Tonyhax International: Backup Loader For All Japanese, USA, and PAL PS1 Consoles/Early PS2 Consoles + GameShark Flasher

General homebrew games, programs and PlayStation PS-EXE's
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Post by alexfree » October 8th, 2022, 5:06 pm

alexfree wrote: October 6th, 2022, 8:10 am As part of adding the new anti-piracy defeat to Tonyhax International, I have realized that the gameshark codes are not available for every version of each game containing anti-piracy, i.e. https://consolecopyworld.com/psx/psx_game_codes.shtml.

It seems most crackers only crack the 1st version of the game. For example there is the Dino Crsisis Rev 0 codes available but no one bothered to crack the Rev 1 version of the game (Greatest Hits version) which has some differences https://tcrf.net/Dino_Crisis_(PlayStati ... ifferences. Anyways I had to find my own code to defeat the anti-piracy measures in Dino Crisis NTSC-U Rev 1. Here it is if anyone wants to use it, AFAIK no one has ever made a bypass for Dino Crisis Rev 1.

D0148004 8658
80148004 8F20
In continuing my quest of perfect anti-piracy game support, I bring to you the world's first GERMAN and SPAIN MediEvil codes that bypass LibCrypt1:

MediEvil SPAIN:800DB19C 0E57
MediEvil GERMANY:800DB164 197A

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Post by alexfree » October 14th, 2022, 2:06 pm

Finally got the SCPH-1000 hooked up via S-Video to my new capture card
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Post by alexfree » October 30th, 2022, 11:34 am

Massive update now available, Tonyhax International v1.1.1i.
https://alex-free.github.io/tonyhax-international
https://github.com/alex-free/tonyhax/re ... tional.zip

Many, many things have been changed and improved. But the biggest feature of this update is the new system to bypass the additional anti-piracy copy protection routines found in some later PSX games. Since the beginning of Tonyhax International, Japanese consoles that were not the SCPH-1000 or early SCPH-3000 models could not play games with anti-piracy features such as i.e. Dino Crisis. This included Japanese PS2s.

The American and European consoles could play **some** but not all games with additional anti-piracy copy protection routines with the original Socram8888 bypass BIOS patch method found in the last version of the original Tonyhax project by Socram8888.

Now thanks to @MottZilla 's method to apply gameshark codes from inside Tonyhax International, this all changes. Initial support has been added for the new anti-piracy bypass system. Many games are already supported, and when a game is supported with a bypass, every version of it that I can test is supported. Rev 0, Rev 1/Greatest Hits, Demo, doesn't matter. If it contains additional anti-piracy copy protection routines which prevent the game from working on a stock console using Tonyhax International, I want it supported. Please see the website's section on this new support for more info and a complete list of currently supported games:
https://alex-free.github.io/tonyhax...g ... n-routines

For those of you who are curious of how this works, give this source file a look: https://github.com/alex-free/tonyhax/bl ... /patcher.c
I have wrote many gameshark codes (as noted in the above source file) to progress this support further, and plan to add more in the future. I actually have found something like a 'backdoor' in the standard implementation of these copy protection routines which I have been levering to add this support faster then otherwise possible. I plan on doing a writeup explaining more on that soon.

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Post by alexfree » November 10th, 2022, 10:16 am

Version 1.1.2 (11/9/2022)

https://github.com/alex-free/tonyhax/re ... tional.zip

Changes:

Added support for bypassing the additional anti-piracy copy protection routines found in all versions of Yu-Gi-Oh! Forbidden Memories, Cool Boarders 2001, Disney’s The Emperor’s New Grove, Resident Evil: Survivor, and Tomba! 2.

Added support for bypassing the additional anti-piracy copy protection routines found in Pocket Jiman, thanks to the code by m4x1mumrez generated with APrip.

Fixes a regression in version 1.1.1 that could possibly cause Japanese consoles to freeze before booting the game completely.

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Post by masterg0r0 » November 16th, 2022, 6:59 pm

Here are some codes to bypass the additional anti-piracy in "Love Hina". I am also the same person who has added the "Pocket Jiman" anti-piracy fixes in "Tonyhax International".

Game IDs: SLPM-86652, SLPM-86677

D01011C0 001E
801011C0 0000

EDIT: The fixes are now featured in v1.1.3i *BETA* of "Tonyhax International".
Last edited by masterg0r0 on November 20th, 2022, 6:25 pm, edited 1 time in total.

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Post by masterg0r0 » November 20th, 2022, 6:21 pm

Codes to bypass LibCrypt in the European version of "Crash Bash":

Game IDs: SCES-02834, SCES-02834-P

8002E874 E728
8002E876 34C6

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Post by alexfree » December 1st, 2022, 1:55 pm

Version 1.1.3 (11/30/2022) https://github.com/alex-free/tonyhax/re ... tional.zip
https://alex-free.github.io/tonyhax-international
https://alex-free.github.io/tonyhax-int ... #downloads

Changes:

Added support for bypassing the additional anti-piracy copy protection routines in Crash Bash/Crash Bandicoot Carnival, Koko Hore! Pukka, Love Hina: Ai wa Kotoba no Naka ni, and Love Hina 2: Kotoba wa Konayuki no You ni (thanks M4x1mumRez).

Added a Known Incompatible Games section, which documents games that currently do not work with either the original Tonyhax OR Tonyhax International.

Rewrote the Building From Source instructions for clarity and simplicity.

Fixed Pop'n Music 6's anti-piracy bypass and 'boots to black screen' issue.

Added support for bypassing the additional anti-piracy copy protection routines in Pop'N Music: Animation Melody (thanks trappedinlimbo).

Merged all new applicable changes from the latest O.G. Tonyhax where applicable (as of 11/30/2022 this is up to date with the current source tree). See commits 8284633c435a9325dcfd7028d9788bacae94de69, b72b08e5ba814196f07993491b483e5ec8e3fc93, and 8934a2bb614973064e45a6638e03fd0c7426e5fc for full details.

Changed everything to be cleaner and closer to the latest source tree of the original Tonyhax. There will now be a diff comparing the loader directory of the current Tonyhax loader directory with the Tonyhax International loader directory, enabling easy comparison/documention/review of the current code differences between the fork and upstream. You can find this diff in the docs/tonyhax-vs-tonyhax-international-diffs directory in the source tree.

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Post by karehaani » December 2nd, 2022, 1:42 pm

title:finalfantasy9
region:JPN/USA

https://mega.nz/file/LTAXiRQI#LUG91DUli ... rXN64tAmwQ

tonyhax 1.1.2 works but 1.1.3 does not.....

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Post by alexfree » December 2nd, 2022, 4:33 pm

Version 1.1.4 (12/2/2022)

https://github.com/alex-free/tonyhax/re ... tional.zip

Changes:

Added support for bypassing the additional anti-piracy copy protection routines in Pop’n Music: Disney Tunes, Beatmania featuring Dreams Come True, Dancing Stage featuring Dreams Come True, Oha-Studio Dance Dance Revolution, Dance Dance Revolution: Disney’s Rave, Dance Dance Revolution: Extra Mix, and Beatmania Best Hits (thanks trappedinlimbo).

Controller input in Japanese consoles reverted to proper silent debug_write message polling as in v1.1.2 and below

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Post by alexfree » December 2nd, 2022, 4:44 pm

karehaani wrote: December 2nd, 2022, 1:42 pm title:finalfantasy9
region:JPN/USA

https://mega.nz/file/LTAXiRQI#LUG91DUli ... rXN64tAmwQ

tonyhax 1.1.2 works but 1.1.3 does not.....
Good to here from you. Did you get a FF9 exploit working on a real console with v1.1.2, but it does not work on v1.1.3? Can you try v1.1.4 on a real console if so to see if it still happens? Make sure the 'HAX' file is the latest from 1.1.4 when you test.

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Post by karehaani » December 2nd, 2022, 8:55 pm

alexfree wrote: December 2nd, 2022, 4:44 pm
karehaani wrote: December 2nd, 2022, 1:42 pm title:finalfantasy9
region:JPN/USA

https://mega.nz/file/LTAXiRQI#LUG91DUli ... rXN64tAmwQ

tonyhax 1.1.2 works but 1.1.3 does not.....
Good to here from you. Did you get a FF9 exploit working on a real console with v1.1.2, but it does not work on v1.1.3? Can you try v1.1.4 on a real console if so to see if it still happens? Make sure the 'HAX' file is the latest from 1.1.4 when you test.

ff9 still seems to have issues that it doesn't understand
1.1.2 works, but 1.1.4 no longer works. :crying
https://mega.nz/file/qCZCzbDA#hzRfIEjYj ... 2Uwqnw_XT8

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Post by alexfree » December 3rd, 2022, 4:49 am

karehaani wrote: December 2nd, 2022, 8:55 pm
alexfree wrote: December 2nd, 2022, 4:44 pm
karehaani wrote: December 2nd, 2022, 1:42 pm title:finalfantasy9
region:JPN/USA

https://mega.nz/file/LTAXiRQI#LUG91DUli ... rXN64tAmwQ

tonyhax 1.1.2 works but 1.1.3 does not.....
Good to here from you. Did you get a FF9 exploit working on a real console with v1.1.2, but it does not work on v1.1.3? Can you try v1.1.4 on a real console if so to see if it still happens? Make sure the 'HAX' file is the latest from 1.1.4 when you test.

ff9 still seems to have issues that it doesn't understand
1.1.2 works, but 1.1.4 no longer works. :crying
https://mega.nz/file/qCZCzbDA#hzRfIEjYj ... 2Uwqnw_XT8
I took a brief look at it. Again, does this work on a real console at all? I'd be interested in adding it to International if so.

Did you update the entry.bin from 1.1.4 in your exploit file? The load address changed in 1.1.2, although maybe that didn't effect this until now. Once I get off work I can figure something out possibly.

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Post by alexfree » December 3rd, 2022, 10:09 am

karehaani wrote: December 2nd, 2022, 8:55 pm
alexfree wrote: December 2nd, 2022, 4:44 pm
karehaani wrote: December 2nd, 2022, 1:42 pm title:finalfantasy9
region:JPN/USA

https://mega.nz/file/LTAXiRQI#LUG91DUli ... rXN64tAmwQ

tonyhax 1.1.2 works but 1.1.3 does not.....
Good to here from you. Did you get a FF9 exploit working on a real console with v1.1.2, but it does not work on v1.1.3? Can you try v1.1.4 on a real console if so to see if it still happens? Make sure the 'HAX' file is the latest from 1.1.4 when you test.

ff9 still seems to have issues that it doesn't understand
1.1.2 works, but 1.1.4 no longer works. :crying
https://mega.nz/file/qCZCzbDA#hzRfIEjYj ... 2Uwqnw_XT8
I'm still looking at this, but I noticed your not using the updated entry-bb.bin. This is the right one to use from Tonyhax International v1.1.4:
You do not have the required permissions to view the files attached to this post.

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Post by karehaani » December 3rd, 2022, 11:38 am

alexfree wrote: December 3rd, 2022, 10:09 am
karehaani wrote: December 2nd, 2022, 8:55 pm
alexfree wrote: December 2nd, 2022, 4:44 pm

Good to here from you. Did you get a FF9 exploit working on a real console with v1.1.2, but it does not work on v1.1.3? Can you try v1.1.4 on a real console if so to see if it still happens? Make sure the 'HAX' file is the latest from 1.1.4 when you test.

ff9 still seems to have issues that it doesn't understand
1.1.2 works, but 1.1.4 no longer works. :crying
https://mega.nz/file/qCZCzbDA#hzRfIEjYj ... 2Uwqnw_XT8
I'm still looking at this, but I noticed your not using the updated entry-bb.bin. This is the right one to use from Tonyhax International v1.1.4:
Thank You ;)

1.1.2 working fine
https://ul.h3z.jp/JfQ7xtpo.jpg

1.1.4 Bluescreen stop…… :crying
https://ul.h3z.jp/b2S95tgY.jpg

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Post by karehaani » December 3rd, 2022, 11:48 am

alexfree wrote: December 3rd, 2022, 4:49 am
karehaani wrote: December 2nd, 2022, 8:55 pm
alexfree wrote: December 2nd, 2022, 4:44 pm

Good to here from you. Did you get a FF9 exploit working on a real console with v1.1.2, but it does not work on v1.1.3? Can you try v1.1.4 on a real console if so to see if it still happens? Make sure the 'HAX' file is the latest from 1.1.4 when you test.

ff9 still seems to have issues that it doesn't understand
1.1.2 works, but 1.1.4 no longer works. :crying
https://mega.nz/file/qCZCzbDA#hzRfIEjYj ... 2Uwqnw_XT8
I took a brief look at it. Again, does this work on a real console at all? I'd be interested in adding it to International if so.

Did you update the entry.bin from 1.1.4 in your exploit file? The load address changed in 1.1.2, although maybe that didn't effect this until now. Once I get off work I can figure something out possibly.
Terminal for operation verification
ps2 ps1 ps3 psp no$psx
ps2 1.1.2 ok 1.1.4 stop
ps1 1.1.2 ok 1.1.4 stop
ps3 1.1.2 ok 1.1.4 stop
psp 1.1.2 stop 1.1.4 stop
no$psx 1.1.2 ok 1.1.4 crash

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Post by karehaani » December 3rd, 2022, 12:16 pm

https://mega.nz/file/rPJ1EKhD#vvY3wQMPz ... 1lWxnO9zOo

FF9(finalfantasy9) fix data
BISLPS-0200000000-00 exploit > BISLPS-0200000000-02 load
BISLPS-0200000000-02 entrybin(loader)>HAX load

1.1.2 only work
JPN/USA

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Post by alexfree » December 3rd, 2022, 12:39 pm

karehaani wrote: December 3rd, 2022, 12:16 pm https://mega.nz/file/rPJ1EKhD#vvY3wQMPz ... 1lWxnO9zOo

FF9(finalfantasy9) fix data
BISLPS-0200000000-00 exploit > BISLPS-0200000000-02 load
BISLPS-0200000000-02 entrybin(loader)>HAX load

1.1.2 only work
JPN/USA
Does this do anything different?

Can you explain more on this exploit.
You do not have the required permissions to view the files attached to this post.

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Post by karehaani » December 3rd, 2022, 12:50 pm

alexfree wrote: December 3rd, 2022, 12:39 pm
karehaani wrote: December 3rd, 2022, 12:16 pm https://mega.nz/file/rPJ1EKhD#vvY3wQMPz ... 1lWxnO9zOo

FF9(finalfantasy9) fix data
BISLPS-0200000000-00 exploit > BISLPS-0200000000-02 load
BISLPS-0200000000-02 entrybin(loader)>HAX load

1.1.2 only work
JPN/USA
Does this do anything different?

Can you explain more on this exploit.
Same exploit as before with latest entry.bin
Since the size is over, I made it an individual file.
Adjusted jalr v0 and strings so that 1.1.2 works on ps2

BISLPS-0200000000-00 exploit>Clash>BISLPS-0200000000-02 load
HAX
BISLPS-0200000000-02 entrybin(loader)>HAX load
288 byte entry.bin
sorry i'm not good at english…………

I'm thinking of completely giving up on ff9 and leaving it alone
Thank you very much for everything

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Post by alexfree » December 3rd, 2022, 12:56 pm

karehaani wrote: December 3rd, 2022, 12:50 pm
alexfree wrote: December 3rd, 2022, 12:39 pm
karehaani wrote: December 3rd, 2022, 12:16 pm https://mega.nz/file/rPJ1EKhD#vvY3wQMPz ... 1lWxnO9zOo

FF9(finalfantasy9) fix data
BISLPS-0200000000-00 exploit > BISLPS-0200000000-02 load
BISLPS-0200000000-02 entrybin(loader)>HAX load

1.1.2 only work
JPN/USA
Does this do anything different?

Can you explain more on this exploit.
Same exploit as before with latest entry.bin
Since the size is over, I made it an individual file.
Adjusted jalr v0 and strings so that 1.1.2 works on ps2

BISLPS-0200000000-00 exploit>Clash>BISLPS-0200000000-02 load
HAX
BISLPS-0200000000-02 entrybin(loader)>HAX load
288 byte entry.bin
sorry i'm not good at english…………

I'm thinking of completely giving up on ff9 and leaving it alone
Thank you very much for everything
The last entry.bin files I sent are different. Please try those.

I'm not giving up quite yet, language barrier is making this a bit difficult. I don't know what this means :
"Since the size is over, I made it an individual file.
Adjusted jalr v0 and strings so that 1.1.2 works on ps2"

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Post by karehaani » December 3rd, 2022, 1:52 pm

alexfree wrote: December 3rd, 2022, 12:56 pm
karehaani wrote: December 3rd, 2022, 12:50 pm
alexfree wrote: December 3rd, 2022, 12:39 pm

Does this do anything different?

Can you explain more on this exploit.
Same exploit as before with latest entry.bin
Since the size is over, I made it an individual file.
Adjusted jalr v0 and strings so that 1.1.2 works on ps2

BISLPS-0200000000-00 exploit>Clash>BISLPS-0200000000-02 load
HAX
BISLPS-0200000000-02 entrybin(loader)>HAX load
288 byte entry.bin
sorry i'm not good at english…………

I'm thinking of completely giving up on ff9 and leaving it alone
Thank you very much for everything
The last entry.bin files I sent are different. Please try those.

I'm not giving up quite yet, language barrier is making this a bit difficult. I don't know what this means :
"Since the size is over, I made it an individual file.
Adjusted jalr v0 and strings so that 1.1.2 works on ps2"
didn't work well.......Sorry for my lack of strength
https://mega.nz/file/ifAiTT5S#cYMrGiwv1 ... txwQKEKdwE

Q1 Adjusted jalr v0 and strings
Q1= PS1 Crash with less string PS2 does not crash unless there are many strings The value stored in $v0 at crash from within the binary is different for PS2 and PS1 Adjusted the default string in the exploit save data to give a consistent result.


Q2=Since the size is over, I made it an individual file
Q2= Due to the adjustment by (Q1), there is no more space to write entry.bin in the exploit save data
for that reason
Separate save data to create another save data and read entry.bin written in another save data from exploit data

I apologize for the inconvenience caused by my poor English. :praise

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