Biohazard/Resident Evil Outbreak Server
Saturday, 8 December 2012
port 10127
Playstation decides when to close port
If server closes port, instant error (although this may be also due to an issue in what we send)
Doesnt like anything larger than 1mb, goes really slow due to buffering our network input. Suggested that the network buffer on ps2 is full.
Idea that an EndofFile/EndOfTransmission character/string is required to notify ps2 that file has finished sending.
Hacked the elf to skip the port 10127 socket connection, screen hangs on 5% till it eventually throws server cannot connect error.
Attempted throwing an elf, bin module and null values.
Need to figure out how to disassemble the .bin files, not sure how I can load them into IDA.
Tried PCSX2, seems ok but would probably need to customize it to get the output i need
Sunday, 2 December 2012
More research
*Rough notes - BIO1*
The browser the ps2 version looks like a modified NetFront browser.
lobby.afs contains a set of videos (.sfd=sofdec) format used within the lobby screens
netbio002.dat mainly videos
Lost ebay bid on ps2 debug machine
Wireshark studies
Suggested Arch; Tomcat, ActiveMQ, PostGres,Centos, VirtualBoxImage
The browser the ps2 version looks like a modified NetFront browser.
lobby.afs contains a set of videos (.sfd=sofdec) format used within the lobby screens
netbio002.dat mainly videos
Lost ebay bid on ps2 debug machine
Wireshark studies
Suggested Arch; Tomcat, ActiveMQ, PostGres,Centos, VirtualBoxImage
Sunday, 14 October 2012
.Bin there and done that
After having a break from the project, I have decided to come back looking at this from a new view. Starting on Biohazard Outbreak, I now understand that the .bin files are modules which get loaded directly into ram at a given memory address. Thus think of them as extensions to the elf, which will contain various segments, some for instructions/code, data, variables etc. Thus there isn't much we can do apart from disassembling the elf and loading these modules along with it.
Additionally to this,
netaq.bin = Network asynchronous queue, this will be the code which deals with the messaging (messaging in terms of updating the other players of your movements, inventory, connection etc) between players.
netdnas.bin = DNAS code, for authentication of your game disc
nethttp.bin = HTTP protocol code
netwk.bin = The beast with the logic that determines when to run the DNAS, Web browser and start network connections etc.
So what does all this mean?
Well, it means if I manage to understand the logic netwk.bin file, it would mean I know what the game expects at each stage for the network connection. Lets get to it
Additionally to this,
netaq.bin = Network asynchronous queue, this will be the code which deals with the messaging (messaging in terms of updating the other players of your movements, inventory, connection etc) between players.
netdnas.bin = DNAS code, for authentication of your game disc
nethttp.bin = HTTP protocol code
netwk.bin = The beast with the logic that determines when to run the DNAS, Web browser and start network connections etc.
So what does all this mean?
Well, it means if I manage to understand the logic netwk.bin file, it would mean I know what the game expects at each stage for the network connection. Lets get to it
Thursday, 7 June 2012
Some further notes
As Kat rightly said regarding some strings change the browser when attached as comments, here is a WIP list of what happens
TOP-SIGNUP
TOP-SELFPAGE
INP-SIGNUP
COMP-SIGNUP
INP-LOGIN
INP-PWCHANGE
CMP-PWCHANGE
INPUT-PWS
INPUT-IDS
INPUT-ID = Populates ID from memory card
INPUT-PWD
CLOSE-PAGE
INPUT-SFIELD
COMP-LOGIN
KEICAN-MMBB
CANCAN-MMBB
CHG-IMG-BUTTON-1
CHG-IMG-BUTTON-2
CHG-IMG-BUTTON-3
CHG-IMG-BUTTON-4
TOP-SIGNUP
TOP-SELFPAGE
INP-SIGNUP
COMP-SIGNUP
INP-LOGIN
INP-PWCHANGE
CMP-PWCHANGE
INPUT-PWS
INPUT-IDS
INPUT-ID = Populates ID from memory card
INPUT-PWD
CLOSE-PAGE
INPUT-SFIELD
COMP-LOGIN
KEICAN-MMBB
CANCAN-MMBB
CHG-IMG-BUTTON-1
CHG-IMG-BUTTON-2
CHG-IMG-BUTTON-3
CHG-IMG-BUTTON-4
Want to be an author?
Hey guys,
I thought about this for a while now and want to try it out. If anyone wishes to be an author on this blog, give me a shout via comment or email and I can authorize you to post on here. May aswell get the community sharing their knowledge and feelings!
Thanks
Mike
I thought about this for a while now and want to try it out. If anyone wishes to be an author on this blog, give me a shout via comment or email and I can authorize you to post on here. May aswell get the community sharing their knowledge and feelings!
Thanks
Mike
Wednesday, 6 June 2012
How to: Configure PS2 to talk to ubuntu
Rough notes, essentially set the ip address of ubuntu machine as 192.168.1.5 (or your equivalent), and the ps2 with the dns, gateway, ip and subnet via the network config tool on the disk
Glassfish
Server: 192.168.1.5
DNS
Server (Ubuntu machine): 192.168.1.5
Gateway:
192.168.1.1
Ps2:
192.168.1.10
Subnet
mask: 255.255.255.0
How To: Hello World Outbreak File #2 JP
Step
3: Hello World Outbreak File #2 JP
Netbeans
New
Project > Java Web > Web Application
Name:
OutbreakFile2
Next
Context
Path: /00000010
Finish
Right
click project, Add > JSP
Name:
CRS-top
**Case sensitive
Finish
Finish
Clean
and Build
Deploy
Test:
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