Talk:Online Connections
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<deroad> @eussNL there is a thing not written in the wiki (i can't access now, don't know why) http://xmb-e.dl.playstation.net/ <deroad> a guy told me that homebrews under PSN category sends this to sony: xmb-e.dl.playstation.net/xmb/l?env=np&serv=PSChannel&cc=us
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; }