If this works, NHL 14 will be a no buy.
Coming Soon: NHL 13 Roster Editor (PS3)
Collapse
Recommended Videos
Collapse
X
-
Comment
-
Re: Coming Soon: NHL 13 Roster Editor (PS3)
Unfortunately, still no updates. The main issue is that I can't see how that checksum/hash is generated. If this was a Windows based game this would have been finished a while ago. The only way around this is to disassemble the executable and figure out in ASM how it's being generated.
I have already done that. I have the PPC64 binary for the game disassambled. Problem is, I don't have a 'hacked' PS3. I need to get on that REBUG CFW so that I can dump the memory when the game is calling the function that is doing the hash checking.
I have the CRC function mapped out in ASM and it basically goes like this:
Code:seg001:00000000009BF978 # =============== S U B R O U T I N E ======================================= seg001:00000000009BF978 seg001:00000000009BF978 seg001:00000000009BF978 sub_9BF978: # CODE XREF: sub_9BFA50+94p seg001:00000000009BF978 # sub_9BFA50+A8p ... seg001:00000000009BF978 mr r6, r5 seg001:00000000009BF97C mr r5, r4 seg001:00000000009BF980 lis r4, 0x22B seg001:00000000009BF984 addic r4, r4, 0x1E90 seg001:00000000009BF988 lwz r7, 4(r4) seg001:00000000009BF98C cmpwi r7, 0 seg001:00000000009BF990 bne loc_9BFA08 seg001:00000000009BF994 lis r6, 0x4C1 # 0x4C11DB7 seg001:00000000009BF998 li r9, 0 seg001:00000000009BF99C ori r6, r6, 0x1DB7 # 0x4C11DB7 seg001:00000000009BF9A0 seg001:00000000009BF9A0 loc_9BF9A0: # CODE XREF: sub_9BF978+80j seg001:00000000009BF9A0 slwi r8, r9, 24 seg001:00000000009BF9A4 li r7, 8 seg001:00000000009BF9A8 seg001:00000000009BF9A8 loc_9BF9A8: # CODE XREF: sub_9BF978+68j seg001:00000000009BF9A8 clrrwi r10, r8, 31 seg001:00000000009BF9AC li r11, 0 seg001:00000000009BF9B0 slwi r8, r8, 1 seg001:00000000009BF9B4 subfc r10, r10, r11 seg001:00000000009BF9B8 xor r11, r8, r6 seg001:00000000009BF9BC cntlzw r10, r10 seg001:00000000009BF9C0 addic r7, r7, -1 seg001:00000000009BF9C4 sldi r10, r10, 58 seg001:00000000009BF9C8 subfc r8, r11, r8 seg001:00000000009BF9CC sradi r10, r10, 0x3F seg001:00000000009BF9D0 clrlwi r7, r7, 16 seg001:00000000009BF9D4 and r8, r10, r8 seg001:00000000009BF9D8 cmpwi r7, 0 seg001:00000000009BF9DC addc r8, r11, r8 seg001:00000000009BF9E0 bgt loc_9BF9A8 seg001:00000000009BF9E4 slwi r7, r9, 2 seg001:00000000009BF9E8 addic r9, r9, 1 seg001:00000000009BF9EC clrlwi r9, r9, 16 seg001:00000000009BF9F0 cmpwi r9, 0x100 seg001:00000000009BF9F4 stwx r8, r4, r7 seg001:00000000009BF9F8 blt loc_9BF9A0 seg001:00000000009BF9FC lis r6, -1 # 0xFFFFFFFF seg001:00000000009BFA00 ori r6, r6, 0xFFFF # 0xFFFFFFFF seg001:00000000009BFA04 clrldi r6, r6, 32 seg001:00000000009BFA08 seg001:00000000009BFA08 loc_9BFA08: # CODE XREF: sub_9BF978+18j seg001:00000000009BFA08 cmpwi r5, 0 seg001:00000000009BFA0C beq loc_9BFA44 seg001:00000000009BFA10 seg001:00000000009BFA10 loc_9BFA10: # CODE XREF: sub_9BF978+C8j seg001:00000000009BFA10 addic r8, r3, 1 seg001:00000000009BFA14 srwi r7, r6, 24 seg001:00000000009BFA18 lbz r3, 0(r3) seg001:00000000009BFA1C slwi r6, r6, 8 seg001:00000000009BFA20 addic r5, r5, -1 seg001:00000000009BFA24 xor r3, r7, r3 seg001:00000000009BFA28 cmpwi r5, 0 seg001:00000000009BFA2C slwi r7, r3, 2 seg001:00000000009BFA30 clrldi r3, r8, 32 seg001:00000000009BFA34 lwzx r7, r4, r7 seg001:00000000009BFA38 xor r6, r6, r7 seg001:00000000009BFA3C clrldi r6, r6, 32 seg001:00000000009BFA40 bne loc_9BFA10 seg001:00000000009BFA44 seg001:00000000009BFA44 loc_9BFA44: # CODE XREF: sub_9BF978+94j seg001:00000000009BFA44 mr r3, r6 seg001:00000000009BFA48 blr seg001:00000000009BFA48 # End of function sub_9BF978
Allowing us to edit the rosters with NO restrictions will prolong the life of this game for years to come. Also, I highly doubt EA is going to completely change the DB format for NHL14 so in most ways this will be compatible with the new game as well.
NHL 13 IMO is a solid game but I think 14 will fix a lot of the things that were annoying in 13. Things like the skating pivoting, not facing the right way/angle, PS3 load speeds, etc are all things that I hope are addressed in the new game.
For people that love GM mode like myself, this will be a big help for. GM mode ATM becomes very stale after about 5 seasons in this game because the draft classes are TERRIBLE. Player progression is COMPLETELY broken as well.
We pay $60 for this game year in/year out because this is the only option right now for hockey gaming fans. My goal in doing this is not to 'hack' the game but to make it a more enjoyable experience for those of us who do love hockey gaming.
Comment
-
Re: Coming Soon: NHL 13 Roster Editor (PS3)
The best bet for Hockey fans might be FHM 13 in September.Comment
-
Re: Coming Soon: NHL 13 Roster Editor (PS3)
Great work ReM. You're so close!
Some of us have posted about a Read-Only version of the Editor program, even if editing isn't yet possible. Exporting attributes would be a wonderful thing, beats going in the game just to check someone's attributes. Export statistics would make our website alive again.
Would that be feasible?Comment
-
Re: Coming Soon: NHL 13 Roster Editor (PS3)
Having read through the thread entirely, I know development has basically stalled on this and I realize how difficult the roadblock you've arrived at is, but I wanted to commend you on the work done, and the idea itself. If this tool were ever to become functional, I would literally weep for joy. There is a very large number of horrible things that I would probably do to have something like this available. With EA's annual hockey game virtually the only video game I play, you can imagine I do a lot of tinkering with rosters and edits and work arounds and CAPs trying to get my game as real as possible. This tool would be a game changer.Comment
-
Re: Coming Soon: NHL 13 Roster Editor (PS3)
Ah you're getting so close! Keep up the great work. There are a lot of us here rooting for you.
Like you, I want to prolong the fun of NHL 13 rather than waste £40 on a new iteration which won't be significantly different. If you're happy to share the code/structure if/when you figure out the CRC, I'm up for writing an XBox 360 editor.Webmaster of The Blue Line - Your #1 resource and forums for NHL Eastside Hockey Manager & Franchise Hockey Manager - http://www.ehmtheblueline.comComment
-
Unfortunately, still no updates. The main issue is that I can't see how that checksum/hash is generated. If this was a Windows based game this would have been finished a while ago. The only way around this is to disassemble the executable and figure out in ASM how it's being generated.
I have already done that. I have the PPC64 binary for the game disassambled. Problem is, I don't have a 'hacked' PS3. I need to get on that REBUG CFW so that I can dump the memory when the game is calling the function that is doing the hash checking.
I have the CRC function mapped out in ASM and it basically goes like this:
Code:seg001:00000000009BF978 # =============== S U B R O U T I N E ======================================= seg001:00000000009BF978 seg001:00000000009BF978 seg001:00000000009BF978 sub_9BF978: # CODE XREF: sub_9BFA50+94p seg001:00000000009BF978 # sub_9BFA50+A8p ... seg001:00000000009BF978 mr r6, r5 seg001:00000000009BF97C mr r5, r4 seg001:00000000009BF980 lis r4, 0x22B seg001:00000000009BF984 addic r4, r4, 0x1E90 seg001:00000000009BF988 lwz r7, 4(r4) seg001:00000000009BF98C cmpwi r7, 0 seg001:00000000009BF990 bne loc_9BFA08 seg001:00000000009BF994 lis r6, 0x4C1 # 0x4C11DB7 seg001:00000000009BF998 li r9, 0 seg001:00000000009BF99C ori r6, r6, 0x1DB7 # 0x4C11DB7 seg001:00000000009BF9A0 seg001:00000000009BF9A0 loc_9BF9A0: # CODE XREF: sub_9BF978+80j seg001:00000000009BF9A0 slwi r8, r9, 24 seg001:00000000009BF9A4 li r7, 8 seg001:00000000009BF9A8 seg001:00000000009BF9A8 loc_9BF9A8: # CODE XREF: sub_9BF978+68j seg001:00000000009BF9A8 clrrwi r10, r8, 31 seg001:00000000009BF9AC li r11, 0 seg001:00000000009BF9B0 slwi r8, r8, 1 seg001:00000000009BF9B4 subfc r10, r10, r11 seg001:00000000009BF9B8 xor r11, r8, r6 seg001:00000000009BF9BC cntlzw r10, r10 seg001:00000000009BF9C0 addic r7, r7, -1 seg001:00000000009BF9C4 sldi r10, r10, 58 seg001:00000000009BF9C8 subfc r8, r11, r8 seg001:00000000009BF9CC sradi r10, r10, 0x3F seg001:00000000009BF9D0 clrlwi r7, r7, 16 seg001:00000000009BF9D4 and r8, r10, r8 seg001:00000000009BF9D8 cmpwi r7, 0 seg001:00000000009BF9DC addc r8, r11, r8 seg001:00000000009BF9E0 bgt loc_9BF9A8 seg001:00000000009BF9E4 slwi r7, r9, 2 seg001:00000000009BF9E8 addic r9, r9, 1 seg001:00000000009BF9EC clrlwi r9, r9, 16 seg001:00000000009BF9F0 cmpwi r9, 0x100 seg001:00000000009BF9F4 stwx r8, r4, r7 seg001:00000000009BF9F8 blt loc_9BF9A0 seg001:00000000009BF9FC lis r6, -1 # 0xFFFFFFFF seg001:00000000009BFA00 ori r6, r6, 0xFFFF # 0xFFFFFFFF seg001:00000000009BFA04 clrldi r6, r6, 32 seg001:00000000009BFA08 seg001:00000000009BFA08 loc_9BFA08: # CODE XREF: sub_9BF978+18j seg001:00000000009BFA08 cmpwi r5, 0 seg001:00000000009BFA0C beq loc_9BFA44 seg001:00000000009BFA10 seg001:00000000009BFA10 loc_9BFA10: # CODE XREF: sub_9BF978+C8j seg001:00000000009BFA10 addic r8, r3, 1 seg001:00000000009BFA14 srwi r7, r6, 24 seg001:00000000009BFA18 lbz r3, 0(r3) seg001:00000000009BFA1C slwi r6, r6, 8 seg001:00000000009BFA20 addic r5, r5, -1 seg001:00000000009BFA24 xor r3, r7, r3 seg001:00000000009BFA28 cmpwi r5, 0 seg001:00000000009BFA2C slwi r7, r3, 2 seg001:00000000009BFA30 clrldi r3, r8, 32 seg001:00000000009BFA34 lwzx r7, r4, r7 seg001:00000000009BFA38 xor r6, r6, r7 seg001:00000000009BFA3C clrldi r6, r6, 32 seg001:00000000009BFA40 bne loc_9BFA10 seg001:00000000009BFA44 seg001:00000000009BFA44 loc_9BFA44: # CODE XREF: sub_9BF978+94j seg001:00000000009BFA44 mr r3, r6 seg001:00000000009BFA48 blr seg001:00000000009BFA48 # End of function sub_9BF978
Allowing us to edit the rosters with NO restrictions will prolong the life of this game for years to come. Also, I highly doubt EA is going to completely change the DB format for NHL14 so in most ways this will be compatible with the new game as well.
NHL 13 IMO is a solid game but I think 14 will fix a lot of the things that were annoying in 13. Things like the skating pivoting, not facing the right way/angle, PS3 load speeds, etc are all things that I hope are addressed in the new game.
For people that love GM mode like myself, this will be a big help for. GM mode ATM becomes very stale after about 5 seasons in this game because the draft classes are TERRIBLE. Player progression is COMPLETELY broken as well.
We pay $60 for this game year in/year out because this is the only option right now for hockey gaming fans. My goal in doing this is not to 'hack' the game but to make it a more enjoyable experience for those of us who do love hockey gaming.
Sent from my SCH-I535 using Tapatalk 2NHLREVAMPED - CO-CREATORREVAMPEDROSTERS-
NHL14 - http://goo.gl/rtEVLy
NHL13 - http://goo.gl/Gmb9sf
CYCLONIAC'S MUSIC PACK - http://goo.gl/oPQtZtComment
-
Re: Coming Soon: NHL 13 Roster Editor (PS3)
The guy who wrote NHL View suggests as though the CRC for the PS3 has already been figured out ( http://www.artemkh.com/index.php ):
January 2, 2013
Happy New Year everyone, especially to those who still visit this page. One day it will happen - new NHLView will see the light of day. Today is not that day, but some exciting news does come for PS3 owners. Recent developments in PS3 reverse engineering made it finally possible to decrypt and re-encrypt roster save files for NHL 11, 12 and 13 (previous save games were not encrypted). Now the only real obstacle left is time.Webmaster of The Blue Line - Your #1 resource and forums for NHL Eastside Hockey Manager & Franchise Hockey Manager - http://www.ehmtheblueline.comComment
-
Re: Coming Soon: NHL 13 Roster Editor (PS3)
The guy who wrote NHL View suggests as though the CRC for the PS3 has already been figured out ( http://www.artemkh.com/index.php ):
I get the impression that this CRC issue is not a problem for the XBox 360. I'm going to try experimenting later today. If there isn't an XBox CRC issues then I would be very interested indeed to see ReMiNiSc3's notes/code on the DB structure because I could get started on an XBox 360 editor (which I'd be happy to make open source if it would help ReMiNiSc3 and anybody else).
The CRC32 hash protects the data in each table. If you check out the SYS-DATA file for the PS3, you will see the structure.
The problem is the 32 bit hash near the header of the file. It is at offset 0x10 and is not calculated using the same parameters of the main CRC32.
The main CRC32 is calculated using:
POLY: 0x4C11DB7
INIT: 0xFFFFFFFF
XOR: 0
Check the attached image. You will see what I mean. I highlighted a small range of data and calculated the CRC using my hex editor and it matches the highlighted hash.
The first hash that is highlighted at 0x10 is the main problem. If I can figure out HOW that is generated, it will unlock the file allowing us to make whatever changes we want, re-encrypt it and send it back off to the PS3.
I am not sure about the structure of the XBOX roster file. I have heard of an MC02 format which I'm pretty sure somebody has developed something for. If that's the case, then you should already be able to edit NHL 13 rosters for the 360.
EDIT:
Also wanted to note that the other hash at 0x10 may not be a CRC32 hash. It could be some other proprietary 32 bit checksum or it could be just hashing a different range of data OR something else completely different. I've already tested Adler32 and Fletcher and no luck.Attached FilesLast edited by ReMiNiSc3; 07-15-2013, 08:43 AM.Comment
-
Re: Coming Soon: NHL 13 Roster Editor (PS3)
ReMiNiSc3, I don't know anything about the process to create this editor, but I do know that some of the guys over on the NBA 2k board were able to create one for that game. Now I know it's probably coded differently because it's not an EA Sports game, but I figured they might be a good resource for you.
I hope you get this done, I've been working on a roster for next season and this roster would make it perfect to tie up all the loose ends (contracts, draft years, birth years, etc.)Comment
-
Re: Coming Soon: NHL 13 Roster Editor (PS3)
I took a look at the XBox roster files but cannot see anything that would help me figure out the data structure. I can see the names and teams, but I can't figure out where the attributes are. Reminisc mentioned in his first post of the thread about encrypted rosters. I guess that's the problem with the XBox rosters too. I tried making a couple of attribute changes in NHL and then compared the rosters before and after with a hex editor and there were many bytes that were different - presumably because it is encrypted and/or compressed...Webmaster of The Blue Line - Your #1 resource and forums for NHL Eastside Hockey Manager & Franchise Hockey Manager - http://www.ehmtheblueline.comComment
Comment