mirror of
https://github.com/kalymos/PsNee.git
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327 lines
14 KiB
C++
327 lines
14 KiB
C++
// PPPPPPPPPPPPPPPP P P
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// P P PP P
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// P P P P P
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// P P P P P
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// P P P P P
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// P P P P P
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// P P P P P
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// PPPPPPPPPPPPPPPP PPPPPPPPPPP P P P PPPPPPPPPPP PPPPPPPPPPP
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// P P P P P P P
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// P P P P P P P
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// P P P P P P P
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// P P P P P P P
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// P PPPPPPPPPPPPPP P PP PPPPPPP PPPPPPP
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// P P P P P P
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// P P P P P P
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// P P P P P P
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// P P P P P P
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// P P P P P P
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// P P P P P P
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// PPPPPPPPPPPP P P PPPPPPPPPPP PPPPPPPPPPP VERSION 6!
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//UPDATED AT MAY 14 2016, CODED BY THE FRIENDLY FRIETMAN :-)
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//PsNee, an open source stealth modchip for the Sony Playstation 1, usable on
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//all platforms supported by Arduino, preferably ATTiny. Finally something modern!
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//--------------------------------------------------
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// TL;DR
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//--------------------------------------------------
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//Look for the "Arduino selection!" section and verify the target platform. Hook up your target device and hit Upload!
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//BEWARE: when using ATTiny45, make sure the proper device is selected (Extra=>Board=>ATTiny45 (internal 8MHz clock))
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//and the proper fuses are burnt (use Extra=>Burn bootloader for this), otherwise PsNee will malfunction. A tutorial on
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//uploading Arduino code via an Arduino Uno to an ATTiny device: http://highlowtech.org/?p=1695
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//Look at the pinout for your device and hook PsNee up to the points on your Playstation.
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//--------------------------------------------------
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// General info!
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//--------------------------------------------------
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//PLAYSTATION 1 SECURITY - HOW IT DOES IT'S THING:
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//Sony didn't really go through great lenghts to protect it's precious Playstation
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//from running unauthorised software; the main security is based on a simple ASCII
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//string of text that is read from a part of an original Playstation disc that cannot
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//be reproduced by an ordinary PC CD burner.
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//As most of you will know, a CD is basically a very long rolled up (carrier) string in which very
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//little pits and ehm... little not-pits are embedded that represent the data stored on the disc.
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//The nifty Sony engineers did not use the pits and stuff to store the security checks for
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//Playstation discs but went crazy with the rolled up carrier string. In an ordinary CD, the
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//string is rolled up so that the spacing between the tracks is as equal as possible. If that
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//is not the case, the laser itself needs to move a bit to keep track of the track and
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//reliably read the data off the disc.
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//If you wonder how the laser knows when it follows the track optimally: four photodiodes, light
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//intensity measurement, difference measurements, servo. There.
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//To the point: the Sony engineers decidedly "fumbled up" the track of sector 4 on a Playstation
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//disc (the track was modulated in nerd-speak) so that the error correction circuit outputs a
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//recognisable signal, as the laser needs to be corrected to follow the track optimally.
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//This output signal actually is a 250bps serial bitstream (with 1 start bit and 2 stop bits) which
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//in plain ASCII says SCEA (Sony Computer Entertainment of America), SCEE (Sony Computer Entertainment
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//of Europe) or SCEI (Sony Computer Entertainment of Japan), depending on the region of the disc inserted.
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//The security thus functions not only as copy protection, but also as region protection.
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//The text string from the disc is compared with the text string that is embedded in the Playstation
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//hardware. When these text strings are the same, the disc is interpreted to be authentic and from
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//the correct region. Bingo!
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//HOW THE MODCHIP TRICKS THE PLAYSTATION:
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//The modchip isn't all that of a complicated device: clever reverse engineers found the point on the
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//Playstation motherboard that carried the text string from the disc and found a way to temporarily block
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//this signal (by grounding an input of an op-amp buffer) to be able to inject the signal from the modchip
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//The modchip injects after about 1500ms the text strings SCEE SCEA SCEI on the motherboard point and stops
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//with this after about 25 seconds. Because all the possible valid region options are outputted on the
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//motherboard the Playstation gets a bit confused and simply accepts the inserted disc as authentic; after all,
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//one of the codes was the same as that of the Playstation hardware...
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//Early modchips applied the text strings as long as power was applied to them, whereby later Playstation
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//software could detect whether a modchip was installed. This is circumvented in this application by idling the
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//modchip after about 25 seconds. The text strings are only tranmitted again when the CD lid is opened and closed
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//again, to enable playing multi-disc games. This is also called a stealth modchip in marketing-speak.
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//--------------------------------------------------
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// New in this version!
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//--------------------------------------------------
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//A lot!
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// - The PAL SCPH-102 NTSC BIOS-patch works flawlessly! For speed reasons this is implemented in bare
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// AVR C. It is functionally identical to the OneChip modchip, this modchip firmware was disassembled,
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// documented (available on request, but written in Dutch...) and analyzed with a logic analyzer to
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// make sure PsNee works just as well.
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// - The code now is segmented in functions which make the program a lot more maintable and readable
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// - Timing is perfected, all discs (both backups and originals of PAL and NTSC games) now work in the
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// PAL SCPH-102 test machine
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// - It was found out that the gate signal doesn't havbe to be hooked up to a PAL SCPH-102 Playstation
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// to circumvent the copy protection. This is not tested on other Playstation models so the signal still
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// is available
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// - The /xlat signal is no longer required to time the PAL SCPH-102 NTSC BIOS-patch
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// - Only AVR PORTB is used for compatibility reasons (almost all the AVR chips available have PORTB)
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//--------------------------------------------------
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// Pinouts!
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//--------------------------------------------------
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//FOR ARDUINO UNO (WITH ATMEGA328):
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// - Arduino pin 8 = data = ATMega pin 14
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// - Arduino pin 9 = gate = ATMega pin 15
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// - Arduino pin 10 = lid = ATMega pin 16
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// - Arduino pin 11 = biosA18 = ATMega pin 17
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// - Arduino pin 12 = biosD2 = ATMega pin 18
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//FOR ATTINY25/45/85:
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// - Arduino pin 0 = data = ATTiny pin 5
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// - Arduino pin 1 = gate = ATTiny pin 6
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// - Arduino pin 2 = lid = ATTiny pin 7
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// - Arduino pin 3 = biosA18 = ATTiny pin 2
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// - Arduino pin 4 = biosD2 = ATTiny pin 3
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//--------------------------------------------------
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// Includes!
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//--------------------------------------------------
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#include <Flash.h>
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//--------------------------------------------------
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// Arduino selection!
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//--------------------------------------------------
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#define ATTINY //Make that "#define ARDUINO_UNO" if you want to compile for Arduino Uno instead of ATTiny25/45/85
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#ifdef ARDUINO_UNO
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//Pins
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int data = 8; //The pin that outputs the SCEE SCEA SCEI string
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int gate = 9; //The pin that outputs the SCEE SCEA SCEI string
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int lid = 10; //The pin that gets connected to the internal CD lid signal; active high
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int biosA18 = 11; //Only used in SCPH-102 PAL mode
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int biosD2 = 12; //Only used in SCPH-102 PAL mode
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int delay_ntsc = 2350;
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int delay_between_bits = 4;
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int delay_between_injections = 74;
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#endif
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#ifdef ATTINY
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//Pins
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int data = 0; //The pin that outputs the SCEE SCEA SCEI string
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int gate = 1;
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int lid = 2; //The pin that gets connected to the internal CD lid signal; active high
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int biosA18 = 3; //Only used in SCPH-102 PAL mode
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int biosD2 = 4; //Only used in SCPH-102 PAL mode
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int delay_ntsc = 2400;
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int delay_between_bits = 4;
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int delay_between_injections = 68;
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#endif
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//--------------------------------------------------
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// Global variables!
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//--------------------------------------------------
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//None, just like it should be!
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//--------------------------------------------------
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// Seperate functions!
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//--------------------------------------------------
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void NTSC_fix()
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{
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//Make sure all pins are inputs
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DDRB = 0x00;
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//Wait until just before the pulse on BIOS A18 arrives
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delay(delay_ntsc);
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//...And wait here until it actually happened
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while(!(PINB & B00001000))
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{
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; //Wait
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}
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delayMicroseconds(12);
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PORTB = B00000000;
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DDRB = B00010000;
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delayMicroseconds(5);
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DDRB = 0x00;
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}
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void inject_SCEE()
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{
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//SCEE-array // Start Data Stop
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FLASH_ARRAY (boolean, SCEEData, 1,0,0,1,1,0,1,0,1,0,0,1,0,0,1,1,1,1,0,1,0,0,1,0,1,0,1,1,1,0,1,0,0,1,0,1,0,1,1,1,0,1,0,0); //SCEE: 1 00110101 00, 1 00111101 00, 1 01011101 00, 1 01011101 00 44 bits total
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int bit_counter;
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for (bit_counter = 0; bit_counter < 44; bit_counter = bit_counter + 1)
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{
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if (SCEEData[bit_counter] == 0)
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{
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pinMode(data, OUTPUT);
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digitalWrite(data, 0);
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delay(delay_between_bits);
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}
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else
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{
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pinMode(data, INPUT); //We make the data pin high-impedance to let the pull-up of the Playstation motherboard make a 1
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delay(delay_between_bits);
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}
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}
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pinMode(data, OUTPUT);
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digitalWrite(data, 0);
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delay(delay_between_injections);
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}
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void inject_SCEA()
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{
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//SCEE-array // Start Data Stop
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FLASH_ARRAY (boolean, SCEAData, 1,0,0,1,1,0,1,0,1,0,0,1,0,0,1,1,1,1,0,1,0,0,1,0,1,0,1,1,1,0,1,0,0,1,0,1,1,1,1,1,0,1,0,0); //SCEA: 1 00110101 00, 1 00111101 00, 1 01011101 00, 1 01111101 00
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int bit_counter;
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for (bit_counter = 0; bit_counter < 44; bit_counter = bit_counter + 1)
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{
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if (SCEAData[bit_counter] == 0)
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{
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pinMode(data, OUTPUT);
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digitalWrite(data, 0);
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delay(delay_between_bits);
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}
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else
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{
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pinMode(data, INPUT); //We make the data pin high-impedance to let the pull-up of the Playstation motherboard make a 1
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delay(delay_between_bits);
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}
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}
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pinMode(data, OUTPUT);
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digitalWrite(data, 0);
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delay(delay_between_injections);
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}
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void inject_SCEI()
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{
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//SCEE-array // Start Data Stop
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FLASH_ARRAY (boolean, SCEIData, 1,0,0,1,1,0,1,0,1,0,0,1,0,0,1,1,1,1,0,1,0,0,1,0,1,0,1,1,1,0,1,0,0,1,0,1,1,0,1,1,0,1,0,0); //SCEI: 1 00110101 00, 1 00111101 00, 1 01011101 00, 1 01101101 00
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int bit_counter;
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for (bit_counter = 0; bit_counter < 44; bit_counter = bit_counter + 1)
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{
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if (SCEIData[bit_counter] == 0)
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{
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pinMode(data, OUTPUT);
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digitalWrite(data, 0);
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delay(delay_between_bits);
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}
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else
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{
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pinMode(data, INPUT); //We make the data pin high-impedance to let the pull-up of the Playstation motherboard make a 1
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delay(delay_between_bits);
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}
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}
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pinMode(data, OUTPUT);
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digitalWrite(data, 0);
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delay(delay_between_injections);
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}
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void inject_multiple_times(int number_of_injection_cycles)
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{
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int cycle_counter;
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for(cycle_counter = 0; cycle_counter < number_of_injection_cycles; cycle_counter = cycle_counter + 1)
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{
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inject_SCEE();
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inject_SCEA();
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inject_SCEI();
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}
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}
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void inject_playstation()
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{
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//Variables
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int loop_counter;
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//Code
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NTSC_fix();
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delay(6900);
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digitalWrite(data, 0);
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pinMode(data, OUTPUT);
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delay(100);
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pinMode(gate, OUTPUT);
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digitalWrite(gate, 0);
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for (loop_counter = 0; loop_counter < 25; loop_counter = loop_counter + 1)
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{
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inject_SCEE();
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}
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pinMode(gate, INPUT);
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pinMode(data, INPUT);
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delay(11000);
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pinMode(gate, OUTPUT);
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digitalWrite(gate, 0);
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for (loop_counter = 0; loop_counter < 60; loop_counter = loop_counter + 1)
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{
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inject_SCEE();
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}
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pinMode(gate, INPUT);
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pinMode(data, INPUT);
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}
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//!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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//--------------------------------------------------
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// Setup function - execution starts here!
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//--------------------------------------------------
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void setup()
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{
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inject_playstation();
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}
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//----------------------------------------------------------------
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// Loop function - executes after the initial injection cycle
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//----------------------------------------------------------------
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void loop()
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{
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if(lid == 0)
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{
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while(lid != 1); //Wait until the lid is closed again (after being opened) to initiate a new injection cycle
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inject_playstation();
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}
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}
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