PSNee is an open source PSX modchip code for Atmel AVR microprocessors like the ATTiny and ATmega (Arduino boards).
It was coded by "THE FRIENDLY FRIETMAN" and released on the assemblergames.com forums a while back.
Right now, assemblergames is down and PSNee is not yet finished.
From what I can tell, it is missing stealth functionality and it does not gate the original SCEX string for original discs on consoles newer than the 550x series.
Stealth is somewhat implemented by a timeout. But modchip protected games work by asking for the SCEX string at an arbitrary time after the game has booted. A proper stealth mechanism will provide the string only when the drive controller put the laser on sector 4 of the disc. It must not send it when reading sectors where an original would not have the string.
Gating on older consoles should work (but I have not tested it yet). On newer consoles, I don't know which point to solder a gate signal to, and how the gating should be implemented. I do know that the old "link wire" method will work though.
This method connects points 5 and 6 in this picture with a wire: http://www.fatcat.co.nz/psx/install/750 ... m3pu22.jpg
A minor detail: The lid detection is missing its digitalRead() ;p
Let's use this thread to try and finish this project. I will add my findings as well
Code: Select all
// PPPPPPPPPPPPPPPP P P
// P P PP P
// P P P P P
// P P P P P
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// PPPPPPPPPPPPPPPP PPPPPPPPPPP P P P PPPPPPPPPPP PPPPPPPPPPP
// P P P P P P P
// P P P P P P P
// P P P P P P P
// P P P P P P P
// P PPPPPPPPPPPPPP P PP PPPPPPP PPPPPPP
// P P P P P P
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// P P P P P P
// P P P P P P
// P P P P P P
// P P P P P P
// PPPPPPPPPPPP P P PPPPPPPPPPP PPPPPPPPPPP VERSION 6!
//UPDATED AT MAY 14 2016, CODED BY THE FRIENDLY FRIETMAN :-)
//PsNee, an open source stealth modchip for the Sony Playstation 1, usable on
//all platforms supported by Arduino, preferably ATTiny. Finally something modern!
//--------------------------------------------------
// TL;DR
//--------------------------------------------------
//Look for the "Arduino selection!" section and verify the target platform. Hook up your target device and hit Upload!
//BEWARE: when using ATTiny45, make sure the proper device is selected (Extra=>Board=>ATTiny45 (internal 8MHz clock))
//and the proper fuses are burnt (use Extra=>Burn bootloader for this), otherwise PsNee will malfunction. A tutorial on
//uploading Arduino code via an Arduino Uno to an ATTiny device: http://highlowtech.org/?p=1695
//Look at the pinout for your device and hook PsNee up to the points on your Playstation.
//--------------------------------------------------
// General info!
//--------------------------------------------------
//PLAYSTATION 1 SECURITY - HOW IT DOES IT'S THING:
//Sony didn't really go through great lenghts to protect it's precious Playstation
//from running unauthorised software; the main security is based on a simple ASCII
//string of text that is read from a part of an original Playstation disc that cannot
//be reproduced by an ordinary PC CD burner.
//As most of you will know, a CD is basically a very long rolled up (carrier) string in which very
//little pits and ehm... little not-pits are embedded that represent the data stored on the disc.
//The nifty Sony engineers did not use the pits and stuff to store the security checks for
//Playstation discs but went crazy with the rolled up carrier string. In an ordinary CD, the
//string is rolled up so that the spacing between the tracks is as equal as possible. If that
//is not the case, the laser itself needs to move a bit to keep track of the track and
//reliably read the data off the disc.
//If you wonder how the laser knows when it follows the track optimally: four photodiodes, light
//intensity measurement, difference measurements, servo. There.
//To the point: the Sony engineers decidedly "fumbled up" the track of sector 4 on a Playstation
//disc (the track was modulated in nerd-speak) so that the error correction circuit outputs a
//recognisable signal, as the laser needs to be corrected to follow the track optimally.
//This output signal actually is a 250bps serial bitstream (with 1 start bit and 2 stop bits) which
//in plain ASCII says SCEA (Sony Computer Entertainment of America), SCEE (Sony Computer Entertainment
//of Europe) or SCEI (Sony Computer Entertainment of Japan), depending on the region of the disc inserted.
//The security thus functions not only as copy protection, but also as region protection.
//The text string from the disc is compared with the text string that is embedded in the Playstation
//hardware. When these text strings are the same, the disc is interpreted to be authentic and from
//the correct region. Bingo!
//HOW THE MODCHIP TRICKS THE PLAYSTATION:
//The modchip isn't all that of a complicated device: clever reverse engineers found the point on the
//Playstation motherboard that carried the text string from the disc and found a way to temporarily block
//this signal (by grounding an input of an op-amp buffer) to be able to inject the signal from the modchip
//The modchip injects after about 1500ms the text strings SCEE SCEA SCEI on the motherboard point and stops
//with this after about 25 seconds. Because all the possible valid region options are outputted on the
//motherboard the Playstation gets a bit confused and simply accepts the inserted disc as authentic; after all,
//one of the codes was the same as that of the Playstation hardware...
//Early modchips applied the text strings as long as power was applied to them, whereby later Playstation
//software could detect whether a modchip was installed. This is circumvented in this application by idling the
//modchip after about 25 seconds. The text strings are only tranmitted again when the CD lid is opened and closed
//again, to enable playing multi-disc games. This is also called a stealth modchip in marketing-speak.
//--------------------------------------------------
// New in this version!
//--------------------------------------------------
//A lot!
// - The PAL SCPH-102 NTSC BIOS-patch works flawlessly! For speed reasons this is implemented in bare
// AVR C. It is functionally identical to the OneChip modchip, this modchip firmware was disassembled,
// documented (available on request, but written in Dutch...) and analyzed with a logic analyzer to
// make sure PsNee works just as well.
// - The code now is segmented in functions which make the program a lot more maintable and readable
// - Timing is perfected, all discs (both backups and originals of PAL and NTSC games) now work in the
// PAL SCPH-102 test machine
// - It was found out that the gate signal doesn't havbe to be hooked up to a PAL SCPH-102 Playstation
// to circumvent the copy protection. This is not tested on other Playstation models so the signal still
// is available
// - The /xlat signal is no longer required to time the PAL SCPH-102 NTSC BIOS-patch
// - Only AVR PORTB is used for compatibility reasons (almost all the AVR chips available have PORTB)
//--------------------------------------------------
// Pinouts!
//--------------------------------------------------
//FOR ARDUINO UNO (WITH ATMEGA328):
// - Arduino pin 8 = data = ATMega pin 14
// - Arduino pin 9 = gate = ATMega pin 15
// - Arduino pin 10 = lid = ATMega pin 16
// - Arduino pin 11 = biosA18 = ATMega pin 17
// - Arduino pin 12 = biosD2 = ATMega pin 18
//FOR ATTINY25/45/85:
// - Arduino pin 0 = data = ATTiny pin 5
// - Arduino pin 1 = gate = ATTiny pin 6
// - Arduino pin 2 = lid = ATTiny pin 7
// - Arduino pin 3 = biosA18 = ATTiny pin 2
// - Arduino pin 4 = biosD2 = ATTiny pin 3
//--------------------------------------------------
// Includes!
//--------------------------------------------------
#include <Flash.h>
//--------------------------------------------------
// Arduino selection!
//--------------------------------------------------
#define ARDUINO_UNO //Make that "#define ARDUINO_UNO" if you want to compile for Arduino Uno instead of ATTiny25/45/85
#ifdef ARDUINO_UNO
//Pins
int data = 8; //The pin that outputs the SCEE SCEA SCEI string
int gate = 9; //The pin that outputs the SCEE SCEA SCEI string
int lid = 10; //The pin that gets connected to the internal CD lid signal; active high
int biosA18 = 11; //Only used in SCPH-102 PAL mode
int biosD2 = 12; //Only used in SCPH-102 PAL mode
int delay_ntsc = 2350;
int delay_between_bits = 4;
int delay_between_injections = 74;
#endif
#ifdef ATTINY
//Pins
int data = 0; //The pin that outputs the SCEE SCEA SCEI string
int gate = 1;
int lid = 2; //The pin that gets connected to the internal CD lid signal; active high
int biosA18 = 3; //Only used in SCPH-102 PAL mode
int biosD2 = 4; //Only used in SCPH-102 PAL mode
int delay_ntsc = 2400;
int delay_between_bits = 4;
int delay_between_injections = 68;
#endif
//--------------------------------------------------
// Global variables!
//--------------------------------------------------
//None, just like it should be!
//--------------------------------------------------
// Seperate functions!
//--------------------------------------------------
void NTSC_fix()
{
//Make sure all pins are inputs
DDRB = 0x00;
//Wait until just before the pulse on BIOS A18 arrives
delay(delay_ntsc);
//...And wait here until it actually happened
while(!(PINB & B00001000))
{
; //Wait
}
delayMicroseconds(12);
PORTB = B00000000;
DDRB = B00010000;
delayMicroseconds(5);
DDRB = 0x00;
}
void inject_SCEE()
{
//SCEE-array // Start Data Stop
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
int bit_counter;
for (bit_counter = 0; bit_counter < 44; bit_counter = bit_counter + 1)
{
if (SCEEData[bit_counter] == 0)
{
pinMode(data, OUTPUT);
digitalWrite(data, 0);
delay(delay_between_bits);
}
else
{
pinMode(data, INPUT); //We make the data pin high-impedance to let the pull-up of the Playstation motherboard make a 1
delay(delay_between_bits);
}
}
pinMode(data, OUTPUT);
digitalWrite(data, 0);
delay(delay_between_injections);
}
void inject_SCEA()
{
//SCEE-array // Start Data Stop
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
int bit_counter;
for (bit_counter = 0; bit_counter < 44; bit_counter = bit_counter + 1)
{
if (SCEAData[bit_counter] == 0)
{
pinMode(data, OUTPUT);
digitalWrite(data, 0);
delay(delay_between_bits);
}
else
{
pinMode(data, INPUT); //We make the data pin high-impedance to let the pull-up of the Playstation motherboard make a 1
delay(delay_between_bits);
}
}
pinMode(data, OUTPUT);
digitalWrite(data, 0);
delay(delay_between_injections);
}
void inject_SCEI()
{
//SCEE-array // Start Data Stop
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
int bit_counter;
for (bit_counter = 0; bit_counter < 44; bit_counter = bit_counter + 1)
{
if (SCEIData[bit_counter] == 0)
{
pinMode(data, OUTPUT);
digitalWrite(data, 0);
delay(delay_between_bits);
}
else
{
pinMode(data, INPUT); //We make the data pin high-impedance to let the pull-up of the Playstation motherboard make a 1
delay(delay_between_bits);
}
}
pinMode(data, OUTPUT);
digitalWrite(data, 0);
delay(delay_between_injections);
}
void inject_multiple_times(int number_of_injection_cycles)
{
int cycle_counter;
for(cycle_counter = 0; cycle_counter < number_of_injection_cycles; cycle_counter = cycle_counter + 1)
{
inject_SCEE();
inject_SCEA();
inject_SCEI();
}
}
void inject_playstation()
{
//Variables
int loop_counter;
//Code
NTSC_fix();
delay(6900);
digitalWrite(data, 0);
pinMode(data, OUTPUT);
delay(100);
pinMode(gate, OUTPUT);
digitalWrite(gate, 0);
for (loop_counter = 0; loop_counter < 25; loop_counter = loop_counter + 1)
{
inject_SCEE();
}
pinMode(gate, INPUT);
pinMode(data, INPUT);
delay(11000);
pinMode(gate, OUTPUT);
digitalWrite(gate, 0);
for (loop_counter = 0; loop_counter < 60; loop_counter = loop_counter + 1)
{
inject_SCEE();
}
pinMode(gate, INPUT);
pinMode(data, INPUT);
}
//!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
//--------------------------------------------------
// Setup function - execution starts here!
//--------------------------------------------------
void setup()
{
inject_playstation();
}
//----------------------------------------------------------------
// Loop function - executes after the initial injection cycle
//----------------------------------------------------------------
void loop()
{
if(lid == 0)
{
while(lid != 1); //Wait until the lid is closed again (after being opened) to initiate a new injection cycle
inject_playstation();
}
}