Talk:Online Connections
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[edit] Ports
http://portforward.com/cports.htm
[edit] 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 |
[edit] 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...
[edit] 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);
}
[edit] 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
[edit] 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;
}