Talk:Online Connections

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Revision as of 03:01, 12 September 2012 by Foo (talk | contribs) (4.00 passphrase?)
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Ports

http://portforward.com/cports.htm

3.55 spoofed with jailbait SEN/PSN enabler

http://www.ps3hax.net/showthread.php?t=38472&page=18

Title Status Remarks
Army of Two the 40th day Yes
Battlefield 1943 (PSN) Yes
Battlefield BC2 Yes work with last update (1.05)
Battlefield 3 Yes only invite
Blur Yes
Borderlands Yes
Burnout Paradise and DLC (PSN) Yes
Burnout Yes
Call of Duty 4 Yes
Call of Duty Black Ops No param.sfo edit app version to 1.13
Call of Duty Modern Warfare 2 Yes Needs update 1.12
Call of Duty Modern Warfare 3 (TB) No
Call of Duty World At War Yes
Call of Juarez: Bond by Blood Yes
Crash Bandicot (PSN) Yes
Crysis 2 Yes
Dead Rising 2 Yes
Dead Space 2 Yes
Dragon Ball Raging Blast 2 Yes
Far Cry 2 Yes
FIFA11 Yes
FIFA12 Yes param.sfo edit app version to 1.07 (that way hard to find match!) OR backup EBOOT.BIN & fifazf.self (leave param.sfo original), update game to 1.06 replace EBOOT.BIN & fifazf.self with backuped one. (That way it found matches quickly BUT! for me fifa lags ALOOOT in both kick off and online head to head, controls lags, replay lags like 2 FPS .... )
Fifa Street (TB) Yes
GTA IV Yes
Homefront Yes
Infamous 2 No
Killzone 2 Yes
Killzone 3 No
Little Big Planet GOTY Yes
Lara Croft: Guardian of Light Yes
Marvel Ultimate Alliance 2 Yes
Marvel vs Capcom 3 Yes
MK vs Dc Yes
Mortal Kombat 9 Yes
Naruto Ultimate Ninja Storm 2 Yes
NBA 2k11 Yes
NBA 2k12 No
Need for Speed Hot Pursuit No
Need for Speed Undercover No
PES11 Yes
PES12 Yes
Pure Yes
Red Dead Redemption: Undead Nightmare Yes work with last update
Rage Yes Join?
Resident Evil 5 Gold edition Yes
Ridge Racer 7 Yes
Saints Row 2 Yes
Singularity Yes
Smackdown vs RAW 2011 Yes
Tekken 6 Yes
Top Spin 4 No
Transformers: War For Cybertron Yes Update 1.01
Tron: Evolution Yes Update 1.02
Uncharted 3 No Update does not work
Unreal Tournament 3 Yes Update 2.00
Virtual Tennis 4 Yes
White Knight Chronicles Yes Update 1.01
WWE All Stars Yes
Yes
Yes
No
No

Passphrase, ID, Sig

So a little bit about the passphrase and ID... the passphrase is 128 bytes encrypted.

SceNpCommunicationId communication_id = {
		{'N','P','X','S','0','0','0','0','5'},
		'\0',
		0,
		0
};

SceNpCommunicationPassphrase communication_passphrase = {
	{
		0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
		0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
		0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
		0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
		0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
		0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
		0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
		0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
		0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
		0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
		0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
		0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
		0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
		0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
		0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
		0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa
	}
};


SceNpCommunicationId *get_np_communication_id(void)
{
	return &communication_id;
}

SceNpCommunicationPassphrase *get_np_communication_passphrase(void)
{
	return &communication_passphrase;
}

I shouldn't really have to explain this but just in case...

ID

static const SceNpCommunicationId s_communication_id = {
	{'N','P','X','S','0','0','0','2','7'},
	'\0',
	0,
	0
};

This is the format in which the NP ID will be displayed (don't know much about it).

The request for the ID is very simple:

const SceNpCommunicationId* NpConf::npCommId(int i)
{
	(void)i;
	return(&s_communication_id);
}

Passphrase

As we know it's 128 bytes encrypted. Displayed like so...

static const SceNpCommunicationPassphrase s_communication_passphrase = {
	{
		0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
		0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
		0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
		0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
		0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
		0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
		0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
		0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
		0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
		0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
		0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
		0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
		0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
		0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
		0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
		0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,0xaa
	}

};

The auth is as simple as the IDs.

const SceNpCommunicationPassphrase* NpConf::npCommPassphrase(int i)
{
	(void)i;
	return(&s_communication_passphrase);
}


Also, this a encrypted passphrase (maybe) from 4.00 it's taken from the same format in the code above but there's a lot more characters...

8dade4164f15e26e323668124aa89083b44414c66db2bddcc0ef67f6ca4c1eedc364db4800b62d63e5ecb33e2a1b4db4edc1ee3802a042f06d600eb5cb40236cefcda6136c5a26dd624a1a2fc197b25a4a3b06660f0d3f44bf538971089e44a91169f062c6743dd701f90f256ab5ab539dc943e057303559f66057b39e49b661

Sig

Digital Signature (know nothing about it).

Not sure how it's displayed but it's auth is simple.

const SceNpCommunicationSignature* NpConf::npCommSig(int i)
{
	(void)i;
	return 0;
}