Kmeaw PS3 LV2 Patcher v8 Arrives, Syscall36 Support and More
Today kmeaw has updated his PS3 LV2 patcher to version 8, which includes support for the Syscall36 payload alongside Waninkoko V2 PlayStation 3 Custom Firmware.
Download: Kmeaw PS3 LV2 Patcher v8 / Kmeaw PS3 LV2 Patcher v8 SC36 / Kmeaw PS3 LV2 Patcher v9
To quote: New update has arrived to the popular Kmeaw LV2 patcher now with the support of Syscall 36 and Waninkoko V2 CFW. The version is still the same though as according to Kmeaw himself, no code has been changed.
kmeaw: i have added sc36 payload
kmeaw: it is still v8
kmeaw: no code has been changed
kmeaw: just new .txt and .bin files
lv2patcher : Dukio, sorry, I have updated the lv2patcher again icon smile Kmeaw LV2 Patcher V8 *Updated* Syscall 36 Payload, Waninkoko V2 CFW Support The difference is minor – I have added a delay into gamepad reading loop which fixes accidental skipping while the user is selecting the patchset.
In related PS3 homebrew news today rms has made available NOR UnPKG followed by PS3 eEID Splitter source code.
Finally, Mathieulh shared a theory on how to unlock the 8th PlayStation 3 SPU, as follows: I just figured how to unlock the extra spu which sony has disabled at factory. Upon startup, the syscon firmware will read the eeprom value located at 0x48C30 and will set the cell config ring accordingly. That value is set to 0x06 on all consumer consoles which means 7 SPEs are actually enabled. Incrementing it should unlock the extra SPE. btw by EEPROM I obviously mean Syscon's EEPROM. You can read/write to that offset through the Update Manager.
Luzifer42: *should* unlock the extra SPE. Did you test it?
Mathieulh: no, I am not too keen on bricking
Mathieulh: but that's the right offset
CsakEn: why was that spu disabled anyway?
Mathieulh: yield improvements
Mathieulh: the problem is I dunno what will happen if I do enable it and that the spu is defective
Mathieulh: or if there are extra checks to make sure that spu isn't enabled later on in the bootchain
Luzifer42: i am surprised that the spu is not disabled with a fuse
Mathieulh: Luzifer42 it's disabled using the config ring which syscon sends to the cell at startup
Mathieulh: in fact you can enabled it another way
Mathieulh: you have to highjack the spi bus
Mathieulh: and change the config ring on the fly as it's sent to the cell processor
Mathieulh: and then you can enable/disable any SPE you like
Mathieulh: geohot actually did that
Mathieulh: but it's messy and needs extra hardware and soldering
Mathieulh: and it's not sony's way
Pockets69: disabling just one meaning we will have 6 wouldn't it work just for testing?
Mathieulh: Pockets69 not if you have a sanity check that ensures at least 7 spes are available
Mathieulh: also I am quite sure that if you disable either SPE0 or SPE2, you brick
Mathieulh: cause they are used for isolation by respectively the bl and metldr
Pockets69: any idea where the check might be?
Mathieulh: Pockets69 well in theory you can set any given value from 0x00 to 0x07 and the config ring will be changed and the cell will only start with the given number of SPEs but then you might mess up the bootchain
Mathieulh: and if you can't boot again, you can't write to the eeprom anymore
Mathieulh: (0x00 is actually an SPE as well)
Mathieulh: I assume there is some internal config in the cell
Mathieulh: which attributes a specific id
Mathieulh: to a SPE
Mathieulh: and which is set at factory
Mathieulh: so the defective SPE
Mathieulh: will always be given SPE7
Mathieulh: in fact it can't be "random" cause the bl always loads at SPE0
Mathieulh: so does the cell bootrom
Mathieulh: and metldr always loads at SPE2
Mathieulh: the BL is actually supposed to load at some random SPE
Mathieulh: but for some unknown reason
Mathieulh: it doesn't
Mathieulh: SPE0 isn't supposedly the first physical SPE to be used
Mathieulh: and each SPE is attributed a certain id at factory
Mathieulh: the defective one should always be 7
More PlayStation 3 News...
do i want this if i use kmeaw cfw 3.55, and everything is working okay?
If your not sure what this is or if you should use it then don't.
Its not needed with the latest MultiMAN 1.15.02 or Rogero Manager 8.
or Gaia manager either. I never did get my head around what this file is used for.
I install kmeaw cfw, run Gaia and all is well, nothing fiddling with.
It was already built into managers so no need to use it for now, anyway many thanks to Kmeaw for updating his code to make it even better.
can i install it over waninkoko v2 ??
Thank you kmeaw, and thank you too guys
Good But have any one rewritten "Mount Alejandro" to work with the new syscalls?
It would be much appreciated
props to kmeaw, and all the developers of ps3 homebrew.
absolute legend keep up the good work