In other words, correct me if I am wrong, with a few changes in the Cobra source, it would be perfectly feasible, easy even, to add subchannel data on the fly.
If so, only one question remains..
Does the emu itself handle that subchannel data?
Has someone tried running the emu with an official libcrypt protected CD in the BD drive? Does it work??
If the emu doesn't support the subchannel data, then it would be game over, too complicated to research then patch the emu to hook some of its functions when you have an alternative like ripping the discs with libcrypt & removing the protection altogether.
Yes it is feasible. As the payload size is limited to only 127KB, if the size of the code is too large, it may require to implement it in rawseciso or in ps3netsrv.
Maybe the emulator handles the subchannel data. However, I don't know if the subcode can be sent to the emulator process, since the current code in storage_ext.c only sends the user data (2352 bytes or 2048 bytes).
I think the ppf patch is an easier route.
Here are some links about the subject
https://consolecopyworld.com/psx/psx_protected_games.shtml
https://consolecopyworld.com/psx/psx_libcrypt_tutorial.shtml
EDIT:
I was wrong. storage_ext.c has a section that calculates the subchannelQ.
I managed to override the data sent with the subchannel data obtained from a LSD file. Now the LibCrypt protected games are playable reading the subchannel data from an external file without having to use ppf patches.
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