Decompiling Playstation Mobile Games

Edit on Github | Updated: 1st December 2021

Playstation Mobile games are all build using C# and the Mono Runtime environment and thus are trivial to reverse engineer with standard .NET decompilers in many cases with full debug symbols in tact.

Reverse Engineering PSMobile Games

The first step to reverse engineering a Playstation Mobile game is to decrypt the files on the device and find the application executable.

Decrypting PS Mobile Games

This section will cover how to extract and decrypt Playstation Mobile games using a Jailbroken Playstation Vita.

First of all you need to have the PS Mobile game installed on your Vita and playable.

When installed the contents will be extracted to the folder:

  • /psm/TitleID folder/

However all of these files are encrypted with PSSE DRM so if you try to open any of the files including text files they will be un-openable.

So in order to decrypt the contents you will need to install the plugin FuckPSSE on your vita, the easiest way is to use AutoPlugin.

When the plugin is installed open the game you want to reverse engineer and it will simply show a red screen now, that means its started decrypting! When finished the screen will turn green, when that happens you can safely close the game and disable the plugin.

The contents of the Application will have been extracted to the folder:

  • /psm/TitleID folder/RW/Temp

You can now find the application executables (app.exe) and libraries (.dll) in this folder, you should then copy these executables to your PC and now you are ready to decompile them in the next step.

Decompile the exe with Rider (Win/Mac/Linux)

The most cross-platform way to decompile the executables or dlls is to use the IDE by JetBrains called Rider.

An alternative if you use Windows is dotPeek which has the same result but this post will cover Rider as it also works on MacOSX and Linux.

In Rider you need to open the Folder that your executables are in (File->Open) and it will show all the files in the left pane File System. You can now right click and select View in Assembly Explorer.

You can now view all the classes and when you double click them you will see the full C# source code, which is pretty much everything from the original code apart from the comments (which get stripped by the compiler).


Extracted Content

This section will cover the folders and files that you will often find in a decrypted/extracted Playstation Mobile game.

Read Only Folder (/RO)

The RO folder is where all the application and license files that don’t need to be editable by the game/application reside.

Application Folder

Some common files that are in this folder:

  • app.exe - The main game executable - decompile this to understand how the game logic works
  • app.info - Binary file with PSMA file header, presumably meta data about the application
  • edata.list - Plain text file of all the files in the Application folder
  • osc.cfg - YAML file containing mapping information for which buttons can be used
  • psse.list - seems to be the same as edata.list

This folder also contains DLL files, which are libraries of shared code that get loaded at runtime, these are also .NET based and you can find a list of the most common in the section below entitled Common Dynamically Linked Libraries.

License Folder

This is where you will find the RIF licenses, you won’t need to do anything with these files they are just used to decrypt the content.


Read Write Folder (/RW)

The RW contains any files that need to be changed by the game/application such as save data or temporary files.

Documents Folder

The /RW/Documents folder is used to store files such as Save Games.

System Folder

The /RW/System folder is normally used for files such as crash dumps and commonly contains:

  • content_id
  • pm.dat

Temp (Created by FuckPSSE)

The Temp folder is not a standard folder for PS Mobile titles it is created when the FuckPSSE is installed and the game is run, it then puts all the extracted files from the /RO/Application folder.


Common Files

This section contains a list of some of the most common files you will find when looking into the contents of Playstation Mobile games.

Mono Debug files (.mdb)

Mono Debug files are created by the Mono compiler toolchain when the DLLs or executables are compiled from source code.

Name Description
AdventureLibPSM.dll.mdb  
AscentPSM.dll.mdb  
CandyPSM.dll.mdb  
Microsoft.Xna.Framework.dll.mdb  
MonoGame.Framework.dll.mdb  
library_SharePreferences.dll.mdb  
Lidgren.Network.dll.mdb  
MathTestsLib.dll.mdb  
PixelEnginePSM.dll.mdb  
PixelEnginePSM2.dll.mdb  
PSMHelper.dll.mdb  
SpriteEngine.dll.mdb  
TileLibPSM.dll.mdb  
VitaUnit.dll.mdb  

Common Dynamically Linked Libraries (*.DLLS)

This section has a list of all the dynamic libraries that are used in most if not all of the Playstation Mobile games.

Name Description
Microsoft.Xna.Framework.dll Some games are build with Microsofts XNA framework and require this DLL
MonoGame.Framework.dll  
MonoGame.Framework.PSMobile.dll  
Sce.PlayStation.HighLevel.GameEngine2D.dll  
Sce.PlayStation.HighLevel.Model.dll  
Sce.PlayStation.HighLevel.JsonHelper.dll  
Sce.PlayStation.HighLevel.Physics2D.dll  
Sce.PlayStation.HighLevel.UI.dll  
Sce.Pss.HighLevel.GameEngine2D.dll  
System.Core.dll  
System.Json.dll  
System.Runtime.Serialization.dll  
System.ServiceModel.dll  
System.ServiceModel.Web.dll  
System.Web.Services.dll  
System.Xml.dll  
System.Xml.Linq.dll  

Developers can also make their own DLL files so you can find many more that are custom to a particular game or developer, such as SampleLib.dll.

Name Description
AdventureLibPSM.dll  
AlonePSM.dll  
AqualibriumLevelData.dll  
AscentPSM.dll  
audio.dll  
Base.dll  
BeatSlider.dll  
BitMiracle.LibJpeg.NET.dll  
Box2D.dll  
CandyPSM.dll  
CloudSyncPSM.dll  
Cobalt.NET.dll  
Comic.dll  
Core.dll  
cr.dll  
DragonPSM.dll  
Engine.dll  
EngineD.dll  
Eruption.dll  
fonts/freetype.dll  
fonts/zlib1.dll  
FractPSM.dll  
GameRuntime.dll  
GameV.dll  
gpu.dll  
GUI.dll  
Hammock.dll  
HenchLua-PSM.dll  
HoundPSM.dll  
I18N.CJK.dll  
I18N.dll  
iAppli.dll  
ICSharpCode.SharpZipLib.dll  
Ingots.dll  
ionEngine.dll  
Ionic.Zlib.CF.dll  
Ionic.ZLib.dll  
Irisium.dll  
JLib.dll  
karman_psm_lib.dll  
KungFuFIGHTPSM.dll  
kvm.dll  
library_SharePreferences.dll  
Lidgren.Network.dll  
Lidgren.Network.PSMobile.dll  
MandoGame.dll  
MapsPSM.dll  
MathTestsLib.dll  
MitLibrary.dll  
Moco.dll  
Motor2D.dll  
MotorAudio.dll  
MotorEntrada.dll  
Music.dll  
Nereid.dll  
Newtonsoft.Json.dll  
Online.dll  
OxygenEngine.dll  
PixelEnginePSM.dll  
PixelEnginePSM2.dll  
Polenter.SharpSerializer.Compact.dll  
PSM_Pygmy_Lib.dll  
psmGameLib.dll  
PSMHelper.dll  
PSSCommon.dll  
PSSLib.dll  
Rat.dll  
Resources.dll  
rLib.dll  
SampleLib.dll  
Sanford.Multimedia.Midi.dll  
Sanford.Threading.dll  
SharpCompress.dll  
snippets_psm.dll  
SoundEngine.dll  
SoundEnginePSM.dll  
SpriteEngine.dll  
SpriteEnginePSM.dll  
TileLibPSM.dll  
Tipper.dll  
TutoLib.dll  
tweetsharp.dll  
TwoDeePSM.dll  
UnityShim.dll  
VacationPSM.dll  
VitaUnit.dll  
wtlGameEngine.dll  
XNATrivial.dll  
XRpgLibrary.dll  
ysalut.dll  
ysgl.dll  
ysglut.dll  
ysinput.dll  
ysut.dll  

Unity Specific DLLS

The following table has all of the DLLs used by Unity games on the Playstation Mobile store.

Name Description
runtime/managed/Boo.Lang.dll  
runtime/managed/I18N.CJK.dll  
runtime/managed/I18N.dll  
runtime/managed/mscorlib.dll  
runtime/managed/System.Core.dll  
runtime/managed/System.dll  
runtime/managed/System.Runtime.Serialization.dll  
runtime/managed/System.ServiceModel.dll  
runtime/managed/System.ServiceModel.Web.dll  
runtime/managed/System.Web.Services.dll  
runtime/managed/System.Xml.dll  
runtime/managed/System.Xml.Linq.dll  
runtime/managed/UnityEngine.dll  
runtime/managed/UnityScript.dll  
runtime/managed/UnityScript.Lang.dll  
Data/Managed/App42_Unity3D_SDK_2.9.1.dll  
Data/Managed/Assembly-Boo.dll  
Data/Managed/Assembly-CSharp-firstpass.dll  
Data/Managed/Assembly-CSharp.dll  
Data/Managed/Assembly-UnityScript-firstpass.dll  
Data/Managed/Assembly-UnityScript.dll  
Data/Managed/BehaviorDesignerRuntime.dll  
Data/Managed/clipper_library.dll  
Data/Managed/FacebookWinPhone8.dll  
Data/Managed/GameDraw.dll  
Data/Managed/GPGSUtils.dll  
Data/Managed/IFacebook.dll  
Data/Managed/JsonFx.Json.dll  
Data/Managed/KGFUtils.Settings.dll  
Data/Managed/MadCommons.dll  
Data/Managed/P31RestKit.dll  
Data/Managed/PlayMaker.dll  
Data/Managed/Poly2Tri.dll  
Data/Managed/ProCore.dll  
Data/Managed/SixBySeven.dll  
Data/Managed/TDx.TDxInput.dll  
Data/Managed/TileSystem.Runtime.dll  
Data/Managed/UnityAdMobPlugin.dll  
Data/Managed/UnityEngine.Cloud.Analytics.dll  
Data/Managed/UnityEngine.Cloud.Analytics.Util.dll  
Data/Managed/UnityInAppPurchasePlugin.dll  
Data/Managed/UnityLanguagePlugin.dll  
Data/Managed/UnityMarketplacePlugin.dll  
Data/Managed/UnityPubCenterPlugin.dll  
Data/Managed/UnityWindowsStorePlugin.dll  
Data/Managed/XInputDotNetPure.dll  

Instant Dungeon! - NPNA00174

The Playstation Mobile game Instant Dungeon! is an interesting game as it is built with a custom in-house engine called the WithTheLove engine or WTL and it includes a C# interpreter inside it and uses the following 2 DLLs to support it:

Name Description
Mono.CSharp.dll Only One game is known to have included this (Instant Dungeon! - NPNA00174) Used for a C# Interpreter 1
Microsoft.CSharp.dll Only One game is known to have included this (Instant Dungeon! - NPNA00174) Used for the Dynamic Keyword in C# 2

The Mono.CSharp.dll contains a full C# interpreter allowing scripts to be interpreted on the fly rather than having pre-compiled C# scripts, so the user could potentially modify these scripts to customize the game.

The Microsoft.CSharp.dll is used to support the dynamic keyword which allows variables to be a non-static type, useful for languages such as python of javascript which are dynamically typed. For more information about the dynamic keyword checkout: [Using type dynamic - C# Programming Guide Microsoft Docs](https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/types/using-type-dynamic).

The game’s engine code is contained in the library wtlGameEngine.dll and this seems to be the only Playstation Mobile game that uses it.

This all points to the game supporting a custom scripting language that could be used to mod the game!


References