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Originally Posted by darklegion
Okay makes sense and proves its not necessary : ) I also did a file compare between a LBA 11700 binhacked ip.bin and a lba 11702 binhacked ip.bin and there was no difference between the two.
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Yes, its true. I tried to reselfboot game that uses bins hacked on 11700 with new LBA at 11702 - an it working perfectly. This 2 points of LBA are differences between burners (one makes LBA at 11700 other at 11702. BTW: I used about 50 my fried new burners from store and always I had 11702 - I never started at LBA = 11700.
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Originally Posted by hrb2k
i think binhack creates its own ip.bin with header info from the ip.bin you hack with. try to hack a bootbin without an ip.bin. if i recall, binhack makes one for you, and if it exists, will overwrite your ip.bin. thats why inserted images are gone.
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I agree with You hrb2k (ps. Its me - Leclerk ugh.. Pavlik
But binhack is changing more than olny LBA points in our bootbin. Tool also scramble bins - I tried run binhacked bins (with LBA=0) form games on web browser or dream passport / key. Binhacked binaries (I talking about normal katana games) resets the browser to bios menu. Note that I used non-selfboot method (Mode 1) and unscrambled bin working great. Do You know how can I convert scrambled bins to run with non-selfboot game collection?
Next. Some bins are different and they cant be properly binhacked (e.g. Border Down - You must manually hack bins with hex editor), and I founded some some selfboot images with unscrambled bootbins!! (e.g Action Replay).
For the end I have question for You hrb2k about selfbooting/reselfbooting WinCE Games. I cant binhack the bootbins - I have right?