PS3 Destiny 1 Reverse Engineering Assistance
Budget / Salary$250–750
TypeFreelance project
LocationRemote
Posted3 hours ago
Hi, I'm looking for assistance with reverse engineering Destiny 1 on PS3. The work will mainly involve using IDA, PowerPC analysis, runtime debugging, and memory inspection to identify and understand game systems and structures.
Some areas that need research include:
Player and sobject structures
Weapon structures and pointer chains
Bone/skeleton systems
Name tags and entity information
Package-related systems and functionality
Object/component relationships
Other undocumented game data
There are some notes, dumps, offsets, and candidate functions available as starting points, but most of the heavy lifting still needs to be done. The goal is to trace code, analyze memory, identify structures, and determine how these systems actually work so they can be accessed reliably.
It's also worth noting that the Xbox 360 Destiny 1 reverse engineering/modding community has already made significant progress in several areas. I can provide videos and examples showing some of the discoveries, functionality, and research that has already been achieved on Xbox 360 as a reference for what we're trying to understand and reproduce on PS3.
Requirements (too my limited knowledge):
Working CFW/HEN PS3 with Destiny 1
Must be able to load a PRX/SPRX into Destiny without issues
IDA Pro 9.0+
Visual Studio
PS3 SDK/compiler toolchain
At least some C++ knowledge
Some PowerPC/assembly knowledge
Before starting, the console should already have a working CFW/HEN setup. For DEX users, the console should be properly configured for DEX and capable of loading and testing SPRXs. The goal is to get to the point where code can be compiled, loaded into Destiny, tested, and iterated on while analyzing the game in IDA and through runtime debugging.
If you're available for this type of work, I can provide all current research, notes, dumps, offsets, candidate functions, and Xbox 360 reference material/videos.
Some areas that need research include:
Player and sobject structures
Weapon structures and pointer chains
Bone/skeleton systems
Name tags and entity information
Package-related systems and functionality
Object/component relationships
Other undocumented game data
There are some notes, dumps, offsets, and candidate functions available as starting points, but most of the heavy lifting still needs to be done. The goal is to trace code, analyze memory, identify structures, and determine how these systems actually work so they can be accessed reliably.
It's also worth noting that the Xbox 360 Destiny 1 reverse engineering/modding community has already made significant progress in several areas. I can provide videos and examples showing some of the discoveries, functionality, and research that has already been achieved on Xbox 360 as a reference for what we're trying to understand and reproduce on PS3.
Requirements (too my limited knowledge):
Working CFW/HEN PS3 with Destiny 1
Must be able to load a PRX/SPRX into Destiny without issues
IDA Pro 9.0+
Visual Studio
PS3 SDK/compiler toolchain
At least some C++ knowledge
Some PowerPC/assembly knowledge
Before starting, the console should already have a working CFW/HEN setup. For DEX users, the console should be properly configured for DEX and capable of loading and testing SPRXs. The goal is to get to the point where code can be compiled, loaded into Destiny, tested, and iterated on while analyzing the game in IDA and through runtime debugging.
If you're available for this type of work, I can provide all current research, notes, dumps, offsets, candidate functions, and Xbox 360 reference material/videos.
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