Updated mhef with the new key.
For people interested in how to get the key, here's the ASM I use (only for 1.1 update of course)...
I put this code at memory location 0xC01E9C:
I put this code at memory location 0x2488E0:
0x2FCC7C = strncpy
0x9ACE58 = blowfish_init
0x2488E0 = this is where blowfish_init is called when decrypting DLC files
0xC01E9C = empty space at the end of .text segment, used to store our hook function
0xE5CE00 = near the end of .data segment, used to store our copy of the key
So basically use the NTR debugger client to compile that code and load it at the given locations. Once that's done go to the DLC section in the game. Then you can read the key from 0xE5CE00. I would also recommend backing up your save file before attempting just in case the code causes unforeseen issues.
For people interested in how to get the key, here's the ASM I use (only for 1.1 update of course)...
I put this code at memory location 0xC01E9C:
Code:
.global _start
.type _start, %function
_start:
STMFD SP!, {R4-R10,LR}
MOV R4, R0
BL 0x9ACE58
LDR R2, [R4,#8]
LDR R1, [R4,#4]
LDR R0, =0xE5CE00
BL 0x2FCC7C
LDMFD SP!, {R4-R10,PC}
I put this code at memory location 0x2488E0:
Code:
.global _start
.type _start, %function
_start:
BL 0xC01E9C
0x2FCC7C = strncpy
0x9ACE58 = blowfish_init
0x2488E0 = this is where blowfish_init is called when decrypting DLC files
0xC01E9C = empty space at the end of .text segment, used to store our hook function
0xE5CE00 = near the end of .data segment, used to store our copy of the key
So basically use the NTR debugger client to compile that code and load it at the given locations. Once that's done go to the DLC section in the game. Then you can read the key from 0xE5CE00. I would also recommend backing up your save file before attempting just in case the code causes unforeseen issues.