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OpenPSID prototype in PSPSDK gives gibberish.. Outdated?

 
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KickinAezz



Joined: 03 Jun 2007
Posts: 328

PostPosted: Sun Oct 26, 2008 2:47 pm    Post subject: OpenPSID prototype in PSPSDK gives gibberish.. Outdated? Reply with quote

Hi,

When I read data... It only shows me the random memory in data.

typedef struct PspOpenPSID
{
unsigned char data[16];
} PspOpenPSID;

int sceOpenPSIDGetOpenPSID(PspOpenPSID *openpsid);


Is this EVEN correct for LATEST FWs or does the above apply only to 1.50 FW era?
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SilverSpring



Joined: 27 Feb 2007
Posts: 115

PostPosted: Sun Oct 26, 2008 8:26 pm    Post subject: Reply with quote

Define gibberish. Post the results of what you get. It gives you random results each time?

The psid is meant to be "random" looking.

Anyway, the prototype cannot be changed in later fw since it would break compatibility with older games that use it.
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Insert_witty_name



Joined: 10 May 2006
Posts: 376

PostPosted: Sun Oct 26, 2008 8:51 pm    Post subject: Reply with quote

Still working fine for me.
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KickinAezz



Joined: 03 Jun 2007
Posts: 328

PostPosted: Sun Oct 26, 2008 11:52 pm    Post subject: Reply with quote

This is what I do:

Code:
PspOpenPSID myPSID;

strcpy(myPSID.data,"");

sceOpenPSIDGetOpenPSID(&myPSID);

Pspprintf("%s",myPSID.data);




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Last edited by KickinAezz on Mon Oct 27, 2008 1:21 am; edited 2 times in total
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SilverSpring



Joined: 27 Feb 2007
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PostPosted: Mon Oct 27, 2008 12:50 am    Post subject: Reply with quote

Yes that result is probably correct.

Though the PSID is not an ASCII string, it's just 16 hex values that is meant to be a unique identifier of the PSP. A serial number if you will.
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Torch



Joined: 28 May 2008
Posts: 842

PostPosted: Mon Oct 27, 2008 2:48 am    Post subject: Reply with quote

SilverSpring wrote:
Yes that result is probably correct.

Though the PSID is not an ASCII string, it's just 16 hex values that is meant to be a unique identifier of the PSP. A serial number if you will.


Is it derived from the FUSE Id, or is it the FUSE Id itself?
But anyway with CFW, isn't it possible to just hook the functions and return whatever ID you want and get someone else banned? What about faking the PSID to get around the 3 console limit on the PSN Store. You could literally buy stuff once and use it on how many ever consoles you want, assuming thats how it identifies consoles.
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KickinAezz



Joined: 03 Jun 2007
Posts: 328

PostPosted: Mon Oct 27, 2008 3:57 am    Post subject: Reply with quote

Torch wrote:
SilverSpring wrote:
Yes that result is probably correct.

Though the PSID is not an ASCII string, it's just 16 hex values that is meant to be a unique identifier of the PSP. A serial number if you will.


Is it derived from the FUSE Id, or is it the FUSE Id itself?
But anyway with CFW, isn't it possible to just hook the functions and return whatever ID you want and get someone else banned? What about faking the PSID to get around the 3 console limit on the PSN Store. You could literally buy stuff once and use it on how many ever consoles you want, assuming thats how it identifies consoles.


I donot think PSN will solely depend on PSID.
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Torch



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PostPosted: Mon Oct 27, 2008 3:58 am    Post subject: Reply with quote

KickinAezz wrote:

I donot think PSN will solely depend on PSID.

What else is there? AFAIK anything can be spoofed on CFW. You should just use the same login.
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KickinAezz



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PostPosted: Mon Oct 27, 2008 4:30 am    Post subject: Reply with quote

Torch wrote:
KickinAezz wrote:

I donot think PSN will solely depend on PSID.

What else is there? AFAIK anything can be spoofed on CFW. You should just use the same login.


There are cases when spoofing is impossible... For example reading unique stuff directly from hardware without any middleman (Sce* functions)
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Torch



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PostPosted: Mon Oct 27, 2008 4:34 am    Post subject: Reply with quote

KickinAezz wrote:

There are cases when spoofing is impossible... For example reading unique stuff directly from hardware without any middleman (Sce* functions)


All exported functions can be hijacked, and even 'in-place' functions where the full code is written there without imports, you can still patch the instructions in memory.
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