Dean Is Going To Bring His Backup Manager On Geohot’s CFW

Is there anything that this man can’t do? Dean, who brought you multiMAN, the greatest backup manager ever created in the scene is planning to make multiMAN compatible with the latest CFW sensation from Geohot. The ideas came after Dean has tested Geohot’s public signing tools with his multiMAN only to find out that it fails. That’s just not the end of the story though..

I was taking a bath and got some nice ideas… apparently while geohot released the signing tools (which don’t work for me, but that’s expected since no CLI usage is supplied nor anything useful).

Now as a simple POC (proof of concept) that a game can run without ANY SYSCALLS involved (from internal HDD) I created a small application. Here are the steps:

1) Get a game and write down the game ID (let’s say XXXX12345)
2) Copy the game contents to /dev_hdd0/game/XXXX12345 (no PS3_GAME folder involved)
3) Rename /dev_hdd0/game/XXXX12345/USRDIR/EBOOT.BIN to MM_EBOOT.BIN
4) Install the magic MYGAME.pkg (the one I created)
5) Run your game backup from the XMB without a blu-ray game disc inserted and without /app_home or any other mappings (no syscalls used by the small app)
6) Game starts and plays as if it was ran from BD-ROM disc
7) Should you decide to update the game to a later version 2 more steps are requred but you get the general idea.
icon cool Dean Is Going To Bring His Backup Manager On Geohots CFW The good thing is that game saves, tropheys and updates work, since the game is spawned with the original GAME ID.

Btw the ‘magic app’ is just 4 lines of code. I’ll now test a game (Uncharted 2) to check if all is okay when there are “special circumstances”.

Asked whether he will implement euss’s method, here’s what he got to say:

No, it doesn’t require any game EBOOT.BIN modifications. The original, untouched, signed, encrypted game EBOOT.BIN is used.

Not to mention that you can’t simply “replace dev_bdvd with dev_hdd0/path_to_game” because there is NOT ENOUGH SPACE for the variables used.

And more to his findings on the method.

Actually I was using this method for almost a month to test some ideas with NON WORKING GAMES like PriceOfPercia TheForgottenSands. Never thought about it as ‘real life’ applicable implementation, since all syscalls and stuff was available via the JB payload. Today it got me thinking. Let me check few other games and I’ll get back to you.

I even have a simple WEBSITE where you can put your GAME_ID and instantly get a PKG installer to emulate the game (which helped me with all the tests).

Hmm.. I checked AVATAR – The Game – also working without syscalls support. Now if anyone directs me to how to use the ‘latest geohot_not” tools I’ll put a pkg for you to play with (+ the website link to get your pkgs).

At the moment it works in JB mode after a clean boot without any managers involved, no syscall calls no nothing.

UPDATE: Seems that everyone mistook Dean’s new found method with the current Direct Boot function in the multiMAN which leads to a lot of games not working. Dean has promised to look more on this tomorrow as he try to get his own app signed.

It is more than direct boot/launch.. Yes game trophys and saves work, because the ‘mygame’ application uses the same game id. It should work with more games than the ‘direct boot’ method within multiMAN.

Sadly it is 1am here and I don’t plan on wasting time now to find how geo’s tools work. I tried and they didn’t so no official (mine) signed version of multiMAN.

If tomorrow morning I find a useful post to read how to sign it – I will. Also I’ll post the ‘mygame’ stuff if needed.


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