Post: [RELEASE] [PS3] patch_mp.ff's (COD4, COD5, MW2)
07-01-2010, 09:47 PM #1
IW_JOSH
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PS3 patch_mp.ff's COD4, COD5, MW2


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Guys i've been working on this for such a long time and to be honest am a little bit fed up with working on it by myself so im going to release all the knowledge i've gained over the past 6 weeks with regard to modding the COD4, COD5 and MW2 PS3 patch and will try my best to answer your questions. This is not anything to do with decrypting the HDD, this is about the decompressing and recompressing of the actual patch itself.

Firstly these are all PS3 patches which belong to myself, they are generic meaning they will work on all PS3's, so if a modded patch was produced and shared with the community, it could be re-encrypted individually and replaced onto the original patch.

Each patch is compressed with ZLIB and providing the correct headers are found, each individual GSC can be decompressed and compressed. From what i understand the patches are compressed with a window bit value of 15 (maximum compression). The ZLIB headers on XBOX 360 patches start with the bytes '38 DA'

Offzip can be used to decompress PS3 patches which is what i have used on all of the patches to get them decompessed. This then allows me to view the patches in FF viewer (Providing the correct file convention is used) and can allow me to edit them. Unfortunately because FF viewer is designed to work with PC and XBOX 360 patches, it will not save PS3 fast files with the correct compression format as PS3 FF's headers change from each block.

So basically the problem i have is that i cannot get the patches compressed correctly which is what i understand a lot of members have a similar problem. Ideally what we need to find is the ZLIB headers for the PS3 patches, then if we find the correct header relating to the correct GSC (for example the _missions.gsc - the one which contains "onPlayerSpawned" used for entering dvars into) then edit that file with some dvars, get it recompressed with the correct compression ration (Pretty sure its a window bits value of 15) then we would have a working modded patch, which then leads us onto the next problem......

From what TheUnk0wn has said is that the PS3 HDD is checksummed, i have been unable to check this out as i have been really busy lately, anyway if this is the case we will need to find an alternate method of getting the patch onto the HDD through bypassing this checksum. For those who are unsure of what a checksum is, it is a digit which checks the integrity of a file to make sure any errors or changes havent occurred. Anyway, i have a couple of ideas on how to get around this checksum, firstly you could actually work out the checksum which was done on the XBOX 360 version of COD4 but to be honest, this isn't going to happen. My second method is a much more realistic idea which could actually work, anyway when you download a patch from PSN it is encrypted as a .PKG and actually contains the patch itself (obviously) along with several other files (such as the eboot.bin etc). If the locations of the patch could be found in the .PKG it will load onto the PS3 correctly and has the potential to bypass the checksum. I have tried this method myself and looked through the .PKG but cannot find any similar data to the patch_mp.ff, i have also tried decrypting the .pkg using the PS3's HDD decryption method but had no luck. I have however managed to add the patch_mp.ff to the .PKG and manage to get it to download and install half-way before giving an error so i think it is the right route to go down, also since having hunter as a friend (doubt for much longer though but understand my reasons for posting this) when he loads up games, he will go offline, then online when loading every single game up (which is what happens when you download a patch to your ps3, you will go offline, download the patch, then come back online again). Anyway i think thats just about everything, as mentioned this is not a 'OmG hOw D0 u DeCyPt DA HaRdDrIv3?' thread, this is for those who have already reached that stage and are stuck on the next part.

Here are the PS3 Patches:

1.10 Patch MW2: You must login or register to view this content.
COD5: You must login or register to view this content.
COD4: You must login or register to view this content.

Advice:The COD4 and MW2 patches CAN be opened in FF viewer providing you dont change the file names, but as explained earlier, they cannot be saved correctly.

Credits to:
Prasoc - From S7, Creator of the FF Viewer helped me understand the patches a lot more and how they worked.
Hunter - Helped me hugely but lost contact with him when i decrypted the patch. Fantastic guy and don't hate him for not releasing his hacks.

I would appreciate some +REP for all my hard work and time that i've put into this and thank Hunter as well for finding out this exploit, if it wasn't for him, i can guarantee we wouldn't be here now, we would still be talking about some packet injection crap.

DONT POST ASKING TO GET IN A LOBBY, I HAVENT EVEN GOT IT WORKING! I AM ASKING FOR ASSISTANCE
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The following 18 users say thank you to IW_JOSH for this useful post:

3RIC, Alfa, AtlasK, Aule, BSLICER25, Carbon0x, chris2k7sears, dAs_sHMu, DEREKTROTTER, KluTcHxMoDz, ProTnx, Redfield, shotkillah55, WhiteGuyOnline, x_DaftVader_x, xxbabykickerxx, XxprokillahxX
07-01-2010, 10:49 PM #11
fightinillini94
Climbing up the ladder
I've been working on this as well and stuck at the same part. My idea to compress the ff back would be to use packzip which uses zlib headers as well. We could recompress at the header all the way to the end of the compressed block using hex offsets as reference. There is a packzip/offzip GUI program which is helpful
07-01-2010, 11:25 PM #12
JayChris
Pokemon Trainer
Maybe if you find the xbox equivelent of the patch_mp.ff and compare the 2 files and see what the different headers are, this might help in the recompression - but it might be a new program needing to be made, but most of these ff viewers are made on vb.net so can be docompiled.
07-02-2010, 09:22 AM #13
IW_JOSH
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Originally posted by fightinillini94 View Post
I've been working on this as well and stuck at the same part. My idea to compress the ff back would be to use packzip which uses zlib headers as well. We could recompress at the header all the way to the end of the compressed block using hex offsets as reference. There is a packzip/offzip GUI program which is helpful


Yeah, i was hoping someone would be familiar with the actual ZLIB program itself, because the patch would need to be compressed with the correct compression ratio in order to be understood.
07-02-2010, 10:03 AM #14
fisher42uk
Little One
James who wrote ff viewer is a great guy, spent 3 hous helping me decompress my patch and how to trick ff viewer into opening it.
07-02-2010, 10:07 AM #15
IW_JOSH
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Originally posted by fisher42uk View Post
James who wrote ff viewer is a great guy, spent 3 hous helping me decompress my patch and how to trick ff viewer into opening it.


Yeah he is a real nice guy, shame FF viewer wont compress the patches correctly though. Still he is working on it.
07-02-2010, 10:16 AM #16
fisher42uk
Little One
Originally posted by JOSH View Post
Yeah he is a real nice guy, shame FF viewer wont compress the patches correctly though. Still he is working on it.


Has he changed his mind about ps3 ff viewer, i know he had decided not to release it due to someone leaking the unfinished version. As stated above by someone else my intention was also to use packzip to put the file back in the correct offsets. Its quite hard though,
07-02-2010, 10:51 AM #17
Draama
i izz a manwh0re
LMAO at your Sig.
07-02-2010, 03:44 PM #18
There was a ff viewer released for PS3 on a certain site I'm not allowed to say. But then it got taken down for the reason "The PS3 hacks wheren't ment to get out"

If anyone has this then it could be the answer to all our problems!

Please PM me if anyone has this, I know what to do if that works.
07-02-2010, 04:09 PM #19
kMaan
-Level 1 Trusted LTW-
Every time something like this gets released it gets flooded with people begging to join your *possible* lobby. Anyways, nice release but do we know for sure that this is the file we need to mod cause I've seen so many different methods and none of them work

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