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Learning how to reverse-engineer a game
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Learning how to reverse-engineer a game
04-12-2019, 01:47 PM (This post was last modified: 04-12-2019, 01:47 PM by shockdude.)
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shockdude Offline
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Posts: 30
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A long time ago, people looked at DJ Hero to see if they could add custom songs & charts to the game. Unfortunately, each chart has a unique hash, and if the hash doesn't match the chart the game won't load the chart.

It is theoretically possible to reverse-engineer the hash format. Dolphin's debugger is quite nice. However, this is my first time doing any "real" reverse-engineering, and the lack of symbol table makes things annoying.


So far I've done the following:
Found the Assembler Tutorial at WiiBrew
Load the signature database for basic SDK symbols
Locate the chart's hash in memory, set a breakpoint at that address, and step through a couple instructions.

Am I on the right track? Does anyone have tips on how to proceed further?
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Messages In This Thread
Learning how to reverse-engineer a game - shockdude - 04-12-2019, 01:47 PM
RE: Learning how to reverse-engineer a game - shockdude - 04-13-2019, 11:34 AM
RE: Learning how to reverse-engineer a game - dreamsyntax - 04-14-2019, 09:52 AM
RE: Learning how to reverse-engineer a game - shockdude - 04-24-2019, 02:37 PM

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