Right now it requires codes to load it, not really helpful for anyone here unless they wanted to toy around with it. Basically you would have to copy the save over to your memory card and load a code through a cheat device. It's more or less helpful to him since everything he's made was using the 1.4 patch. But I figured I'd post his work here since earlier in this thread Antix mentioned having to decrypt the r0004 patch. While this method could also work for the other games, there isn't a way to re-encrypt them. A while back someone mentioned how DNAS was involved and I stupidly said it wouldn't be needed. I didn't know any better and after getting ahold of some documentation I know more or less how it worked. In case anyone cares: This is how I understood downloadable content for the PS2. At some point DNAS was required for all online titles and when a developer had a game they were assigned an categoryID and a gameID for their game. If I remember right these were part of the signing process when sending down any sort of file as well as information from the console. I assume this would have been a consoleID which explains why you can't just move a patch from 1 machine to another. This wasn't a thing they could opt out of, it was a requirement. So with that said, and if I understood that correctly, we would have to know the categoryID and game ID that they used back then. Since there is technically an emulated version of DNAS used only for authenticating, it could be possible to add on to it? I really don't know if that would be possible or if it would have to be something built from the ground up. I remember reading a thread on here about someone getting ahold of a PS2 SDK or something of that sort. Which if it's the one that was posted on assemblergames, it's kinda helpful? There was a pdf in there that was from a conference and it was about socom (I think it was socom 1) but they actually stepped through the medius functions and went into a brief description of what they do. Medius was a service that was offered that was not apart of the PS2 SDK. When developing an online title developers had a handful of things they could use for servers. Gamespy and Medius were the 2 big ones. That's good to know and all but without the SDK there's not much you could do with that other than knowing what the functions were called. If anything it was a really interesting read. I might not have understood everything in all that documentation but it was fun to go over. I later came across the DNAS SDK which I assume someone on here was referring to. That I could see being helpful but to what degree I really don't know. I mean this only really matters if people wanted to push down patches and try to keep the game as non hacky as possible. ( By non hacky I mean not having to do a million work arounds to get it to work). If I was wrong in any of that please correct me. As far as I know the people in that thread I linked to were only working on S2. SCA was sorta thrown into the mix in terms of interest mainly because that was what GtlcPimp played and he has alot of the packets already. Not saying a server would ever be made but he has a lot of information on how the server functioned. Socom 1 was what Sir Tortis was working on and I don't talk to him so I couldn't say anything about that project.