anything,
pc remote play will only allow you fews things
ps vita (and phones?), in theory, will allow to play every ps3 games (without the end user having to edit something of course, since ps3 fw 4.00)
So on 3.55 with vita within remote play , i don t know for sure if the vita is doing as phones, as psp or as vita.
so for example i have found 01 00 00 00 44 47 00 00 4c 69 62 72 on the screenshot below, if i count 4 bytes backwards i get 25 00 00 00,
Attachment 34083
so am i to change the 25 byte to A5 would this be correct, what is the 25 being used for exactly? it shows on ascii as %
OK may be i see the problem... it s because resistance is a "old" game and before SONy didn t use this system of Attribut (for the first games they release or for tohers types of SFO). So you was trying to find the 4 bythes of attribut when there are not. (you can see on description on the right part, you don t have "Attribut" between APP_VER and BOOTABLE
If it was there, it was more around 2E5. In that case, insert can work but the more easy will be to edit (so not to insert) from SFO who already have Attribut (you change title and title id at the end also) or to generate a news SFO from the tool (as DG, you ll have automatically Attribut)
If your SFO is weirdo for PS3 , the worst thing can do (for BD game) will be ICON as ? and name: corrupted data (or something similar) and you ll need to change again your SFO from something less weirdo for play the game. Nothing more than 2mn (but if you test weirdos SFO on PSN games you can have to reinstall the whole game as i did many time :facepalm:)
Yes, for Little big planet you got it. 25 is flag N1 psp remote v1 (value 01)-N3 psp remote v3 (value 04)-N 6 music in game(value 20)
Try to see if you can edit the byth as binary so you will see as flags but otherwise A5 is the previous flags + N8.
For little big planet 2 (and others Sony games) i don t think it ll work because there are probably a kind of protection but if you can try the same after (when you have time) on games who got sounds problems/ pixels etc.. try also to stream audio from the ps3 output so the tv in general (setting on xmb)
You can now edit your SFO as much as you want, more deep than with any SFO editor.
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as we know, the eboot can be also the problem, so evene the SFO is well edited, the eboot can still block or don t have the functions the SFO is asking.
great stuff i can't thank you enough for all your help, you are so kind
i tried lbp2 but no luck same as before just crashed at black screen, maybe to do with intro movie.
it s me to say thanks because you can help a lot to find unknow flags or confirm the flag N8.
For most of the "usefull" attribut such as music in game, you can use the SFO editor (so you can add on most of the recent games your own music) and didn t need to use hexa but now....you understand the thing in a much better way.
Welcome to the hunt and try to get flag n7 also. About flag N8, i notice something as switch resolution but not sur at all if you use recent versions of MulitMan FTP to replace our SFO, MultiMan can already scan it so be alert from the start of any possible changes)
Something you may have noticed, there are a kind of order among flags (date and type, such as 1byth it ll be flags about resolutions), the second bythe about warning screens, the 3 byths is a bit weirdos and the 4 byth even more)
About the 4 byth, it s about X category with special SFO: somes we know (X0, X4 and less or more X1) , somes we don t.
Theses category also are waiting to be hunted.
And the SFO hunters on the road.... don t have VITA or 2 PS3 so you got advantage (and if there are psp export it can be also ps vita export)
(category is the way PS3 classify the game, and allow less or more things around it, by pressing square "by format")
You can make a funny test with category is: edit one MINIS game: instead of MN (as minis when ps3 disc games are DG) you overwrite as 2G: your game will be read as PS2 game after the second boot (but you will need to install it again if ou want to play it again) so make sur you have back up of everything you edit.
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try to notice even little difference between black screens, crash, return to XMB or any others things when you are on the hunt. Also, in general, it can be the right flag, the right eboot but not the the right FW. For example, if you try to got ps move warning screens (flag N9) on old FW ( such screens are inside the ps3 flash, not the game) it ll not work when on recent FW you will have this screen appear.
But you got 2 ps3, and you can transfer your PSN games (and so their SFO) and they will still work (but probaly not about the eboot fix of Deank to transform Disc Game to Hard Disc game)