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Dead Rising 2 Debug Mod (PS3)

Discussion in 'File Downloads - Share and Request' started by PixelButts, Nov 14, 2015.

  1. PixelButts

    PixelButts Site Soldier

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    After many hours, with some help, I have managed to make a PS3 mod that allows for full debugging features to be used. Without the help this wouldn't have been possible. Thanks, it really means a lot to me!

    NOTE - THERE ARE OFTEN TIMES WHERE THE GAME WILL FREEZE ON A LOADING SCREEN. I HAVE NOT FIGURED OUT WHY BUT I WILL LOOK INTO IT TO SEE IF THERE'S A WAY TO AVOID THIS

    Edit --- I have recently messed around with some of the master INI file, and have added a spoiler containing a different setup which may hold some way of avoiding the freezing.

    --Prerequisites--
    -ALWAYS BACK UP CONTENT
    -Access to the PS3 internal HDD
    -Dead Rising version 1.00 or 1.01 (1.02 blocks this)
    -Download the files below
    -OPTIONAL-
    -Hxd (or any hex editor)

    --Files--
    Edit: I had forgotten that I had resigned the Eboot to be used on DEX OFW. I replaced the link with the proper resigned Eboot for CFW users. My apologies.

    --Manual File Creation--
    1) Get the Eboot.bin from the disc via flash drive or FTP (once installed of course)
    2) Decrypt to Eboot.elf using trueancestor's resigner (theres many links to this on google as I legally cannot share the tool here)
    3) Search for hex value "01000000FFFFFFFF0000000000000000" and replace the "01" with "00"
    4) Save the Eboot.elf with these changes and convert it back to a resigned Eboot.bin with the resigner (Resign to CFW for easier usage)
    5) Copy the ONE OF following and put it into a new file named "master.ini"
    Code:
    enable_dev_features="True"
    test_mode="True"
    
    enable_quickie_debug_menu="True"
    enable_dev_only_debug_tiwwchnt="True"
    enable_debug_jump_menu="True"
    test_jumps_enabled="True"
    
    size_window_x = "1280"
    size_window_y = "1024"
    OverrideRenderSettings = "True"
    RenderFullScreen = "False"
    
    DrawCameraPosition = "True"
    RenderLocalPlayerPosition = "True"
    show_camera_info = "True"
    
    disable_online = "True"
    
    Code:
    enable_one_button_debug_menu = true
    deadcode.consoleLines = 0
    
    DefaultMission = Zombrex1
    boss_use_scoops = true
    
    enable_telemetry = true
    telemetry_server = telemetry.bluecastlegames.com
    
    // online specific settings
    online_enable_tel_me = true
    online_log.prefix = "$h:$M:$s:$m $f#$v > "
    // new traffic system for online. It will be removed once it stablize and becomes the default
    online_enable_new_p2p_traffic = true
    
    
    online_debug_dlc_disabled = true
    online_platform_dlc_disabled = false
    
    enable_quickie_debug_menu = true
    
    
    enable_dev_only_debug_tiwwchnt = true
    
    online_debug_dlc_disabled = true
    
    //nat type check
    disable_nat_type_checking = true
    
    // FE main menu cinematic background
    enable_mainmenu_scene = true
    
    // removing this will remove Debug Jump / Debug Enter from main menu
    enable_debug_jump_menu = true
    telemetry_changelist_prefix = 10
    

    --Installation--
    1) Install Dead Rising 2 to your internal HDD (preferably a rip of the disc)
    2) Replace the Eboot file currently in your game's directory with your newly modified one (wherever it's been stored)
    3) Place the master.ini into the same directory as that modified Eboot

    --Various functions--
    Debug Jump - Jumps to a map in game. Entries in coloumn 5 often crash the game.
    Debug Enter - Appears to have the same usage as starting a new game.

    L1 + R2 brings up quickie menu. Dpad changes pages 1-4. Circle X Square Triangle are mapped to B A X Y respectively (minor setback, but I'm sure it's okay)
    L2 + R2 + R3 allows camera to be freely controlled. Redoing this places Chuck wherever the camera currently is.
    While not really needed - Player 1 or 2 controller can use L2 + R2 + Start to show or hide some green text on screen (build information)

    There's many more things going on as well but I cannot go through all of them. I've included the file padmap.txt found in the game data that lists combinations for commands.

    Some work, some don't but give it a shot and see what else you find working.

    And of course, some screenshots
     
    Last edited: Nov 27, 2016
    SILENT_Pavel and Jackhead like this.
  2. dans87

    dans87 Site Supporter 2013,14,15

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    would the x360 version be modded with the same files
     
    PixelButts likes this.
  3. Jackhead

    Jackhead Site Soldier

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  4. PixelButts

    PixelButts Site Soldier

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    No as the 360 doesn't use EBOOT.BIN but instead a 360 specific file format XEX.

    That and there's some old posts where someone released a debug XEX for it. Search for it.
     
  5. PixelButts

    PixelButts Site Soldier

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    Slight bump, have looked into the 360 master.ini file that's been passed around a little, and found that it may be better to use that setup instead of the one I have listed. Both master.ini setups have been kept up.

    No I'm not sharing the xex file for the 360 per request of another few members.
     
    Stipo360 likes this.
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