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Sony PlayStation 2 (PS2) Classics Algorithm Revealed by Flat_z


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106w ago - Following up on the previous updates, today PlayStation 3 developer Flat_z has revealed the Sony PlayStation 2 (PS2) Classics algorithm with details below.

Download: Sony PlayStation 2 (PS2) Classics Algorithm

To quote: Ok, guys. Unfortunately I forced to admit that I have no more time to work on PS3 stuff because I'm very busy lately. So I decided to publish all information related to PS2 classics as JuanNadie did with the NPDRM algorithm one year ago.

Firstly I wanted to say that he was the first who started reverse-engineering on this subject and when he left the scene I decided to continue his work to keep it from going to waste. And so I would like to thank JuanNadie for his amazing contribution to the PS3 scene. Besides that, he gave me some piece of information on the subject.

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All PS2 classics runs within the ps2_netemu.self which represents a different kernel for execution these PS2 games but before it started the VSH module loads your individual data for PSN/SEN (such as act.dat and .rif file for your game). It is absolutely the same process as used for usual PSN games and the goal of it is getting the key used for decryption of PS2 content which includes an optional CONFIG file, ISO.BIN.EDAT and ISO.BIN.ENC.

The latest one is the actual encrypted disc image of the game. All mentioned files are encrypted with the same key (called klicensee) which is stored in encrypted form inside .rif file for your game and it decrypted with the specified key from key table stored in act.dat. When you get this key you can decrypt ISO.BIN.EDAT and see if it contains a game title (for example, SLUS-20062 for GTA 3). This will mean that key is correct. Since almost all the information regarding EDATs is known (see ps3devwiki.com/wiki/Talk:EDAT_files and ps3devwiki.com/wiki/Talk:NPDRM_Selfs) I will not going to explain it again.

Well, now there are two another formats along with EDAT. Let's call the first one as ENC (it represents the actual disc image) and the second as VME (encrypted virtual memory cards). They are encrypted using different algorithms. The ENC format is similar to EDAT and the VME format have a simple encryption layer.

As I said before, ENC file is similar to EDAT and it have the header like in EDAT (but with different magic) and composed of segments of 16384 bytes each (you can see it at the header). I just remind you that file header consists of file magic (PS2\x00), version number (major and minor: 01.01), license type (it always 0x02), application type (0x01), content id, QA digest (seems like to be a SHA-1 hash of the non-finalized file generated using the tool from SDK), CID-FN hash (an AES CMAC hash of concatenation of content id and file name using the third NPDRM OMAC key as CMAC key), header hash (an AES CMAC hash of the 0x60 bytes from the beginning of file using xored bytes of the first NPDRM OMAC key and the second NPDRM OMAC key as CMAC key), time information which includes start and end time of the validity period (they are usually zeroed, base ticks = 62135596800000000), file flags (always zeros), segment size (16384 bytes), data size of the file data, two unknown hashes of 16 bytes each, 40 bytes of unknown data (possible another unknown signature) and pair of an ECDSA signature (40 bytes using the second VSH curve and the VSH public key).

I also remind you that two unknown hashes for EDAT case are known and represents meta data sections hash and extended header hash (an AES CMAC hash of 160 bytes from the beginning of file), both hashes uses the hash key as CMAC key and it depends on the file flags and keys). I don't know exactly what hashes are there for ENC format but when we zeroed them it seems like they are not checked on current firmwares. The file header ends at the offset of 256 bytes.

Segments are divided into two types: a meta data section and a file data section. Each meta data section can include 512 entries (max) of 32 bytes each (16384 / 32 = 512) and associates with a particular file data section. So if we have a meta data section which consists of 512 entries then it will mean that there are 512 file data sections after it and each file data section have size of 16384 bytes.

Besides that, the first meta data segment located at the offset of 16384 bytes. I don't know what data are stored before it but we also tried to zero them (these bytes starting at the offset of 256 bytes and ending at the offset of 16384 bytes) and it works as usual. I guess that it can be the encrypted garbage because the alignment of file data should be equal to the segment size.

Now I will explain what keys are used and how they are obtained. ENC/VME files are decrypted using the ENCDEC device so the decryption process are more faster than at EDAT case. While vSH checks files for their validity period, CMAC hashes and ECDSA signature and obtains the key for decryption from .rif file and it makes a system call #475 to LV2 (on older firmwares it was #471) along with the NPDRM information, klicensee, act.dat key and encrypted rif key. LV2 gets your console ID, encrypts the NPDRM constant using it as a key, decrypts the key from act.dat using the encrypted NPDRM constant and finally decrypts klicensee from .rif using the decrypted key from act.dat. Now we have a klicensee which will be used for later decryption process.

For EDAT case we can use free EDATs without .rif but for PS2 classics we should always use paid content and .rif file. So if you want to resign the game you need to generate .rif for the account on your console (I call this process as "personalization"). Don't forget that .rif file should be created for your act.dat (because it shares the account id) and console ID. Let's move on. When the PS3 gets the final decryption key it send a packet to the system manager inside LV1 which sets the inter-lpar parameter of type 3.

This parameter contains a version information and the klicensee. A system manager catches this packet and sends a request to the storage manager inside SS server #1 which then configures ENCDEC keys used for later decryption. It should be kept in mind that keys for decryption differs between CEX and DEX consoles so the storage manager checks the device type and uses different key slots for ENCDEC.

The configuration process started with running isolated SPU SB module which creates the final keys using klicensee as a key seed and send them back to the PPU which then send them to the device directly during the secure session. There are three types of keys: meta key, data key and vmc key and they are configured separately. The process of making keys consists of applying an AES 128 algorithm on the klicensee while using three different keys.

There are SHA-1 hashes of each of three keys (you should decrypt sb_iso_spu_module.self from 4.xx FW and find each of 16 bytes key by its SHA-1 hash):

For CEX mode:

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For DEX mode (you actually don't need it but anyways):

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Now we have all keys which are required to decrypt all files. So what we should also know?

ENC encryption uses an AES algorithm in CBC mode and the initialization vector of all zeros. The actual process of decryption of CONFIG and ISO.BIN.ENC started at seeking to the offset of 16384 bytes. There is a first meta data section so we should use the meta key as key for AES and decrypt the entire segment of 16384 bytes. As I said before each meta data sections contains of some entries and each entry have a size of 32 bytes. Each entry contains a SHA-1 hash (20 bytes) of the corresponding entire encrypted file data section and all these sections are located after this meta data section. After the SHA-1 hash we can see the section index of the corresponding file data section (4 bytes).

The rest is padded of zeros. After decryption of the meta data section we can decrypt all file data sections after it. Now we should use the data key! Before the actual decryption we can check the SHA-1 hash of each encrypted file data section and see if they matched to the hashes at entry table of the meta data section. If the actual file size of the disc image is not a multiple of 16834 bytes then we have less entries inside the latest meta data section.

After we finished the decryption of first 512 file data sections we can started decryption of the second meta data section and set of 512 file data sections after it and so on. I recommend to write decrypted meta data entries to another file than in the same file as file data section. It will make a process more easier. After decryption you should truncate your actual file to the data size specified at the header. Now you got an UDF disc image and you can mount it on your PC, for example.

So what is the next step? The next step is the decryption of encrypted virtual memory cards. Each PS2 classics package contains two empty encrypted virtual memory cards which located at SCEVMC0.VME and SCEVMC1.VME. As far I see they are identical for all games so we can use templates for all new virtual memory cards but only encrypts them with the new klicensee. To decrypt virtual memory cards you need to read an each segment of 16384 bytes and apply an AES encryption in CBC mode too but for this case you should use the VMC key. After decryption you should see Sony PS2 Memory Card Format 1.2.0.0 at the top of file.

Well, I attached a draft script for decryption of ENC/VME files. It was written for Python 2.7 and requires CryptoPlus (can be downloaded from: http://repo.or.cz/w/python-cryptoplus.git) and "ecdsa" (use EasyInstall or another package manager) libraries. I intentionally left all keys as SHA-1 hashes because of legal issues but you can find all keys by yourself using my hints. My script uses CONFIG/ISO.BIN.ENC/SCEVM0.VME/SCEVM1.VME file and klicensee file as input parameters. I hope that someone will create tools for that.

To use the script you need to create a file with name vsh.curves and put the contents of the curve table from VSH (get it from ps3devwiki.com/wiki/Keys at vsh pub + curvetable) and replace all hashes of keys by their real values (see FIXME comments). Also replace three NPDRM OMAC keys and VSH public key by their values from ps3devwiki.com/wiki/Keys.

I think that creation of PS2 remastering tool can lead us to getting the fully working games on our consoles but it requires testing. I recommend to create a static klicensee which can be used to encrypt all images in the same manner (static klicensee can also be implemented by patching VSH/LV2 at runtime, for example). After generating a klicensee you should create all keys based on it.

To build an encrypted disc image you should dump the original disc image and then append zero bytes to the end to make it multiple of 16384 bytes. Then you need to encrypt each of 512 segments using the generated data key. Then you should calculate SHA-1 hashes of each encrypted segment and generate meta data section for each pair of segment hash and segment index. After this you need to encrypt meta data section and so on. At the end you need to write an original disc image size to the header, write a content id for it and generate hashes at the file header.

After building ISO.BIN.ENC file you should create a file with the title id and pad it with zero bytes from the right side to get 12 bytes total. Then you need to create an EDAT container for this file. Hint: you can see a correct title id when mounting a disc image on your PC and looking at SYSTEM.CNF of it.

Unfortunately, I hadn't time to see what the CONFIG file does so I will skip this step. I only know that this file is optional or can be empty inside (after decryption). You are not required (and you simply can't do it) to generate a valid ECDSA signature for files because all custom firmwares are patched to skip the ECDSA check. Will be nice to be able to generate a game package for your PS2 game too if everything will works fine. Remember, that some flags at PS2 pkg format can be different.

Credits to: graf_chokolo, fail0verflow, JuanNadie, ps3dev.net, glevand and all my friends (you know who you are).

Finally, from zecoxao: i found the meta key and data key for cex, as for the vmc key, no clue where it is, the two are both in my previous post. you can check the sha1 of those in any site or with any program that supports it. somebody may post those on the wiki, if they want.

i'm happy... this is good and concise info time to search for more #poop

meta (CEX) : https://mega.co.nz/#!gpdQxZZB!ZlZpYj8luKmJ5K892wHlTHvQ6khvtfEGxba5OJM3-Y4

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data (CEX): https://mega.co.nz/#!B09nwJhQ!TMC3kxaNLKFzYVuSksPs-nEE_AgnAgS2RQ1BzeZBlTM

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From flatz: It is at sb_iso_spu_module.elf too. First two bytes are 64 E3...

VMC key:

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kudos to this man


Sony PlayStation 2 (PS2) Classics Algorithm Revealed by Flat_z

Sony PlayStation 2 (PS2) Classics Algorithm Revealed by Flat_z

Sony PlayStation 2 (PS2) Classics Algorithm Revealed by Flat_z

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Comments 1262

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#182 - PS4 News - 161w ago
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Below is another mmCM v04.02.00 (20120228) Full Update for those with the Cobra dongle and the changes, as follows:

Download: mmCM v04.02.00 Base (20120228) Update / mmCM v04.02.00 Base (20120228) Update (Mirror) / mmCM v04.02.00 Base (20120228) Update (Mirror #2) / mmCM v04.02.00 Full (20120228) Update / mmCM v04.02.00 Full (20120228) Update (Mirror)

28 - 02 - 2012 Changelog:

  • Added new display mode ("TMB" - Top Media Bar) to replace "Box-art" mode
  • Added new option in Settings - "Top Media Bar Color" to set user-defined color for top and bottom stripes in TMB mode
  • Added new background image in the original theme (TMBBG.JPG) for TMB display mode
  • Improved speed when copying files
  • Optimized memory usage (another 10MB of RAM available for operations)
  • Added support for scanning /dev_usb010 to /dev_usb099 for PSX/PS2/PS3/PSP/BD/DVD ISO files
  • Added four (4) new colors to SIDE/TMB color setting options and two options in COLOR.INI to set side/tmb colors from themes
  • Added function to "Quit to XMB" if [CIRCLE] (or [CROSS] if X/O swap is set in options) button is held pressed
  • Added visual slider indication when scrolling trough a lot of entries (XMMB, TMB and XBDM modes + when browsing devices)
  • Reminder for BD-Remote colored keys: RED - Quit, GREEN - Screen Saver, YELLOW - Restart, BLUE - To File Manager and back

#181 - PS4 News - 161w ago
PS4 News's Avatar
Below is mmCM v04.01.04 Full (20120223) for those with the Cobra dongle and the changelog, as follows:

Download: mmCM v04.01.04 Base (20120223) (21 MB - showTIME, ps3NETSRV, lastGAME, bdRESET) / mmCM v04.01.04 Full (20120223) (296 MB - showTIME, ps3NETSRV, lastGAME, bdRESET, 1 motion background, 10 themes, 7020 game covers)

23 - 02 - 2012 - mmCM ver 04.01.04 Full Changelog:

  • Improved FTP transfer speed even more
  • Improved FTP compatibility with certain clients (wininet)
  • Improved "Game list (4x2)" display mode
  • Improved "Game list (poster)" display mode
  • Improved overall speed and stability and fixed some GUI glitches
  • Optimized memory usage (10MB more RAM available for operations)
  • Optimized caching procedure for game icons and backgrounds (ICON0/PIC1.PNG) - faster and less HDD space used
  • Added "Group Titles by Genre" option in the SIDE menu and changed the function of [SQUARE] button: now opens "Game Settings" menu.

#180 - Tidusnake666 - 162w ago
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Hello,

Anyone kind enough to link me to new LAST GAME app for mmCM v4?

I had mine from v2, and now when updater to v4, last game app just refuses to work

UPD: Okay, found it. It's LASTGAMEv2.pkg inside "Base" 4.01.00 distro

#179 - PS4 News - 162w ago
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Another multiMAN Cobra Manager (mmCM) v04.01.03 update for those with the dongle and the changes, as follows:

Download: multiMAN v04.01.03 Update (20120217) (4.88 MB)

17 - 02 - 2012 Changelog:

  • Changed: 4x2 display mode is rewritten to use XMMB engine which makes it 5x faster and allows access to all content (Games/Music/Video/Photo/Retro/ISO)

  • Added "4.11" option in "System Firmware Version" to spoof reported version to the latest OFW 4.11

  • Added support for loading network PSX/PS3/BD/DVD ISO/BIN+CUE images to lastGAME2 application

  • Added proper support for covers in "Coverflow" mode, without affecting XMMB and other display modes (covers in Coverflow/4x2 modes and icons in BOARD mode)

  • Added PIN-protected option "Reset Options to Default" in SETTINGS (press [TRIANGLE] to access it in the SIDE menu). Default PIN is "0000".

  • Added support for forcefully resetting mM to default during boot if L2+R2+L3+R3 buttons are pressed

  • Changed: PIN-protected options will not prompt for PIN code if using the default PIN "0000". If "Parental Level" is set, games which require higher level will still require PIN.

#178 - PS4 News - 163w ago
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Below is another multiMAN Cobra Manager (mmCM) v04.01.02 update for those with the dongle and the changes, as follows:

Download: multiMAN v04.01.02 Update (20120213) (4.52 MB - Can be used to update 04.xx.xx to 04.01.02) / multiMAN v02.09.02 Full (20111011) (106.18 MB - 3090 covers - showTIME lastGAME bdRESET ebootFIX ebootMOD ps3SERV)

13 - 02 - 2012 - Changelog:

  • Added support for creating ISO/BIN+CUE images from PS2 CD and PS1/PSX CD *directly* to remote host

  • Added automatic extraction of thumbnails after ISO/BIN+CUE is created (PS3/PS2/PSX/BD/DVD)

  • Added support for displaying coverart/jacket for Blu-ray and AVCHD discs (if /HDAVCTN or /BDMV/META/DL folders contain jpg jacket-image)

  • Added support for creating ISO files from folders to remote host (ISO is cached to internal HDD and then moved to remote host)

  • Improved FTP transfer speed (up to 10MB/s over 100Mbit connection)

  • Improved transfer speed from and to remote hosts (/net_host) (up to 10MB/s over 100Mbit connection)

  • Improved scanning of remote host content folders

  • Added support to set "External Game Data" for games/applications installed under /dev_hdd0/game or /dev_usbxxx/GAMEI (RELOAD.SELF required)

  • Fixed few issues introduced in 04.01.01, related to displaying/refreshing Retro/Music/Photo columns

#177 - PS4 News - 163w ago
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Today Cobra has released mmCM version 04.01.01 update (20120209) for their dongle with details below, as follows:

Download: mmCM v04.01.01 Update (20120209)

Note: In order to install this Update package, you must first be on version 04.01.00.

09 - 02 - 2012 Changelog:

  • Increased max number of entries for directory listing in file manager to 3584 (from 2560), fixing issues with PSX/PS2/PS3 covers
  • Optimized scanning for network content (ISO/CUE+BIN) (Video, Music, Photo and Roms are also supported)
  • Added "4.10" option in "System Firmware Version" to spoof reported version to the latest OFW 4.10
  • Added support for creating ISO images from PS2 DVD, PS3 BD, Blu-ray and DVD discs *directly* to remote host (remote file system must support 4GB+ file sizes)
    --> You can now create backups of your games and movies directly to your PC and play them remotely! (Blu-ray movies/DVD-Video titles may require additional decryption)
  • Added support for extracting ICON0.PNG for network PS3 ISO games, which don't have .png/.jpg thumbnail in the remote folder (when game ISO is loaded)
  • Added support for extracting coverart (/BDMV/META/DL) for Blu-ray ISO movies, which don't have .png/.jpg thumbnail in their folder (when movie ISO is loaded)
  • Added support for installing PKG package files from remote host (clicking over a .pkg file from /net_host folder in File Manager)
  • Added "Network" device-browse entries in PHOTO, MUSIC, VIDEO and RETRO columns to enable browse/view/playback functions for remote content
  • Added support for loading RETRO games (ROMS) from remote host
  • Added support for thumbnails for ROMS, PSX, PS2, PSP, BD and DVD titles
  • Added new game titles to internal database (PSX/PS2)
  • Fixed an issue which caused mmCM to lock during boot (on boot screen)
  • Fixed a potential issue which may have caused creating invalid *split* ISO files from PS3/BD discs (when output exceeds 4GB and is stored on USB)

NOTE 1: Playing video content from remote hosts requires caching to local storage

NOTE 2: For best compatibility with remote content, the following content folders are automatically created in the root folder served by ps3netsrv:

! - BDISO - for Blu-ray movie titles in ISO format
! - DVDISO - for DVD-Video titles in ISO format
! - PS3ISO - for PS3 games in ISO format
! - PSXISO - for PS1/PSX games in ISO or CUE+BIN format
! - PSPISO - for PSP games in ISO/CSO format (NOTE: Currently used ONLY for storing backups and not to play games)
! - PS2ISO - for PS2 games in ISO format (NOTE: Currently used ONLY for storing backups and not to play games)
! - MUSIC - for audio files in MP3 format
! - PICTURE - for image files in JPG/PNG format
! - VIDEO - for supported video files
! - ROMS - for supported RETRO games (gen/fba/vba/snes/fceu emulator subfolders)
! - PKG - for installable package files (.pkg) (NOTE: You can install packages from remote host in File Manager mode)
! - GAMES - for PS3 games in folder/jb format (NOTE: Currently used ONLY for creating/storing backups and not to play games)

#176 - PS4 News - 164w ago
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Today Cobra USB Firmware v5.0 and mmCM v04.01.00 Full is released for those who have the dongle, with details below:

Download: Cobra USB Firmware v5.0 / mmCM v04.00.01 Base (20120126) / mmCM v04.01.00 Base (20120204) / mmCM v04.01.00 Full (20120204)

04 - 02 - 2012 Changelog of Cobra USB Fw 5.0:

  • Added support to play isos from a PC using network connection. No more waste of time copying between PC and ps3, play directly from the files on your computer!

Requires to run the supplied ps3netsrv server application (it is inside mmCM 04.01.00 download) on the PC, a version for windows and linux is provided (mac users can use the windows version with wine

Note: when using wine, we recommend to run directly the command line ps3netsrv.exe and not the gui).

Currently the following items can be played from network:

  • PS3 isos
  • PSX cue+bin or isos
  • Blu-Ray isos
  • DVD isos

Currently the following items cannot be played from network:

  • PS3 games in JB directory format (planned for 5.1 release)
  • PSP isos (planned for 5.1 release)
  • PS2 isos (planned, but we cannot estimate the version)

Although Cobra doesn't restrict the isos from being loaded through wifi, wifi is too slow for most uses, we recommend to use a wired connection.

  • Optimized a bit the read of PS3 isos (15-20% gain in external disk, not noticeable in internal disk)

  • Added dynamic firmware version spoofer capabilities. You can set the spoof in mmCM settings. As Sony release new firmwares, the spoofer can be updated by updating mmCm, without need of updating Cobra USB fw. No system files are modified by the version spoofer, all take place in ram.

Changelog of mmCM 04.01.00:

  • Changed: Nethost PC server application "ps3serv" is replaced by new windows/linux application "ps3netsrv"
  • Added support for playing PS3 and PSX games in ISO/CUE+BIN format from remote net_hosts (PCs connected to the LAN)
  • Added support for playing Blu-ray and DVD-Video movie titles in ISO format from remote net_hosts
  • ! NOTE: For best performance and compatibility of the new net_host interface, a WIRED network may be required (Wi-Fi is also supported)
  • ! NOTE: Root folders served by remote hosts must contain /PS3ISO, /BDISO, /DVDISO and /PSXISO folders to enable remote content
  • Added new option in SETTINGS column: "Network Servers" for setting up to 10 remote nethost IP:PORT values
  • Removed: *nethost* settings from options[_default].ini are ignored and no longer supported
  • Added new option in SETTINGS column: "System Firmware Version" for "spoofing" current FW version to 4.00 or higher
  • Added support for thumbnail images for remote BD/DVD/PS3/PSX ISO/BIN+CUE files (*.jpg / *.png)
  • Added support to copy files from one net_host to another
  • Added support to delete folders from remote net_host
  • Added support to view files in TextViewer from remote net_host folders
  • Added support to copy games and ISO images to remote host from SIDE menu ([TRIANGLE] in XMMB/XBDM/BOARD display modes)

Finally, below is a usage guide from coveman via: tortuga-cove.com/forums/viewtopic.php?f=77&t=2509&p=4828#p4828

1) Pick a folder which will be used for sharing: I created a folder called H:\PS3_ROOT
2) Created the subfolders for different type of content: BDISO, DVDISO, PS3ISO, PSXISO, PSPISO, PICTURE, VIDEO, MUSIC
3) Double click the ps3netsrv_GUI.exe to start the GUI
4) Click the box under "Folder to share" and selected my folder H:\PS3_ROOT
5) Click [Start] button

s3nint3!If everything is okay, a black window will appear with message "Waiting for client..."

s3nint3!6) Go to my PS3 and in SETTINGS -> Network Servers I added my PC as /net_host0. I set the IP address of my PC and used the default port 38008. Make sure that you find the IP address of your computer and even better - using a STATIC IP ADDRESS will make it easier for you, because it will not change between PC restarts.

s3nint3!7) After you complete step 6 - you should see the messages in the black-box "Connection from xxxx" where xxxx is your PS3's IP address.

In case you don't have "Connection from..." message, make sure that your WINDOWS FIREWALL is either disabled or it allows incoming connections to the selected port (in our case the default 38008). Also check if you entered the IP address correctly.

That's it. I guess I was helpful!

Tip: If you want to save yourself a bit of time next time you need the ps3netsrv, just create a simple .bat or .cmd file (I created one called ps3.cmd) and save it in the same folder where ps3netsrv.exe is saved. You can see mine in the first screenshot.

Just put this single line in your cmd/bat file and save the file:

ps3netsrv.exe . 38008

Pay attention that there is a DOT "." before the port. You can also use any other path and replace the dot if you wish, but that's not necessary. The next time you can simply start the ps3.cmd by double clicking on it and you won't have to use the ps3netsrv_GUI.exe.

#175 - Malleco - 165w ago
Malleco's Avatar
We're getting there... But don't pay for a dongle, with patience all comes free...

And then there will be PS4 and we started over again...

#174 - cfwprophet - 165w ago
cfwprophet's Avatar
Today we have a little snipesd of the COBRA dongle with a few interesting parts of code they proof that what we sayed is true and that you can turn a normall retail ps3 into a debugger one or at least into debugger mode. Enyoi reading and have fun


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flags -> 0x8x

-> load /apphome/liblv2.sprx

/devflash/sys/external/libv2.sprx

sys process elf

sys prx user

sys prx kernel

elf fixed

it's a patch !!

real time patch

elf -> LV2


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and after they said that cobra/tb2 are not related to debugger

Version -> 0x08X the PS3

revision -> boot mode


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selfdecrypter ??

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hmmm

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kernel memory shrinked ? there is the part emulator etc
[CODE]/apph@.ome...../devusb0D.00...........D.|...d......P..... ..r....t.`...,....

#173 - HeyManHRU - 165w ago
HeyManHRU's Avatar
That new display mode looks awesome, it's simple and easy to use. I'm also glad they added new themes, the ones that came with the first mmCM weren't that good.

 

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