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Home Page: http://www.bucanero.com.ar/
License: GNU General Public License v3.0
Apollo Save Tool (PSP)
Home Page: http://www.bucanero.com.ar/
License: GNU General Public License v3.0
As the title says.
There is also an issue that you cant get the decryption keys from games if you launch them from ef0 as well (even if you have the save on ms0).
Enable background music playback
Check Media engine library: https://github.com/IridescentRose/MElib
When I open a PSP save to make changes, O goes back to the main savedata list, then O from the list goes back to Apollo's main menu.
When I open a PS1 save to make changes, O goes straight back to Apollo's main menu.
It's also a little confusing with PS1 saves mixed in with PSP saves, e.g. I have 1 PSP savedata for Final Fantasy VII with 2 internal save files, but Apollo displays this as 3 PS1 saves in the list. Would it be possible to nest PS1 save management under the master PS1 savedata?
As Apollo is capable of backing up PSP saves, I was wondering if I could request a feature: archival of saves? TL;DR the ability to move saves from the savedata folder and store them elsewhere with a unique identifier, and restore them.
Most PSP games are capable of making loads of savegames. So you can have multiple story runs saved simulatenously. However, many also do not differentiate between savegames; there is no player name, and the savegame only presents basic information such as story completion percentage, chapter name, etc. - this makes it easy to accidentally overwrite an old story run. For example, Daxter: I have an old story run with some unique "Pokemons" captured, and a more recent story run with different "Pokemons". I have to be very careful when saving the game to overwrite the correct save, depending on which I'm playing, as the Save Game doesn't give me anything other than 89% game completion, date of last save (changes each time the game is saved) and the game map location. It would help if I was able to put different usernames, e.g. Darthagnon for one savegame, JoeBloggs for another, but the game does not offer this feature. The same applies to a lot of other PSP games, most that give players the system menu to save by. Games that use Monster Hunter-style saving (only 1 savegame allowed, system save menu is never presented to the user), or others that prompt for a player name, don't have this issue.
In a menu listing the current savegames on the PSP, it would be nice if we could go into options for a particular savegame and archive it. What this does is move the save file to, say, ms0:/PSP/ARCHIVE/GameName_PersistentRandomUniquePhrase/
or GameName_UserSpecifiedPhrase
. It is no longer present in the SAVEDATA folder, so the game cannot find it. This would allow saving historical runs without having to fiddle with files and folders on a PC or PSP file manager. For example, I could archive my 2012 Daxter run as ms0:/PSP/ARCHIVE/Daxter_HippoSnake/
or ms0:/PSP/ARCHIVE/Daxter_Darth2012/
, and now when I save Daxter for my new run, there is no worry of accidentally saving over the old game.
Restoration of archived games would also be useful, so a list of archived games from which there is the option to restore the savedata could be used. I imagine some additional metadata would also be needed, so that Apollo knows the difference between Daxter_HippoSnake
from 2012 and Daxter_WombatHorse
from 2023 and can swap them out accordingly.
This feature could be even more useful on more recent consoles' versions of Apollo, e.g. PS3, PS Vita and PS4 all tend to have single savegames per game, rather than the multiple used on the PSP, making it impossible to start a clean run without deleting your save (or painstakingly moving it elsewhere with a file manager and remembering that PCS001234
means Game X).
Maybe I'm overthinking, or haven't used Apollo enough, but is it possible to do something like this already, with the tools already in Apollo?
once #6 is ready, enabling the URL downloader option should be a quick win.
app installation path (/PSP/GAME/APOLLO
) is currently hard-coded, but users with custom category plugins might want to install in a different folder.
Using Apollo PSP on my Vita, works perfectly. Using the O to exit function on my PSP 3000, though, crashes the PSP after the fadeout animation.
Are there debug logs generated somewhere I can provide?
PSP 3003, 6.60 PRO-C1 fix 3
As reported on Discord, ARK uses 1 file for all plugins (plugins.txt
). its csv i.e:
vsh, ms0:/seplugins/cxmb/cxmb.prx, on
A quick patch would be to check if plugins.txt
exists, then use it and assume ARK cfw; if not, then go with regular game.txt
based on system settings
Monster Hunter Freedom Unite/Portable 2nd G had downloadable quests. However, the savegame could only hold around 6 quests at a time, meaning you'd have to connect to the internet to replace quests.
FUComplete is a game mod project for Freedom Unite that is able to embed all DLC quests into the game by some black magic. Before that, we had to use the MHFU Save Tools to download quest files and embed them offline into our savegames.
I was wondering if some function like this could be added to Apollo PSP?
Save game keys to decrypt PSP save-games.
Users are welcome to submit dumped keys, either binary files or fingerprint results from Apollo.
NPJH70001=60cf88e45f1a49f1f958d9b82064d283
NPJH70002=60cf88e45f1a49f1f958d9b82064d283
NPUG80325=456E6372797074314D6532506C7A3300
UCUS98653=456E6372797074314D6532506C7A3300
ULES00262=01AF6F00020070D52E2412C7E1FF83BA
ULUS10104=47474a47414d4549444143534e554d00
ULUS10244=d88ea9782d50e4659885a2642eeee9cc
ULUS10455=307830312c307865662c307836662c30
ULUS10495=01af6f00020070d52e2412c7e1ff83ba
ULUS10519=01fa6f00020007d5e22412c71eff83ab
ULUS10567=7d7a0339d82e05e56e5cdcc5e1cbdc6d
Some games on the PSP have "Install Data", which originally was a Memory Stick cache of uncompressed UMD data to speed disk loading times. These days, most people use EBOOTs/ISO/CSO running off the memory stick, so there is no speed bonus for using install data. However, some games lock features behind install data.
Example 1: Monster Hunter Freedom Unite requires you to press SELECT to view weapon previews in the shop. However, if you have Install Data (500mb), then the previews appear automatically.
Example 2: MGS Peace Walker locks Codec conversations of some sort behind having install data.
I was wondering if there was a way of generating fake install data, e.g. a stub that is only a few kb in size, but is still recognised as valid install data by the games, thus unlocking the weapon previews, codec calls, etc. without having to waste memory stick space?
I don't know if this would be beyond the scope of the project, but I figured it's worth asking since there seems to be a fair bit of savedata decryption work going on...
PS1 games on PSP use VMP
virtual memcards.
Let Apollo manage, import/export saves inside those VMP images.
Some games use a save protection like Monster Hunter games and Gran Turismo so you cant move saves from one device to another easily.
Have a way to disable or override it with Apollo if its possible.
add to "Tools" menu
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