PS2 (WIP) XtremeEliteBoot+ (a powerful alternative for FMCB)

please, please, please, I am curious...
Please ask him, or Chelsea Fantasy, if either one of them ever did send 'TnA' (me) a package on psx-scene.com...
If not, then it is an incredible circumstance, that the project seems soooo much similar...

Actually, years:

No... I said months before the video, that he probably has something... I was/am just a bit annoyed by the 'agenda'.
 
I think it is perfectly normal that it cannot be copied. Any KELF on a memory card is bound to the memory card, so it cannot be simply copied to another memory card.
PCSX2 does not fully support MagicGate, hence it cannot boot the said software. Even if it did, the memory card would have to share the same MCID.
 
First off, I would dump the MC-ID of both KELFs and then would take a look, which one does have the one, that is matching to the MC...

Then I would twin-sign that file for another MC (or even make an MC-image and twinsign the sectors directly) and it should work on another MC then, even without an installer...
 
First off, I would dump the MC-ID of both KELFs and then would take a look, which one does have the one, that is matching to the MC...

Then I would twin-sign that file for another MC (or even make an MC-image and twinsign the sectors directly) and it should work on another MC then, even without an installer...
But, why tho. So what if it cannot be copied?

Anyway, you can't "twin-sign" a KELF that has no twin. Rightfully, every KELF would have a unique Kc and Kbit, so that you cannot just copy a bound KELF's Kbit and Kc parts to another. That would be defeating the purpose of MagicGate DRM...

But if you can somehow have two different KELFs made with the same Kc and Kbit, then it becomes possible. This was done, so it became possible to bind a PSX KELF with a PS2, which will reject the PSX KELF. The FMCB for PS2 and PSX KELFs are different, but share the same Kbit and Kc. It will not allow anybody to copy a KELF from one memory card to another.

You can't really reverse the MCID either, as it is more like the data is used in the binding process. The whole process is done by this black box known as the MECHACON.
 
But, why tho. So what if it cannot be copied?
Not sure @ElSinGao wanted to see it working on another MC as well, so I thought I give some hints...

Anyway, you can't "twin-sign" a KELF that has no twin.
It seems to be based on the old embedding-method for the KELF-Creation... So it is obviously possible... or it can also be decrypted to an ELF and a new KELF created...
There are multiple ways, IMO.

Rightfully, every KELF would have a unique Kc and Kbit, so that you cannot just copy a bound KELF's Kbit and Kc parts to another. That would be defeating the purpose of MagicGate DRM...
If the XEBPLUS.ELF is dependent on something within the Loader, then there is a way to make another KELF for another MC is, what I am saying...

But if you can somehow have two different KELFs made with the same Kc and Kbit, then it becomes possible. This was done, so it became possible to bind a PSX KELF with a PS2, which will reject the PSX KELF. The FMCB for PS2 and PSX KELFs are different, but share the same Kbit and Kc. It will not allow anybody to copy a KELF from one memory card to another.
Interesting! Why was it rejected? A 'flag' which determines the PS2-Type, or a different encryption (in some kind of way), or...?

You can't really reverse the MCID either, as it is more like the data is used in the binding process. The whole process is done by this black box known as the MECHACON.
You can dump the MC-ID... What about Jimmie's old tool, which we used to dump it...?



But it's all irrelevant anyway, because I was just pointing out, that the stuff probably can be decrypted to an ELF and a new KELF created for a new MC... (i.e. like he/HWNJ seemingly did it with the old EMBED.ELF + DVDPLx.bin-Method)

...or taking out the whole 'boot-loader' totally out of the equation, by merely modifying the ELF.
 
I talked to @HWNJ by phone yesterday. Sorry if I misstyped something, I wrote everything on a notebook as I was talking with him.

About the credits stuff:
He said that that of course he will give credits to FMCB creators (because he learned from FMCB how to do some things), all the developers that worked in OPL, ESR, etc as they are part of the XEB package.

About the FMCB clone or not clone stuff:
He initialy worked XEB as a FMCB mod, but then, for XEB+, he started the project from scratch, learning from FMCB's source code and doing launcher2 code on his own, alongside with the XEBMAIN.ELF code. He copypasted some code from FMCB into his launcher2, but as he said, it is the same for someone who, by example, wants to launch and ELF and learn from uLE's code how to do it. Also, he said that he stated that somewhere here on this thread, I will take a look later. So, it is not a clone, but is a project made using part of FMCB code in some stuff.

About XEBMAIN.ELF:
XEB+ main menu was made into a separate ELF because of filesize limits. He said that he need to do this because the ELF worked fine when signed Fat PS2s but on SLIM PS2s it was impossible to sign an elf so big. His solution was to initialize a part of the system, then boot the XEBMAIN.ELF and then complete the initialization in there. Once the logo is shown, it is on the XEBMAIN.ELF and it is not a part of the launcher2.

About @TnA:
He said that he talked to a LOT of people on the PS2 scene back in 2012 looking for help. He said he remembers to talk to dlanor (he found him on some android-related forum as he was offline from psx-scene since months on these days) about some CD/DVD stuff, he remembers about asking some other members some FMCB loading and encryption stuff, etc. What he does not remembers is to share any part of his own code or compiled executable. He said that sorry, he does not remembers specifically you @TnA, but he said that he also does not remembers almost anyone as he talked with almost every user with notable knowledge about the way FMCB was made, so it is possible is you, but if you said you had a compiled elf or code fragment, then it not was him.
 
About the FMCB clone or not clone stuff:
He initialy worked XEB as a FMCB mod, but then, for XEB+, he started the project from scratch, learning from FMCB's source code and doing launcher2 code on his own, alongside with the XEBMAIN.ELF code. He copypasted some code from FMCB into his launcher2, but as he said, it is the same for someone who, by example, wants to launch and ELF and learn from uLE's code how to do it. Also, he said that he stated that somewhere here on this thread, I will take a look later. So, it is not a clone, but is a project made using part of FMCB code in some stuff.
only some code.....i am not buying it if these codes that he copy pasted reached a level that he had to edit the logo then it is probably an edited fmcb thats not a little bit of code thats alotta code and dont compare it to people who want to know how an elf works by ulaunch.
i have one question for @HWNJ
why why why.
(you have to understand that i joke some times soo listen to the serous part and laugh about the joking part)
 
only some code.....i am not buying it if these codes that he copy pasted reached a level that he had to edit the logo then it is probably an edited fmcb thats not a little bit of code thats alotta code and dont compare it to people who want to know how an elf works by ulaunch.
i have one question for @HWNJ
why why why.
(you have to understand that i joke some times soo listen to the serous part and laugh about the joking part)
It seems to me that you do not even know how to code a Hello World
 
I was intending to come here today and release a 1 WEEK BETA for everyone to try and burst-out before the release 2018-11-10, so I can gather some feedback and pulish everything.

I will wait for two reasons:
1-There's an public-known app interfering with some of the XEB+ apps.
I will not publicly release the FULL XEB+ until this is fixed. Period. (The BETA will be released anyway)
2-@sp193 enlight me about something that can bring compatibility to other PS2 models in a private conversation thread:
Hi again,

I think I might have forgotten to say that you can use the kernel patches from FMCB (INSTALL/SYSTEM/OSDSYS.XLF and INSTALL/SYSTEM/OSD110.XLF). Those were written by me and are already encrypted, so you can use them. Just need to bind them to the memory card.

OSDSYS.XLF should be installed as mc:/BIEXEC-SYSTEM/osdsys.elf and will be booted by the SCPH-10000 with ROM 0100J.

OSD110.XLF should be installed as mc:/BIEXEC-SYSTEM/osd110.elf and will be booted by the SCPH-10000 and SCPH-15000 that have ROM 0101J.

These patches will also update the update filename for these consoles to osd130.elf, so you can place XEB+ as BIEXEC-SYSTEM/osd130.elf. osd130.elf will be booted by the SCPH-18000.

Europe and US never had any kernel patches like these.
So, I will just add that to XEB+, then wait for the another app to be fixed and come to publish it myself. The BETA will be downloadable here, but not usable by anyone, so, if you are not a BETA-Tester, you better wait. 1 week after the release of the BETA, I will release XEB+ publicly.
 
Be aware of the fact that official OPL builds don't support loading of VCD files. That version is just an unofficial build.
 
I was intending to come here today and release a 1 WEEK BETA for everyone to try and burst-out before the release 2018-11-10, so I can gather some feedback and pulish everything.

I will wait for two reasons:
1-There's an public-known app interfering with some of the XEB+ apps.
I will not publicly release the FULL XEB+ until this is fixed. Period. (The BETA will be released anyway)
2-@sp193 enlight me about something that can bring compatibility to other PS2 models in a private conversation thread:

So, I will just add that to XEB+, then wait for the another app to be fixed and come to publish it myself. The BETA will be downloadable here, but not usable by anyone, so, if you are not a BETA-Tester, you better wait. 1 week after the release of the BETA, I will release XEB+ publicly.

Looking forward to your release. I have a fat PS2 with a 1TB hard drive waiting to test this out.
 
Be aware of the fact that official OPL builds don't support loading of VCD files. That version is just an unofficial build.
I know, but sadly, some users have their art modified to work with that and the official OPL haves no way to show PSX art in a proper way.
They have to learn how to avoid interference with another formats, just like OPL did when added ISO loading.
 
I know, but sadly, some users have their art modified to work with that and the official OPL haves no way to show PSX art in a proper way.

You mean covers for PS1 backups launched with POPStarter?
All these games can have covers, but not in separate PS1 bookmark\page.
You can use APP bookmark\page for that in ifcaro OPL.

Only PS2NetB.. have good method for this support, but unfortunately support for this product has been "dropped" half year ago.
 

Similar threads

Back
Top