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PSP "edat" format

Posted: Thu Mar 24, 2011 6:19 am
by Cloud452
So since the DLC for Dissidia 012 Duodecim are in "edat" format (found KH Cloud and Aerith data..though her model is in the game itself.... posted at the GameFAQ's savedata area)... it's currently impossible to decrypt them to get at the data? The recent PSP private keys being released doesn't change matters?

If so... that's a shame, I really wanted access to the models (to do more of these: http://www.youtube.com/watch?v=2Rf-c-xZRY8 and to have a friend make more cool wallpapers).

Re: PSP "edat" format

Posted: Sat Apr 02, 2011 8:29 pm
by Zerox
I personally want to get access to these models as well. I could post the edat's of WoL's 4th costume with his helmet off if we figure this out.

I've been trying to find similarities to the gmo models but there doesn't seem to be any real similarities. I can't find bone names and the like. So I think it is a real archive rather than a gmo with a new extension.

But since this is mostly regarding models you may get more luck if you posted this thread in the 3D Model section.

Re: PSP "edat" format

Posted: Sun Apr 03, 2011 3:18 pm
by codestation
The contents of this post was deleted because of possible forum rules violation.

Re: PSP "edat" format

Posted: Mon Apr 04, 2011 5:33 am
by Zerox
Well I thought I'd be clever and try GitMO on these to see if I could get anything out of them. And that doesn't work. Codestation you posted as if you were able to get the gmo out of them but the file you posted is still an Edat so it appears.

Re: PSP "edat" format

Posted: Mon Apr 04, 2011 3:34 pm
by codestation
Zerox wrote:Well I thought I'd be clever and try GitMO on these to see if I could get anything out of them. And that doesn't work. Codestation you posted as if you were able to get the gmo out of them but the file you posted is still an Edat so it appears.
I just left the file extension intact but is the decrypted gmo file (look at it in a hex editor), just try to change the extension and load it with the dissidia tools.
Image

Re: PSP "edat" format

Posted: Mon Apr 04, 2011 3:47 pm
by Zerox
Awesome I should have examined it more closely. So how did you go about decrypting the edat so it wws a normal gmo model? In the first post on this thread he posted a mediafire link to Cloud's edat files if you want to take a look.

Re: PSP "edat" format

Posted: Mon Apr 04, 2011 5:19 pm
by codestation
Zerox wrote:Awesome I should have examined it more closely. So how did you go about decrypting the edat so it wws a normal gmo model? In the first post on this thread he posted a mediafire link to Cloud's edat files if you want to take a look.
I think that the decryption of edat files is a little offtopic because the ".edat" isn't a file format per se (just the edat header followed by the DLC id, something like a hash then the encrypted content). Anyway i can't use the DLC files that the OP posted because they are tied to the PSP that downloaded it so it wont decrypt on another one (and yes, they could be loaded on another psp once decrypted).

So the only way to get the KH-Cloud GMO files is that i would have a code to download the DLC (i dont have one) or somebody with the activated DLC and CFW wants to make a dump of it.

Re: PSP "edat" format

Posted: Mon Apr 04, 2011 6:01 pm
by Zerox
Well could you explain how you decrypted the WoL DLC? It wasn't dnas decryptor was it?

Re: PSP "edat" format

Posted: Mon Apr 04, 2011 6:40 pm
by codestation
Zerox wrote:Well could you explain how you decrypted the WoL DLC? It wasn't dnas decryptor was it?
Not at all, in fact is very simple because the game reads the DLC like they were normal files, the only difference is that the game tells the psp that the file is encrypted so when the game reads the data it gets decrypted data (i don't know why anybody has published a DLC decrypter yet, i suppose that is because the devs that can do it don't use DLC or don't care).

The simplest decrypter can be a plugin that hooks the open and read functions of the game, identify the dlc via the filename when the game tries to open it, then dump the decrypted data when the game tries to read it.

The DLC that i am interested is the Tifa one but not for the content, i want to try to modify the GMO to make my own char so i can play that without modify the game itself. Sadly i dont have a preorder code so i 'll have to wait until SE post a new Tifa DLC on the PSN.

Re: PSP "edat" format

Posted: Mon Apr 04, 2011 6:44 pm
by Zerox
codestation wrote:The simplest decrypter can be a plugin that hooks the open and read functions of the game, identify the dlc via the filename when the game tries to open it, then dump the decrypted data when the game tries to read it.
So then is this how you did it?

Re: PSP "edat" format

Posted: Mon Apr 04, 2011 7:01 pm
by codestation
Zerox wrote:
codestation wrote:The simplest decrypter can be a plugin that hooks the open and read functions of the game, identify the dlc via the filename when the game tries to open it, then dump the decrypted data when the game tries to read it.
So then is this how you did it?
Yes (well, mine is a little different as i force the dump of all the dlc files without waiting for the game to read it), that way you dont even need to know how the DLC is decrypted, what are the keys or things like that, just grab the read buffer and dump into a file (with the drawback that you must own the DLC to do it, but after the file is dumped that doesn't matter anymore). I have my doubts about releasing a PSN DLC decrypter but i also want to work with game models and textures (whats the point to have a decrypter to myself if i am a noob to edit game models and custom textures).

Re: PSP "edat" format

Posted: Mon Apr 04, 2011 8:12 pm
by Zerox
Well the people at DissidiaForums.com are trying to mod the textures for the dlc models much like you are. They are against piracy but are open to the idea of texture modding an ISO for a game you dump an ISO from yourself. So I'm sure if you shared your tool there than they would only use it as something to mod content they already own. Who knows maybe they'll teach you about texturing more than you already know.

Besides their modding section is members only so not everyone would find it via search engine and if you say its a tool for only Dissidia I'm sure they'll treat it that way even if it was secretly capable of other things.

Re: PSP "edat" format

Posted: Mon Apr 04, 2011 8:30 pm
by codestation
Ok then, moving the DLC discussion to DissidiaForums :)

Re: PSP "edat" format

Posted: Mon Apr 04, 2011 8:37 pm
by Zerox
Alrighty. I'll watch for your thread then as I love using custom skins in my game and wouldn't mind modding my own pre-ordered dlc Cloud.

Re: PSP "edat" format

Posted: Mon Apr 04, 2011 9:18 pm
by MrAdults
codestation wrote:
Zerox wrote:Well I thought I'd be clever and try GitMO on these to see if I could get anything out of them. And that doesn't work. Codestation you posted as if you were able to get the gmo out of them but the file you posted is still an Edat so it appears.
I just left the file extension intact but is the decrypted gmo file (look at it in a hex editor), just try to change the extension and load it with the dissidia tools.
Image
That explains why people are still using mesh2rdm. Some tool took an ancient version of it, renamed it to "gmoprw.exe", and shoved it into a "Dissidia Modding Suite" package.