alexfree
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  • Hey, sorry to bother you. I'm trying to do some reverse engineering of a PS1 game called Bugs Bunny & Taz Time Busters and I would like to ask you if you can give me some tips on reverse engineering PS1 games.
    Basically I'm trying to reverse engineer how the game reads and decompresses ".BZZ" files but I'm stuck at figuring out how the PS1 reads files on the disc, I think it's not with filenames. Thanks in advance.
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    alexfree
    alexfree
    Then you have 0x04 of EDC, which is a checksum you also don't care about (the psx uses it to make sure the read was done correctly). Next is 0x114 bytes of ECC, or error correct code which will try to be used if the ErrorDetectionCheck (EDC) mismatched to fix the sector read. Then finally your at the next sector.
    alexfree
    alexfree
    Same thing, 0x18 bytes of sync data, 0x800 bytes of actual game data, then 0x04 bytes of EDC, then 0x114 bytes of ECC. Of course if you use something like cdmage and just extract the file you shouldn't have to worry about all of this, but I hope that helps. It might be worth looking at no $ psx spx to see if anything has been documented on that format. Hopefully the format isnt encrypted (highly doubt it).
    alexfree
    alexfree
    Sorry about splitting it up, messages are limited to 420chars with a time limit on this profile page posting. The other way is using the actual "iso" style file listing with the bios funcs, seeing what the format says the file/dir is. Hardcoded lba was a performance optimization because the psx bios was a disaster in performance/speed. PM for my email
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