


I believe gamesave modding is the way forward for MW2 hacks, so like I said, if you need any help, PM me or write back. Happy hacking
#
# TAB=8
#
FNC_0000000c: #
__0000000d: #
__0000000e: #
__0000000f: #
lw t2, $0dc9(t0) # 0000000c:8d0a0dc9 t2=$00b20dc9
FNC_00000010: #
__00000011: #
__00000012: #
__00000013: #
lui t3, $00ad # 00000010:3c0b00ad t3=$00ad0000
__00000014: #
__00000015: #
__00000016: #
__00000017: #
sw t2, $1254(t3) # 00000014:ad6a1254 [00ad1254]
FNC_00000018: #
__00000019: #
__0000001a: #
__0000001b: #
jr ra # 00000018:03e00008
FNC_0000001c: #
__0000001d: #
__0000001e: #
## MW2SVG.asm -- A "Gamesave" for the PS3's architecture.
## What it looks before its a SVG, partly as theres MUCH more.
## Registers used:
## $v0 - syscall parameter and return value.
## $a0 - syscall parameter-- the string to print.
.text
main:
la $a0, Modern Warefare 2_msg # load the addr of Modern Warefare 2_msg into $a0.
li $v0, 4 # 4 is the print_string syscall.
syscall # do the syscall.
li $v0, 10 # 10 is the exit syscall.
syscall # do the syscall.
## Data for the program:
.data
Modern Warefare 2_msg: .asciiz "Modern Warfare 2 Developed by IW\n"
## end MW2SVG.asm

0x00 00 00 00 00 00 00
0x10 00 00 00 00 00 00
0x20 00 00 00 00 00 00
0x30 00 00 00 00 00 00
[code]
Now if we had a pointer to branch the data in the registers over we can make it so in the hex editor it would be something like...
[code]
0x00 00 ff 00 ff 00 ff
0x10 00 ff 00 ff 00 ff
0x20 00 ff 00 ff 00 ff
0x30 00 ff 00 ff 00 ff
[code]
So in order to do this method(NOT hex editing!) you would need a dissasembler to read the binary and ram files, and an unpacker/re-packer to unbuild and rebuild all the original files back into a gamesave. But doing this would allow us to DO ANYTHING we wanted, and in realization it would be very hard but it could pay off being the biggest exploit to ever happen on the PS3(because we ran unsigned code and modded intergers and values that normally dont exist in hex, allowing the game save to do ANYTHING....)
More on that to come as its really hard to explain.
#
# TAB=8
#
FNC_0000000c: #
__0000000d: #
__0000000e: #
__0000000f: #
lw t2, $0dc9(t0) # 0000000c:8d0a0dc9 t2=$00b20dc9
FNC_00000010: #
__00000011: #
__00000012: #
__00000013: #
lui t3, $00ad # 00000010:3c0b00ad t3=$00ad0000
__00000014: #
__00000015: #
__00000016: #
__00000017: #
sw t2, $1254(t3) # 00000014:ad6a1254 [00ad1254]
FNC_00000018: #
__00000019: #
__0000001a: #
__0000001b: #
jr ra # 00000018:03e00008
FNC_0000001c: #
__0000001d: #
__0000001e: #
## MW2SVG.asm -- A "Gamesave" for the PS3's architecture.
## What it looks before its a SVG, partly as theres MUCH more.
## Registers used:
## $v0 - syscall parameter and return value.
## $a0 - syscall parameter-- the string to print.
.text
main:
la $a0, Modern Warefare 2_msg # load the addr of Modern Warefare 2_msg into $a0.
li $v0, 4 # 4 is the print_string syscall.
syscall # do the syscall.
li $v0, 10 # 10 is the exit syscall.
syscall # do the syscall.
## Data for the program:
.data
Modern Warefare 2_msg: .asciiz "Modern Warfare 2 Developed by IW\n"
## end MW2SVG.asm

0x00 00 00 00 00 00 00
0x10 00 00 00 00 00 00
0x20 00 00 00 00 00 00
0x30 00 00 00 00 00 00
[code]
Now if we had a pointer to branch the data in the registers over we can make it so in the hex editor it would be something like...
[code]
0x00 00 ff 00 ff 00 ff
0x10 00 ff 00 ff 00 ff
0x20 00 ff 00 ff 00 ff
0x30 00 ff 00 ff 00 ff
[code]
So in order to do this method(NOT hex editing!) you would need a dissasembler to read the binary and ram files, and an unpacker/re-packer to unbuild and rebuild all the original files back into a gamesave. But doing this would allow us to DO ANYTHING we wanted, and in realization it would be very hard but it could pay off being the biggest exploit to ever happen on the PS3(because we ran unsigned code and modded intergers and values that normally dont exist in hex, allowing the game save to do ANYTHING....)
More on that to come as its really hard to explain.[/quote]
Yes but who has a dissasembler, and an unpacker/re-packer? Surely Hex is alot easier. I mean i'm guessing that the gamesave could run on the same encryption as the PS3's HDD. In which case I believe that there must be a way of comparing or deciphering the encyption codes or a way of exploting the PS3's reading abilities? Just a thought
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