Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: Darco Newsgroups: scea.yaroze.freetalk,scee.yaroze.freetalk.english Subject: Re: Does the Final Fantasy 8 anti-mod chip CD work on Yaroze??? Date: Fri, 12 Feb 1999 06:21:40 -0500 Organization: SCEA News Server Lines: 28 Message-ID: <36C40EC4.E4082468@datasys.net> References: <7a0a6u$714@scea> Reply-To: darco@bigfoot.com NNTP-Posting-Host: 45.dialup.datasys.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.05 [en] (Win95; U) Xref: chuka.playstation.co.uk scea.yaroze.freetalk:1167 scee.yaroze.freetalk.english:3450 > Steve Tolin wrote: > > After reading an article on psx.ign.com > http://psx.ign.com/news/6874.html > about Final Fantasy 8 being released in Japan and Mod chipped > PlayStation not being able to load the game got me thinking.... Can > the Yaroze boot this new breed of anti import games... > Well, you have to understand how the mod chip works to see how the anti-piracy mechanism works. The NY PSX's will accept any country code, but it needs to find one. The Grey PSX's will accept any CD with it's territory's country code on it. (A cd can have more than one I believe. Theoreticly it could have all 4; SCEI, SCEA, SCEE, and SCED) Well, a MOD chip simply checks for when the PSX looks at the sectors with the territory code on them, intercepts it, and then sends all 4 country codes instead - forcing the drive mechanism to work. The new anti-piracy games have software built into them that checks to see if these territory codes are what they expect... All four codes isn't good, so it will fail. Incredibly simple - I can't understand why Sony didn't do this earlier... 'Darco