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 Post subject: Hacking Day 1
PostPosted: Sun Oct 15, 2006 11:22 am 
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Alright. I have been told this is impossible by many people. Many many people actually, but then someone told me to come here and pose the challenge to you guys.

There must be some program that can be used to edit pre-existing and/or create new Day 1 files to load onto your Codebreaker. Think of the time it would save. Insted of entering 100 lines of cheats, copy and paste them on the comp, put them on a pen drive and zip! loaded and ready to play!

So what do you think? Any possible way to open these things up and put our own shit into them?


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PostPosted: Sun Oct 15, 2006 11:29 am 
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Title: All in a day's work.
Day 1 files use a digital signature. It is technically not possible to fake a signature reliably within the given time of the rest of the universe.

I believe Codebreaker uses the SHA1 algorithm for these things, which does have some weaknesses considering time-memory-tradeoff and such, but it's still unlikely to actually work. You can read more about digital signatures and why they are so secure on Wikipedia.

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PostPosted: Sun Oct 15, 2006 11:31 am 
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That REALLY sucks.. I have like 160 lines of cheats to enter then x_X

Thanks anyway..


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PostPosted: Sun Oct 15, 2006 12:38 pm 
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this is exactly why they should update there day 1 files to include all the codes for every game.


that would hoever be far too time consuming.

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PostPosted: Sun Oct 15, 2006 1:01 pm 
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Title: All in a day's work.
I disagree: In all likelyhood, they use a program to automatically create the code lists. And if not, it would be trivial to write one.

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PostPosted: Sun Oct 15, 2006 1:54 pm 
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yeah thats true I forgot that they had such a program in place. They really should make updated lists of the day1 files.

In fact I'm going to post that on the cmgsccc message boards back in a few.

okay it's done. how much you want to bet they tell me to go fuck myself?

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PostPosted: Sun Oct 15, 2006 6:51 pm 
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If we are talking about day 1 files for the PS2 then I do not understand the problem. You can put the day 1 file on the pen drive and load it into codebreaker from there in the ps2. The codebreaker disc will read the file from the pen drive plugged into the ps2's usb port.


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PostPosted: Sun Oct 15, 2006 8:21 pm 
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the problem is the files have only about 1/8 of the total number of codes they have for that game.

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PostPosted: Mon Oct 16, 2006 4:54 am 
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I thought misfire was planning on cracking the CB to accept Day1 saves without the digital signature.

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Quote:
<ThePhantom> What, would you prefer I keep track of it with fucking binary shifting, like you probably did? Hell no.
<ThePhantom> A hedgehog's asshole could understand my code, N-O-B-O-D-Y B-U-T Y-O-U C-A-N U-N-D-E-R-S-T-A-N-D Y-O-U-R-S
<Parasyte> Nobody has to understand it
<Parasyte> Plus, bitwise shifting owns
<Parasyte> A lot
<ThePhantom> Nobody has to understand it?
<Parasyte> Correct...
<ThePhantom> Write code like it's for your job, ass. :P
<Parasyte> No way.
<ThePhantom> Either provide fucking documentation or don't write it like a deranged circus chimp on crack.


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PostPosted: Mon Oct 16, 2006 10:24 am 
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Title: All in a day's work.
He did do so. But it's useless for people without a modchip who want to use their original CB.

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PostPosted: Mon Oct 16, 2006 11:24 am 
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Wasn't he looking into a way of doing it with a code? I wonder if that'd work.


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