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And now, I feel like an idiot...

Seems I woke up this morning with my brain switched to the on position, noticed the things I missed last night while reading the thread, and understand both how to read the code list, and why its pointless...
 
He meant the key you type in. It's printed on the back of the manual.

---------- Post added at 09:12 PM ---------- Previous post was at 08:22 PM ----------

Here's the content of the Installer disc. It runs a slightly earlier build and it downloads a smaller eboot to the PSP than the demo software does. Anyone wanna take a peek?

http://www.megaupload.com/?d=N7H8TGYO

Nevermind, despite the progress bar stating 1365KB it overshoots to 1600, so it's the same size file. Seems it was smaller in the past though.

---------- Post added at 10:57 PM ---------- Previous post was at 09:12 PM ----------

Not that anyone cares, but I've dealt with tech support who verified my License key by using it. It worked so they sent me another. Unfortunately I'm having the same issues, so there's something on my end preventing me from using my License Key. I'll report back once I get it to work. I don't see what's wrong though but I'll post the solution when I find it for anyone else that may have this issue.
 
Got my License file! I sent them my PSP ID and they did something on their side specifically and it worked. I'm on Firmware 6.2 and can get the in-game menu to load. Noticed that if you pick a game from the AR program, then start a different one, the in-game menu still refers to the game I picked originally. Seems all the AR program does is load the in-game plugin with a specific games codelist into memory.
 
Got my License file! I sent them my PSP ID and they did something on their side specifically and it worked. I'm on Firmware 6.2 and can get the in-game menu to load. Noticed that if you pick a game from the AR program, then start a different one, the in-game menu still refers to the game I picked originally. Seems all the AR program does is load the in-game plugin with a specific games codelist into memory.

upload the license file?
 
is there way to spoof the PSP ID so we can use AnalogMans licence

Only on a PSP with custom firmware and a suitably patched version of AR.
 
For those complaining that some codes don't work, and those wondering if we can use our own custom codes, here's a response I got from Tech Support on the matter.

What game were you attempting to use codes for?

Some games listed may be a different version than what you're attempting to play; especially if it's a downloaded game for PSPgo. For example, codes for GranTurismo (UMD Version) are not compatible with the GranTurismo game that can be downloaded via the PlayStation Store.

I'm finalizing codes for the non-UMD version of GranTurismo this morning and they should be available in the next update along with several other downloadable PSP titles. While not available currently, the update will be available on PSPAR.com when it's finalized. Downloading the update to the PSP>COMMON folder and launching the PSP Action Replay will install the update. (The old code list ".bin" file is not compatible with the new PSP Action Replay.)


Codes made specifically for the downlaodable version of a title will be listed with (DL) next to the title.


Example list:

GranTurismo [US]
GranTurismo (DL) [US]
God of War: Chains of Olympus [US]
God of War: Chains of Olympus (DL) [US]
Patapon 2 (DL) [US]
Thexder NEO (DL) [US]
 
Hm, so no official way for custom codes but an update that "imports" new codes into the app....

Hmm....
 
Hm, so no official way for custom codes but an update that "imports" new codes into the app....

Hmm....

There might be a possibility to inject our own codes but Im still looking into it.

When the Devs actually release the update for the code list, we might be able to compare how and where the codes get loaded.

Edit: Sorry, but does anyone know the module that uses the function to contract information from their server?
 
so all we have to do is see how action reply updates it's self with the new codes and we could possibly duplicate that and inject our own codes
 
Yeah, but it's unlikely the update (of the codelist, that happens on the PSP) is altering the app.
They are likely only loading the list and using the loaded one instead of the buildin one or they patch/update a PSAR in the EBOOT (PSARs don't only hold FWs ;)) or w/e that isn't Sony encrypted anyway.
 
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