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(PS2) Naruto Shippuden: Ultimate Ninja 4 .CVM

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Re: (PS2) Naruto Shippuden: Ultimate Ninja 4 .CVM

Post by chrrox »

here is for Sakura Wars 5 So Long, My Love
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Re: (PS2) Naruto Shippuden: Ultimate Ninja 4 .CVM

Post by dj082502 »

ddkram wrote:
chrrox wrote:what game are you sending?
well i made the zip i sent the same name of the game but the games full name is "Sakura Wars 5 So Long, My Love"
Could I know "Sakura Wars 5 So Long, My Love"'s Product ID?
SLPM-67009 Product ID failed to extract cvm.
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Re: (PS2) Naruto Shippuden: Ultimate Ninja 4 .CVM

Post by chrrox »

SLUS-21930
http://www.gamefaqs.com/ps2/561890-saku ... -love/data
show the error you get also.
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Re: (PS2) Naruto Shippuden: Ultimate Ninja 4 .CVM

Post by dj082502 »

chrrox wrote:SLUS-21930
http://www.gamefaqs.com/ps2/561890-saku ... -love/data
show the error you get also.
An error message
Image
And, data looks really strange.
Image
If you want, I can send you the cut file.
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Re: (PS2) Naruto Shippuden: Ultimate Ninja 4 .CVM

Post by chrrox »

ill need a big sample of the cvm and the memory dump the versions might be different.
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Re: PS2 .CVM archive extraction

Post by ddkram »

I forgot to mention mine was from the premium edition NTSC-U (the game comes with 2 discs, 1 has English audio the other has Japanese, my files where from the jap audio disc since i wanted to extract the files from the jap disc) so this could be the reason why our dumps are different.
Anyway thanks for the BMS chrrox, i am extracting now and so far everything is looking good :).
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Re: (PS2) Naruto Shippuden: Ultimate Ninja 4 .CVM

Post by chrrox »

here is the other bms for the same game should work on your file now.
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Re: (PS2) Naruto Shippuden: Ultimate Ninja 4 .CVM

Post by dj082502 »

chrrox wrote:here is the other bms for the same game should work on your file now.
Thank you very much for your bms script.
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Re: (PS2) Naruto Shippuden: Ultimate Ninja 4 .CVM

Post by Gromber »

yakuza 1/2 .cvm solution?
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Re: (PS2) Naruto Shippuden: Ultimate Ninja 4 .CVM

Post by chrrox »

if they are encryted i need a save state and a sample from the start of the iso.
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Re: (PS2) Naruto Shippuden: Ultimate Ninja 4 .CVM

Post by Mrtest »

Please, help extract cvm. All files in archive. http://yadi.sk/d/3tSOnSFrJtGW2
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Re: (PS2) Naruto Shippuden: Ultimate Ninja 4 .CVM

Post by Mrtest »

Up. :(
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Re: (PS2) Naruto Shippuden: Ultimate Ninja 4 .CVM

Post by MiLØ »

ameneko wrote:I have a work around solution for the encrypted TOC problem in newer ROFS files. I wanted to do some work on Virtual On:MARZ for PS2 but it has one of these encrypted TOC, what a pain. So I ran the game in PCSX2 and made a save state after things got running. I opened the state(they are zip files) and pulled the eeMemory.bin out and opened it in a hex editor. I looked around until I found something that looks like a TOC, naturally the game needs it unencrypted in RAM for it to be used.
ddkram wrote:all you have to do is run the game in a emulator called PCSX2 which can be gotten from http://www.pcsx2.net and while the game is running make a Save State (basicly a memory dump) and then close Pcsx2 and then open the save state file in any program that can open zip files and extract eeMemory.bin and if you look inside eeMemory.bin with a hex editor you will see the TOC for where the files are inside the CVM (you then need to multiply it by 0x800 then add 0x1800 in hex to get the exact location).
chrrox wrote:its very simple
just copy paste thats all then its a normal iso file you can read with anything.
Ok can someone help me with this method extracting CVM? It would be really really great because I tried and just get stuck on these simplest steps which are suppose to be so easy.

So the game is Nightshade (PS2) by Sega.

I created a save state in PCSX2, looked inside eeMemory.bin for TOC, found it. It starts at 00D3A2C0, because the next thing after zeroes is where it starts, right? I'm a total noob.

Image

The end of TOC is at 00D4B063.

Aaand that's that's where I get stuck. The next step is suppose to be "multiply it by 0x800" and "then add 0x1800 in hex to get the exact location". So multiply what? Do I select a block using the start & end offset and then multiply the whole thing on 0x800? And how to multiply? HxD doesn't have this function, so I tried Hex Workshop > Data Operations > Multiply... but it doesn't let me enter 0x800 as a value to be multiply on. So am I even attempting the right thing?

Image

And what would be the next step?... sorry for all these noobish questions but I could really use an advise from someone who has done this thing before and can give exact instructions for these several steps, steps for dummies so to speak because otherwise the vague instructions aimed at someone who already knows what they're doing with hexing, make no sense to me.

Here's a save state:
https://mega.co.nz/#!koVF3bZR!PDJm1VrLx ... vcaOwo_J7Y

And here's the first+last 10 MB of ROFSSMP.CVM, from Nightshade's ISO if it might be useful. Was cut with Watoo File Cutter.
https://mega.co.nz/#!5g1XmQbY!FmImsCyxo ... VPyPZgNnas
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Re: (PS2) Naruto Shippuden: Ultimate Ninja 4 .CVM

Post by MiLØ »

Bump.
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Re: (PS2) Naruto Shippuden: Ultimate Ninja 4 .CVM

Post by MiLØ »

Bump²
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