PS3 The Orange Box Blackscreen?

I'm assuming the game is not compatible BUT, I was able to convert it with CFW2OFW so in theory... it SHOULD work.

Has anybody else tried it?
 
I'm not certain on this, but if @EddieEddie90 is using HAN, and @kadorna2 is using CFW could it be possible that some games may produce different compatibility outcomes?
I'm only implying you are using HAN because of the forum you posted this thread in. Feel free to correct me if I'm wrong lol.
 
The game have a anti-tampering protection (very special, only used by this game)
I was making some experiments with the european release (one of the BLESxxxxx versions) to try to build a standalone "portal" bluray disc image
The game works fine (BLESxxxxx booting in spanish) but if you modify one of the protected files it refuses to boot

My experiment trying to make a standalone "portal" was partially unsuccessfull because:
The game has a "main game selector menu"... that menu cant be replaced (because some files are supervised by the anti-tampering protection)... the only thing you can do is to replace the "resources" used by that "main game selector menu"
The ICON0.PNG is also protected
The game contains a folder (or several folders) with files that are used to generate the gamesaves (includes ICON0.PNG etc...), this files are also protected
All .sprx of the game (it has a lot), are also protected

And so on... this game is a pita, is the only game ive seen in PS3 with this kind of security
So it doesnt surprises me if it doesnt works after converted to PKG

--------
Part of the anti-tampering protetction used by this game uses "features" triggered by the PARAM.SFO that are actually unknown
So if someone wants a challengue or wants to find how some securities works try with this game, is an excelent guinea pig (the only i know with this paranoic level of security)
 
I'm glad that this technique wasn't shared/spread to other titles. Kind of reminds me of one of the Tomb Raider games on PSX. I'd never seen another PSX game use anti-tampering techniques like that.
Still, it almost sounds like a paranoid decision to go to such great lengths to protect this game, to even have the icon file fixed. There must be somewhere where all the protected files are linked or referenced.
If that could be figured out then there may be a way to bypass it? (Something like the "features" triggered by the PARAM.SFO mentioned)
 
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I'm glad that this technique wasn't shared/spread to other titles. Kind of reminds me of one of the Tomb Raider games on PSX. I'd never seen another PSX game use anti-tampering techniques like that.
Still, it almost sounds like a paranoid decision to go to such great lengths to protect this game, to even have the icon file fixed. There must be somewhere where all the protected files are linked or referenced.
If that could be figured out then there may be a way to bypass it?
I guess a part of it is inside the eboot.bin (that works as the main game selector screen that redirects the loading to other .sprx files), but is not that simple, i think the game uses 3 different protections

Also, i tryed to replace the eboot.bin of the main game selector by the portal .sprx itself but was not working
What i was trying is to make the game boot directly into portal, this is why i also wanted to use custom ICON0.PNG for the game itself... and for the gamedata and gamesaves generated by the game (this is another ICON0.PNG located in a subfolder inside USRDIR)
Nothing of that worked... this is when i realized the ICON0.PNG files was protected and this game was doing something weird... later i realized it was doing the same with other files

And while looking at the PARAM.SFO i realized this game is using some "unknown" data related with security, i documented all i found here:
http://www.psdevwiki.com/ps3/PARAM.SFO#SAVEDATA_LIST_PARAM
http://www.psdevwiki.com/ps3/Talk:PARAM.SFO#SAVEDATA_LIST_PARAM

And this is related too:
http://www.psdevwiki.com/ps3/PARAM.SFO#PARAMS
 
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The game have a anti-tampering protection (very special, only used by this game)
I was making some experiments with the european release (one of the BLESxxxxx versions) to try to build a standalone "portal" bluray disc image
The game works fine (BLESxxxxx booting in spanish) but if you modify one of the protected files it refuses to boot

My experiment trying to make a standalone "portal" was partially unsuccessfull because:
The game has a "main game selector menu"... that menu cant be replaced (because some files are supervised by the anti-tampering protection)... the only thing you can do is to replace the "resources" used by that "main game selector menu"
The ICON0.PNG is also protected
The game contains a folder (or several folders) with files that are used to generate the gamesaves (includes ICON0.PNG etc...), this files are also protected
All .sprx of the game (it has a lot), are also protected

And so on... this game is a pita, is the only game ive seen in PS3 with this kind of security
So it doesnt surprises me if it doesnt works after converted to PKG

--------
Part of the anti-tampering protetction used by this game uses "features" triggered by the PARAM.SFO that are actually unknown
So if someone wants a challengue or wants to find how some securities works try with this game, is an excelent guinea pig (the only i know with this paranoic level of security)

I think the reason why this game doesn't work is because the disc has SPRX files which aren't included in the update. As we know, the only way to run backups on OFW is to use some kind of NPDRM hack, we use the HAN exploit for digital games and we can convert disc games by encrypting their files to SDAT's, replacing the signed files (EBOOT, SPRX, etc.) with their NPDRM counterparts from the patch.

This game doesn't work because there are some SPRX files included on the disc that are absolutely necessary for the game to run, and they won't run because we don't have valid NPDRM versions of these files.

I don't know anything about the game using anti-tampering protection, but even if that was the case, I believe the game sees the encrypted SDAT files as they are in decrypted form. An example of this is in the game Borderlands, this game has file integrity checks in the EBOOT, yet if you look on the wiki, the game can be ran by using the conversion method.
 
I thing HAN have a problem with compilation disks. Maybe because of a different structure? Tomb Raider Trilogy also gets black screen after a game select menu.
 
I thing HAN have a problem with compilation disks. Maybe because of a different structure? Tomb Raider Trilogy also gets black screen after a game select menu.
Initially it should not have important differences
The difference is the games that have a "game selector screen" at beginning, that selector is the main EBOOT.BIN and when you choose one of the games in the "game selector screen" it loads a .sprx file that is the game itself

There are some games that does this with parts of the game, in some call of duty the "solo campaign" and the "main menu" is the main EBOOT.BIN and the multiplayer mode is a separated .sprx

But all this executable files are signed, and this signing involves keys, so all the updates of the game contains updated copyes of this executable files (signed as npdrm, that is what you need for HAN)
So... dunno, but doesnt seems to be a problem of signatures as far i understand
 

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