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Gundam Journey To Jaburo - USA RIP tutorial

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 · 5 years ago
Gundam Journey To Jaburo Playstation 2 USA front cover.
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Gundam Journey To Jaburo Playstation 2 USA front cover.

Gundam Journey To Jaburo DVDRiP Tutorial:


Welcome to another tutorial by your ole pal go-kun. Big thanks, as always, go out to the Dynamite team for their constant support of these forums. (^_^). FYI Dynamite is NOT affiliated with ps2ownz in ANY way. They help us because they feel like it, despite what some naÔve people seem to believe. That being said, on we go.

Well guys and gals, if you thought onimusha was a pain in the ole backside, wait until you get a load of this game (now formally named the antichrist^_~). While gundam is not a particularly difficult game to rip, it IS however an extremely tedious little bitch of a game with 100+ dvd checks and more lba tables than you can shake a stick at. But fear not, as always, I'll walk you through it.

NOTE: This tutorial ASSUMES that you have read all (or at least MOST) of the previous tutorials by myself as well as those by our other forum members. If you have not, please go back and review them now so you'll be up to speed.


TOOLS:


ISOBuster
IML2ISO
CD\DVD Generator
ReIndexTool
Hex Workshop
Microsoft Excel


STEP 1: Getting started


As always the first thing you want to do is copy the files from the original DVD (minus the PSS files) to your hard drive. Now would also be a good time to make a filelist.txt in ISOBuster for future reference.

Once that is done you'll want to replace the PSS files with dummy PSS files. Make sure your dummy files are VALID PSS FILES. I like default.pss from starwars starfighter, but there's lots of extra space to play with here so use what you like provided it fits. You could even try to downsize and use some of the original movies if you like.


STEP 2: DVD Checks


There are a BUNCH of dvd checks in this sucker; 4 in the main SLUS and 5 in each of the 24 ELF files in the \ELF directory. In the interest of time, here is the relevant info for you:

 
SLUS_201.75
-----------------
159c4
15a1c
15e9c
15ef4

BRIEF1.ELF BRIEF2.ELF BRIEF3.ELF
--------------- ---------------- ----------------
45ac4 45ba4 45ba4
45b1c 45bfc 45bfc
461bc 4629c 4629c
46214 462f4 462f4
48fb8 49098 49098

BRIEF4.ELF BRIEF5.ELF BRIEF6.ELF
--------------- ---------------- ----------------
45ba4 45ac4 45ad4
45bfc 45b1c 45b2c
4629c 461bc 461cc
462f4 46214 46224
49098 48fb8 48fc8

BRIEF7.ELF BRIEF8.ELF BRIEF9.ELF
--------------- ---------------- ----------------
45c44 45c24 45b94
45c9c 45c7c 45bec
4633c 4631c 462bc
46394 46374 462e4
49138 49118 49098

EX_BRF.ELF EXTRA1.ELF EXTRA2.ELF
---------------- ----------------- -----------------
3eae4 483a4 483a4
3eb3c 483fc 483fc
3f28c 48bbc 48bbc
3f2e4 f5e38 f5a48
49668

EXTRA3.ELF GTITLE.ELF STORY1.ELF
----------------- ----------------- -----------------
484c4 44f64 483a4
4851c 44fbc 483fc
48cdc 4570c 48bbc
48d34 45764 48c14
f5ed8 69458 f6188

STORY2.ELF STORY3.ELF STORY4.ELF
----------------- ------------------ ------------------
484c4 484c4 4851c
4851c 4851c 48d34
48cdc 48cdc 991b4
48d34 48d34 99594
f7898 f78a8 f79a8

STORY5.ELF STORY6.ELF STORY7.ELF
----------------- ----------------- ------------------
484c4 484c4 484c4
4851c 4851c 4851c
48cdc 48cdc 48cdc
48d34 48d34 48d34
f6668 f73e8 f7908

STORY8.ELF STORY9.ELF
------------------ -------------------
484c4 483a4
4851c 483fc
48cdc 48bbc
48d34 48c14
f7bd8 f75f8


STEP 3a: LBA Tables


Now, as I mentioned, there are quite a few lba tables present. Here's a brief rundown:
SLUS: 1 table
ELF files in \ELF dir: 2 tables each
Vcinfo00.ik: name table
Vcsctr00.ik: lba table

We'll deal with these from easiest to hardest. First thing we do is adjust the partial table. Search the SLUS for this string: stgse You'll come back with several hits. It's the first one that we're interested in. It's at 1717a. You see a list of files starting with stgse10.ik-stgse120.ik and ending with vcinfo00 and vcsctr00.ik.

This is a partial lba list. Because all we have changed is the movies, and we're going to match up our layout to match the original, we don't need to change this. Just take note of how it works. The first values, starting at offset 17160, are: 53EB 0100 0200 0000. If we break this down we get 2 values: 0001 EB53 and 0000 0002. These are lba address and size in sectors respectively.

0001 EB53 = 125779 in decimal. 0000 0002 = 2 in decimal. Check it out against the filelist.txt you made in ISOBuster. It matches up. This general pattern is how you decode all the tables from here on out. Here's a basic breakdown:

 
ORIGINAL DECODED
-------------- --------------
xxxx xxxx 4-3-2-1


In other words, the last value in the original is our first value, and so on. So looking back we see:

 
53-EB 01-00 = 00-01 EB-53
4 - 3 2 1 1 2 3 - 4


Just want to make that perfectly clear so there's no confusion later on.


STEP 3b: Making the Layout


Using CD\DVD Generator match your layout EXACTLY to the original all the way up to file BGM01.800. You'll notice there is a large lba jump here, and if you try to match it, your layout will be too big to fit on CD, so you can only match it up to this point. From there on let them fall as they may, but for convenience, keep them in the same file order. It's pretty easy as they're alphabetical. No volume label is needed, simply enter the slus20175 in the appropriate place and export your iml file. You might also want to export a map file at this point too.

Ok, back to the tables. There are no more tables in the main SLUS so we move on to the ELF files. These also have the partial table we just examined, but again, since we matched up our layout so closely to the original we don't have to change these. Do a search for the string ìsystem.cnfî in BRIEF1.ELF. You'll get a hit at offset 50798. This is a complete lba table of all 1638 files on the dvd. This looks like a job for ReIndexTool.

If you are not familiar with this tool, I suggest you school yourself extra pronto as it kicks major ass. Further I'm not going to baby feed you by explaining how to use it here. This tutorial is for advanced users. That being said, use ReIndexTool and your iml to reindex all the ELF files to match up with your layout. Your headers for your reindextool list should look something like this:

 
brief1.elf
1 0 0 0 1 4
0 0 0
DEC


Followed by the filename and starting offset of each table entry.
Voila. That table is done. You'll note however, that it decodes in the same manner as the previous table we examined only slightly modified the entries. Do the rest of the ELFs in a similar manner.

Now we move on to vcinfo00.ik and vcsctr00.ik. Open up vcinfo00.ik and you'll note that it looks like a simple file list. Look closer! Go down to the entry for BGM01.800 and you'll notice that there are values before the names from there on. You'll recall this is also the point in the original layout where the large lba jump occurred.

Ok, Just wanted you to see that, close it and open up vcsctr00.ik. This is the values for the names in vcinfo00.ik. This is where excel comes in handy. You can make a table that has both next to each other to make things easier to handle. At any rate, these values basically go like this:

 
LBA SizeInSec SampRate NumChan SizeBytes


That being said, go down to the entry for BGM01.800. You'll notice by comparing with your filelist.txt that the lba is exactly 1 more than the actual lba and the size in bytes is exactly 2048 bytes less than the actual size in bytes. This is IMPORTANT. Since we're not changing the values in vcinfo00.ik we have to accommodate them here instead.

When you re-index this table, you'll need to make certain that you match up this pattern from this point to the end of the table. Once again, use reindextool to reindex the table according to your layout. The sh*tty part, however, is going back and reindexing all the last entries manually. It's very tedious I can tell you from personal experience. This is another area where that layout in excel will make things easier to keep track of.

Here's a little trick: go back and make alter your layout such that starting with BGM01.800 you add 1 to all the lbas. Now export this iml and use it with reindextool to format the table correctly without having to do it manually. Also, if there is enough demand, I will release a tool for doing this automatically, however, it's a very VERY alpha tool and will NOT work on all machines, and there ain't much I can do about that, so you could still be S.O.L. even if it does get released. Gomenasai!


STEP 4: Finishing Up


Well, now that we've gotten all the DVD checks and everything is re-indexed appropriately, we're ready to burn. Use iml2iso to make your ISO then burn with CDRWin as mode2 cdrom XA as usual. Voila, Gundam is ripped and working. Now wasn't that a lot of hassle for a crappy game? ;p This version also should work on no-mod and jap systems. Enjoy.

As usual, feel free to ask questions, make corrections, etc, etc, etc. to the DVD Ripping forums at www.ps2ownz.com. And most important of all, Have Fun! (^_^)

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