- Added massive PSX.EXE Game ID support update thanks to @Ronniesahlberg. All known PSX.EXE games should be working with GameID now.
- Improved build documentation with some additional information I think anyone who wants to take a look at the code would like. Also added a necessary dependency (glibc static to both fedora and debian make deps).
Changes:
Reverted ps1packer to commit f264aa053095f949e4b16ae40a64dd6cff9ac04b, fixing save game exploits and gshax entrypoints that were not working in v1.6.0 and v1.6.1.
Added save game exploit for No Fear Downhill Mountain Bike Racing thanks to @ChampionLeake.
Enabled 80 Minute Assist for all consoles, to help boot 80 Minute CD-Rs better.
Changes:
* Removed previous mis-information about Dino Crisis (Japan Demo) being able to be unlocked to the full game. This doesn't seem real so removing it.
Changes:
- Improved the game-id.md documentation. I now have made mu own custom firmware which works better then any other for FreePSXBoot exploit using a BitFunxMemCard Pro.
- Addie no Okurimono: To Moze from Addie APv2 protection bypass and PAL BIOS protection bypass! AFAIK no one has ever been able to play this on a PAL console before now. This is an EDC protected game as well though so make sure you are using either PlayStation Disc Burner in raw mode or Alcohol 120% in protected mode (SafeDisc v1 equievelent) to burn it. This game is the first to introduce MottZilla's idea of the 'PS-EXE' write system, where for some anti-piracy bypasses we don't need to use GameShark codes at all but rather can patch the loaded EXE in RAM.
- J.League Jikkyou Winning Eleven 2000 APv2 bypass implemented!
- Dino Crisis 2 Japan Demo features APv2 anti-piracy protection, which was already handled by previous versions of Tonyhax International. Something else very interesting related to it however recently came to my attention in this YouTube video. This demo contains an earlier beta build of the entire game. Saving and loading even work, with the idea that one could buy the full retail game on release and continue your progress. The only limitation is a 45 minute timer. Well back in the day Unicorngoulash discovered this and created a GameShark code disabling the timer. Capcom never released a demo of a full build limited by a timer ever again after that. And now, this is enabled in Tonyhax International when booting that demo disc by default!
- The Tonyhax International GameShark Generator (THIGSGEN) has grown up and become it's own separate project (found here) that is no longer bundled with the Tonyhax International releases. This is simply because I am now supporting Mac OS, and I can't cross compile for the Mac OS targets I want from Linux all in one go in the way I want it to work with the Tonyhax International build system currently. Please download it at https://github.com/alex-free/tonyhax-international-gameshark-generator. Perhaps other PSX soft-mods want to use the same format and can now link to a separate GameShark code save file generator program as well? I think this is for the best.
- Added additional anti-piracy related info to the documentation thanks to @Sukotto-1999! If anyone has more info they can add to expand the knowledge there, please open a Github issue.
- Updated submodules for mkpsxiso, psexe2rom, gshax-tool, and psn00bsdk-builder.
- Updated F.A.Q. question Why does the DuckStation emulator say backdoor failed when using the boot cd? with a new link. I really hope Stenzneck fixes this bug in DuckStation eventually. Using an old DuckStation version forever is not ideal.
- Updated additonal-games.md, as socram8888 has added many of the previously Tonyhax International only fixes to the main Tonyhax.
- Fixed missing zlib-static dependency not being installed by make deps on Linux distributions with the dnf package manager such as Fedora.
- Improved make deps rule by making it GNUMake native. No more executing bash scripts to install dependencies.
Changes:
- Added an APv2 anti-piracy bypass for GeGeGe no Kitarou: Gyakushuu! Youma Daikessen (Japan). This is one of the rarest PS1 games.
Changes:
- The loader now resets memory card/controller polling to a clean state during initial start up. This fixes a bug that caused the ROM entrypoint to not detect GameID devices, since the BIOS is initializing the memory cards and controllers so close to the loader taking over execution from the BIOS. Thank you @kimbapslice for bringing this bug to my attention and testing the fixes.
Changes:
- Bug fix: v1.5.6 introduced a regression that caused some games to send an empty GameID string. This has been addressed with better boot file parsing for GameID.
Changes:
- Now that I actually have a GameID compatible device (Bitfunx PSXMemCard), I was able to further test GameID support (which was originally developed and then tested by others before implementing it into the official releases). I noticed that for some games which do not have the boot file in the root directory (i.e. TEKKEN3\SLUS_004.02;1) the extremely long filename causes some invalid characters in the index.txt of the GameID device. This is just a visual thing, and didn't impact any functionality of GameID or the save files themselves. This was fixed so that Tonyhax International now strips any parent directories and only sends the boot file name itself (i.e.SLUS_004.02;1) instead during GameID transmission.
- Similar to above, I also noticed that early Japanese PSX.EXE titles were sending only the serial product code and ending (i.e 000.01;1 for Ridge Racer (Japan)) as the GameID, and that is what was written in the index.txt. Again, while this doesn't impact any functionality of GameID or the saves, it's not correct so now Tonyhax International sends the fully reconstructed boot file properly (i.e. SLPS_000.01;1).
- Please note that due to the above 2 changes, you may need to edit your index.txt file on your GameID device if you used a game that was affected, to point to the game's memory card image generated by a previous version of Tonyhax International. You will not need to do this again for future Tonyhax International updates.
- GameID devices are now detected earlier in the Tonyhax International loader. The reason for this is if you use the FreePSXBoot exploit on a GameID device, you don't need to remove the GameID device from the console before booting a game (since GameID switches the memory card image), unlike normal FreePSXBoot memory cards. The REMOVE THE FREEPSXBOOT MEMORY CARD FROM YOUR CONSOLE... BEFORE BOOTING ANY GAME! now does not show if you have a GameID device in slot 1 of the console for the FreePSXBoot method.
- Updated FreePSXBoot documentation with info on how to use it with GameID compatible memory cards.
- Updated GameID documentation with instructions on how to use a Bitfunx PSXMemCard with GameID.
- Improved the PS2 Hardware bug software-based fix documentation.
- Cleaned up the Tonyhax vs Tonyhax International diff to be more clear about code changes in comparison to the original Tonyhax loader.
- Fixed GameID support for Eisei Meijin (Japan) (Rev 1) (thanks to the bug report by @sh06un). Added support for a few more PSX.EXE titles as well, and updated my library with more documentation.
- GameID detection happens quicker now then before.
Changes:
- Improved GameID support. More (nearly all) PSX.EXE games are now supported for GameID by my new library (please use it Unirom people!). MemCardPro 2 now works, fixed all timing issues related to talking with GameID. Big thanks to everyone who reports issues and helped with testing.
- Due to user request, I have re-introduced a new and improved PS2 hardware bug software fix for 80 minute CD-Rs with additional info.
- Modified RAM layout to handle a larger EXE decompressed by Nicholas Noble's brilliant PS1 packer.
- Jikkyou Powerful Pro Yakyuu '95 (Japan) (Rev 0) now works again, as it did in v1.5.2 and below.
- Added better debug variables/settings for use by myself during testing.