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PS3 3.60+ Games Booting on 3.55 / 3.41 CFW Without Dongle WIP


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165w ago - Below is a work-in-progress (WIP) of PS3 3.60+ games booting on PlayStation 3 Custom Firmware (CFW) 3.55 and 3.41 without a dongle for those interested in experimenting further with it.

What you need ?

1- PS3 3.55 CFW Rebug or 3.55/3.41 with Debug
2- Debug Dev_Flash (Also allow to have the debug options on retail)
3- Backup of your own CFW DEV_Flash (make a dev_flash path on your USB Device)
4- A File Manager
5- EBOOT.BIN of your games (also from Paradox)

What you need to know

Rebug normal in Debug mode 2

  • You need to put your PS3 in boot mode -> debugger mode (and not system software mode)
  • We're gonna use the debugger mode to debug the self execution we don't need to have NPDRM, anyway the debugger don't know how to Debug the Self NPDRM
  • Release mode -> Development mode
  • All the content type configuration -> Development mode

Dongle uses modified sprx/modules/lib related to the Debug files to be loaded when you boot the PS3 on CFW.

Almost all the EBOOT Paradox don't have NPDRM -> it's a simple self (fake sign header) renamed to EBOOT.BIN (like i was explaining many times) -> call function to the debugger -> sprx/modules loader.

Let's do a small test to be sure that you understand.. take whatever EBOOT Paradox, open with editeur hexa, check the first header ->

[Register or Login to view code]

You can see that is a standard Self without NPDRM only have a fake sign header.

Rename this file EBOOT.SELF than .bin transfer your self on your usb stick/storage, launch a file manager, add the self to the path of your game and execute your self after that, self will load on the path APP_HOME of your XMB.

If you launch that with the debugger mode, it execute without problem and the debugger don't need to have NPDRM (anyway the debugger don't know how to read Self NPDRM)

Why we need debug_devflash

We need that to replace some specific temporary file to allow to boot on debugger mode and reload the XMB, also the backup of your dev_flash CFW it's here to put back your files (that allow to reboot without crash).

I don't put all now put this is one of the step and WIP of game 3.60+ boot on 3.55/3.41. Remember that the dongle use also standard Self to be load on a debugger mode.


PS3 3.60+ Games Booting on 3.55 / 3.41 CFW Without Dongle WIP

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Comments 255

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#235 - Nabnab - 165w ago
Nabnab's Avatar
Ok apparently i need to clarify something about this. I saw that some users scream that a fake, i don't give any importance to that but let's answer.

This is the logical process under the game/program development from the video games company. What is for ? the video games company have debug unit (also retail with debug firmware from Sony) they use this for internal testing purpose -> verification to check if all is ok (bug, freeze, loader verification, etc) when the PS3 boot -> games

the debugger mode (different than the boot mode in software system) the debugger mode is a admin mode that give you all the possible access to the Cell execution (log function, dump error, etc) you don't need special debug eboot, this don't exist, they use standard self without npdrm -> that the debugger mode can recognized and do all the works about the execution debug process
Sony can't patch this because is one of the most important part and they need that to check if all is correct on a game/program.

Most of people don't realize that the debug unit have all the answer about the game boot process and other things, the homebrew development, etc... some dev keep for them this (well i understand why) anyway what you think the debug settings is for ?...this is not just a toy or kiddies stuff, this is for dev -> games/program you can also debug the self and check what's wrong -> log, system checking, dump etc...

the debugger mode and system debug unit allow a super admin level to check everything

Now you can trust or not, it's your choice i never said that i have all the possible answer but i work on it and i do all my best to satisfy everybody, usually i was working on it because i want to keep the possibility to use all my original game and use homebrew/other OS to work on all project related to the RSX (also boot game under Linux/FreeBSD) that all, i'm maybe i unknown person in here but i do other stuff for another community in the past (not related to the hack but to the optimization).

Keep in mind that if you want to scream that is a fake, it's hope to you, you can and it's your liberty i don't go judge you and it's a human being but keep also in mind that if you don't know what is about don't judge the person who work to allow the possibility to exploit your product

#234 - cfwprophet - 165w ago
cfwprophet's Avatar
As Nabnab sayed this is not all info needed. So most user wont be able to redo in this stage. We do this for a good reason. 3.6+ games will be a feature of our CFW when its done and CFW released we will give all infos out so that others can implement in there CFW or to do what ever they want with it.

#233 - landon - 165w ago
landon's Avatar
What will you make later ?

#232 - Nabnab - 165w ago
Nabnab's Avatar
More about it later, you should use a Dev_flash debug that allow to have the debug possibility and debugger mode unlock on your PS3

#231 - landon - 165w ago
landon's Avatar
Nabnab, just a question ! Which Dev_Flash we should use for this process ?? debug or retail ? version ?

thanks for sharing man.

#230 - Nabnab - 165w ago
Nabnab's Avatar
Quote Originally Posted by Tidusnake666 View Post
What about some kind of disc masterkey encryption - or something - the theory that was at the beginning of the TB eboots, can you share your opinions on it?

Don't expect too much from me about the masterkey.

I suspected many different process to boot 3.60+ Games on older firmware and also some other stuff related to the internal emulation (PSX/PSP/PS2)

Have many theory about the dongle but i'm gonna explain something.

1-Many Official Game had standart self renamed to EBOOT.BIN (not even npdrm) you can easily unself them (and fix the encrypted section)
2-Patch the header from the official eboot.bin -> (self) and they don't make own eboot from this way, they patch the header to be work on a 3.55 Special CFW (allow to load specific stuff related to the CELL Execution)
3-the dongle = emulate debug patch dev_flash/payload that allow to boot into the debugger mode -> also to patch in real time (syscall function between usb port/CELL) remember jig generate dongle id
4-also some PS3 Games use specific SDK revision (like i show on a another topic)
5-and for the eboot NPDRM is different -> lv2kernel related to the liblv2.sprx, etc patching it's your answer

#229 - landon - 165w ago
landon's Avatar
I want to try this, thank you.

#228 - nathanr3269 - 165w ago
nathanr3269's Avatar
Unpack a PUP Debug file completely and decrypt and unpack dev_flash tar files

Regards

#227 - landon - 165w ago
landon's Avatar
So guys some one try this before ??

& where to find that debug dev_flash ???

#226 - Tidusnake666 - 165w ago
Tidusnake666's Avatar
What about some kind of disc masterkey encryption - or something - the theory that was at the beginning of the eboots, can you share your opinions on it?

 


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