01-17-2014, 03:45 PM
(01-17-2014, 11:33 AM)popsdeco Wrote:(01-16-2014, 03:06 PM)Hykem Wrote:Oh oh oh... Should I switch sce functions to this?(01-16-2014, 09:35 AM)popsdeco Wrote: Thank you so much... But as I said before I don't have test environment of jpcsp.
Do savedatas from r3436 are working on real PSP?
Unfortunately I couldn't test the changes with a real PSP (I currently don't have mine available). But I did compare the hashing algorithm with PPSSPP and the results appear identical (using the same SHA-1 seed, otherwise the results would always be random).
https://github.com/hrydgard/ppsspp/blob/...hnnlsv.cpp
Though it seems I still use savedata side functions from jpcsp :p
Right now the algorithm is exactly the same for PPSSPP and JPCSP, but since you're writing the application in C/C++ I strongly recommend using the PPSSPP code because it is much easier to adapt (specially since it was written to use the kirk-engine). The only differences are in the second PARAM.SFO hash, because JPCSP tries to generate it while PPSSPP can't. However, this hash may not be necessary at all and I'm currently only investigating it due to some games having issues with SAVEDATA authentication (e.g.: God Eater 2).