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PSP News is a News and downloads site for the PSP, PSVita, PS4, PS3, PS2 and PSOne, We have all the latest emulators, hack and custom firmwares, homebrew and all the downloads on this site, we also cover commercial gaming and console news., the latest homebrew and releases, Part of the
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March 18th, 2019, 18:10 Posted By: wraggster
PSVita and Grand Theft Auto fans rejoice because the day on which we have a GTA game running at native resolution on the PSVita is finally here! This means that TheFlow’s GTA native resolution patch is publicly released alongside a version of Adrenaline to support its resolution increasing techniques.
Just a few days ago, TheFlow revealed more information about his efforts to get the PSP’s GTA games (Vice City Stories and Liberty City Stories) to run at the PSVita’s native resolution which created a fair amount of hype around his work.
http://wololo.net/2019/03/16/psvita-...our-vita-pstv/
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March 14th, 2019, 20:40 Posted By: wraggster
PPSSPP v1.8.0 is released. PPSSPP is a fast and portable PSP emulator for Android, Windows, Mac, and Linux, written in C++.
PPSSPP v1.8.0 Changelog:
* Avoid crash when starting PPSSPP due to bad AMD Vulkan drivers (#11802)
* PowerVR Vulkan display corruption fixed (#11744, #11747)
* Naruto Shippuden 3 hang fixed (#11780)
* Fixes to various lighting bugs (#11567, #11574, #11577)
* Fix control issue in Sonic Rivals and Rock Band (#11878, #11798, #11879)
* Significant performance improvement in Earth Defense Force 2 (#11172)
* Fix "real clock sync" setting (helps with latency for music games - #11813)
* More speed in FF4 effects and other generated curves (#11425)
* Support for resizing Vulkan on Linux (#11451)
* Improved support for GLES on Linux/IoT (#11507, #11537, #11541, #11632, #11746, #11806, #11845)
* Percentage based frameskipping (#11523)
* DXT accuracy improved, fixing thick white line in Gran Turismo sky (#11530)
* Fix Motorstorm freeze on non-Windows (#11618)
* Faster block transfer in some games like Digimon Adventures (#11531, #11553, #11776)
* Blending optimizations and improvements (#11543, #11620)
* Improve D3D11 rendering issues (#11584)
* Change default graphics backend to D3D11 or OpenGL (#11621, #11658)
* Remove some outdated settings (#11665, #11666, #11667)
* Fix remote disc streaming with ipv6 (#11689, #11700)
* Vulkan: Workarounds for some driver bugs for 5xx series Qualcomm GPUs (#11691, #11694)
* Fix some Qt port issues with recent performance improvements (#11720, #11807, #11808)
* UWP Xbox One: fix X/Back button confusion (#11740)
* Fix Formula 1 2006 timing issue (#11767)
* Fixes and workarounds for some vertex range culling bugs that broke a few games (#11785, #11859), and disable it on older GPUs (#11712, #11773, #11787)
* Android: Allow putting PSP storage on custom paths like SD cards (#11812)
* Corrected vocp instruction, fixing models in Artdink games (#11822, #11835)
http://play.google.com/store/apps/de....ppsspp.ppsspp
http://www.ppsspp.org/index.html
http://www.emucr.com/2019/03/ppsspp-v180.html
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March 14th, 2019, 20:28 Posted By: wraggster
Following his short (or inexistant) break from the PSVita scene, Rinnegatamante is back at work creating ports of open-source titles for the PSVita and this time around, he ported NRedneck which is a fork of the open-source EDuke32 engine which adds Redneck Rampage support. Redneck Ramapage, by Xatrix Entertainment, is a first person shooter with a hillbilly theme taking place in Arkansas released in 1997 that makes use of the Duke Nukem 3D’s Build engine. The story is pretty crazy as it features two brothers trying to save their prized pig called Bessie and trying to stop an alien invasion so it shouldn’t really be taken seriously!
From testing on my PSVita, I could deduce the following about the Rinnegatamante’s port:
- Performance is pretty good so you’ll get a pretty solid playing experience
- Sound effects work properly so you can enjoy various “Yee-haw”s present in the game
- The controls are a nice way similar to Rinnegatamante’s other ports
- This port features the main menu and everything from the normal PC port so you can customise the game all you want
As Redneck Rampage isn’t a free game, you have to supply the game data yourself and this is to be done by placing “REDNECK.GRP” in ux0:/data/NRedneck. You may also play Redneck Rampage Rides Again with this port by renaming the GRP file to RA.GRP. To play this port, simply follow the link below to grab the VPK and then copy the data files to your memory card (demo data files aren’t supported). I have tested the game with files from GOG’s Redneck Rampage collection and that the base game works perfectly; you may also use files from the original CD or Steam release if you please.
Rinnegatamante’s Twitter: https://twitter.com/Rinnegatamante
Rinnegatamante’s Patreon (for monetary support): https://www.patreon.com/Rinnegatamante
http://wololo.net/2019/03/11/super-m...-vita-sort-of/
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March 14th, 2019, 20:27 Posted By: wraggster
If you’ve been following r/vitahacks, then you’ve probably heard of Super Mario Vita which is a fan-made Super Mario game by Fanta Hourglass. News about this homebrew game emerged around 2 months ago, in early January, when its developer published a showing some gameplay in a PSVita Slim overlay and started posting regular updates about it on Twitter. Obviously, this kindled a fair amount of interest but many people warned Fanta Hourglass to stay quiet about his work as Nintendo has shut down fan-made games using its intellectual property, such as AM2R, in the past.
Now, a demo of this somewhat anticipated Super Mario 64-esque homebrew has been released and from a short playing session, I observed the following:
- You must overclock your PSVita’s CPU to 444MHz to get playable speeds with some stuttering
- To do this, you can use a plugin such as Joel16’s PSV VSH Menu
- Don’t even think about running it at 333MHz (stock clock) as you’ll get single digit frame rates!
- There are 4 small demo worlds which demonstrate what could be achieved with the engine
- This means that this demo is a tech demo as it doesn’t have any content that you can actually play through
- Obviously, there are some issues with game’s physics and these are especially noticeable in the world with minimal lighting
- The music, by guesswhatmusic, is pretty nice and I’d be pleased if it were to end up in some other fan-made Mario game
- This demo shows some promise and achieves some pretty cool things but unfortunately, it’ll be the last we’ll be hearing of Super Mario Vita. From the video posted by Fanta Hourglass about the demo’s release, it’s been revealed that he won’t continue working on the game as he’s rightfully afraid that Nintendo will shut him down. However, he’ll continue developing games with Unity as he showed off a prototype of an original 3D platforming game featuring a robot that he plans to release on Steam (PC) and possibly the PSVita. To grab the game demo (for PC and Vita), check out the links below and you can also watch the release video!
Super Mario Vita download link (PSVita): https://drive.google.com/file/d/1bJX...ew?usp=sharing
Super Mario Vita download link (PC): https://drive.google.com/file/d/1evC...y-kP1x-ML/view
http://wololo.net/2019/03/11/super-m...-vita-sort-of/
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March 14th, 2019, 20:24 Posted By: wraggster
The PSVita didn’t get a native port of a Grand Theft Auto game which, in my opinion, is very unfortunate as I believe that a Vita port could’ve given a much better gaming experience than GTA’s ports on iOS/Android. Apparently, more people think the same and now, TheFlow is doing the work of the gods by creating a NATIVE RESOLUTION patch for the PSP’s Grand Theft Auto series when run on the PSVita!
As its title suggests, this patch makes the PSP’s Grand Theft Auto games (GTA Vice City Stories and GTA Liberty City Stories) render at native resolution on the PSVita (960×544).
This allows for a sharper and much-nicer looking image without the blurriness that upscaling a 480×272 (PSP’s native resolution) image brings about. Work on this patch started a short while ago with TheFlow first mentioning it publicly on March 1st and yesterday, he made another Reddit thread demonstrating his progress. As of right now, the following is known about the patch:
- This patch, which will run inside Adrenaline, will allow the PSP’s GTA games to run at 960×544 (native resolution of the Vita; double that of the PSP) on the PSVita and PSTV
- TheFlow says that performance will not be greatly affected as he only mentioned a small bit of slowdown that doesn’t affect playbility
- As the PSP only has 2MB Video RAM, the games will run at a reduced colour space of 16-bits rather than 32-bits.
- However, this will not really affect the picture’s quality as demonstrated in the comparison screenshots that TheFlow provided (below)
- Currently, the plugin isn’t available for download
- These type of patches are game-specific so don’t expect the ability to render all games at a higher resolution similar to what PPSSPP does
http://wololo.net/2019/03/13/theflow...n-your-psvita/
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March 14th, 2019, 18:49 Posted By: wraggster
Hacker SpecterDev, known for his involvement with the PS4 scene, in particular the first public release of the 5.05 kernel exploit, has released a Webkit exploit for PS4 6.20 owners.
The Exploit has been patched with Firmware 6.50, which is why the dev chose to release this.
If you are on firmware 6.20 or below, you can give this a try and play with it. If you are on firmware 5.05 or below, of course, stay put since you can actually run a full PS4 Jailbreak.
Indeed, a webkit exploit is “only” a usermode exploit which will not give you access to the kind of functionality you would typically expect from a “Jailbreak”, or kernel exploit. Nevertheless, it gives you an entry point into unsigned code execution, which is cool to play with, or for developers to dig into kernel exploits.
Details on the vulnerability itself can be found in the Readme of the exploit. Important notes from the readme:
- This vulnerability was patched in 6.50 firmware!
- This only gives you code execution in userland. This is not a jailbreak nor a kernel exploit, it is only the first half.
- This exploit targets firmware 6.20. It should work on lower firmwares however the gadgets will need to be ported, and the p.launchchain() method for code execution may need to be swapped out.
- In my tests the exploit as-is is pretty stable, but it can become less stable if you add a lot of objects and such into the exploit. This is part of the reason why syscalls.js contains only a small number of system calls.
You will need to download the files from the developer’s github and host them on a server somewhere, this can be done on your local computer or with a tiny tool such as an ESP8266 (details here)
Source: SpecterDev
via http://wololo.net/2019/03/14/ps4-spe...r-6-xx-owners/
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March 14th, 2019, 18:45 Posted By: wraggster
The latest firmware update for the PlayStation 4 has been released. Version 6.50 adds a handful of new features, such as the ability to stream 720p videos to NicoNico, support for the newly released iOS PS4 remote play app, and the ability to swap the circle and x button for menu input, which is oddly limited by region. The firmware download size is 442MB.
In regards to the iOS Remote Play feature, players are limited in the fact that they cannot connect a DualShock 4 to their phones, and must either use onscreen input, or a third party controller.
Main Features in Version 6.50 Update
•You can now enjoy Remote Play on iOS devices. You can use (PS4 Remote Play) to connect your PS4 system from devices such as smartphones and tablets.
Other Features
•You can now choose 720p when you broadcast using Niconico Live. This service is available only in certain countries and regions.
•You can now change the button assignment to perform “Enter” operations from the Circle button to the X button. Select (Settings) > [System], and then select the checkbox for [Use X Button for Enter]. This option is available only for specific countries and regions.
https://twitter.com/PlayStation/stat...52426937192448
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March 13th, 2019, 20:53 Posted By: wraggster
It has been a while since we hear from Team REBUG, but they are back and showing some (love) to the PlayStation 3 consoles, by releasing finally v4.84.1 for the all those waiting to upgrade to best CFW out there, and they are asking for help in sourcing the latest DEX OFW, so if you have a source, drop them a line on their website, so that everyone will be able to enjoy a REX release also!
LITE COBRA 7.55 EDITION – INSTALL ON CEX PS3 SYSTEM /// REBUG 4.84.1 LITE EDITION – Mar. 3rd 2019
(See below for full LITE EDITION features)
What’s new since 4.82.2 LITE EDITION?
•Stability*
(This system software update improves system performance)
•REBUG TOOLBOX 2.02.17 MULTI
(The latest REBUG TOOLBOX with Multi Language support -16 languages)
•HAN PKG Support
(ECDSA check on EDAT is disabled to allow HAN signed PKGs,)
(Mostly for developers only, Generally, CFW users do not have any benefits from this feature, however, this was added for developers who are working on HAN features for OFW users)
FEATURES FOR REBUG LITE EDITION
•FEATURE – QA Token compatibility
•FEATURE – OtherOS++ support enabled
(Use Rebug Toolbox to Boot OtherOS with different LV1 patches)
•FEATURE – Package Manager
(Replacement for the standard ‘Install Package Files’ option)
•INCLUDED – Rebug Toolbox 02.02.17 Multi
(Install included Rebug Toolbox or higher for full compatibility)
•FEATURE – FSELF compatibility
(Fake Signed ELF is supported on both CEX and DEX modes.)
•PATCHED – Appldr: LV2 memory hash check is disabled
(Memory protection on LV2 is disabled in higher level)
•PATCHED – LV1: Disable System Integrity Check
(Safe to use with mismatched COREOS/SYSCON versions or if PS3 is not QA enabled)
•PATCHED – LV1: Undocumented function 114
(Allow mapping of protected memory)
•PATCHED – LV1: Skip all ACL Checks
(Needed to allow booting of OtherOS)
•PATCHED – LV1: Peek and Poke support
(Unused LV1 call 182 and 183)
•PATCHED – LV2: Peek and Poke support
(LV2 Syscall 6 and 7)
•PATCHED – LV2: Peek and Poke support for LV1
(LV2 Syscall 8 and 9)
•PATCHED – LV2: LV1 CALL System call
(LV2 Syscall 10)
•PATCHED – LV2: Allow execution of any LV2 internal function
(LV2 Syscall 15)
•PATCHED – Recovery: Prevent accidental OFW update while on Recovery mode
•PATCHED – VSH: Allow HAN Signed EDAT/PKGs
•PATCHED – VSH: Allow Unsigned act.dat and *.rif files
•PATCHED – VSH: Auto unlocks c00 demo contents
(Improved patches applied)
•PATCHED – VSH: Disable NEW PSP DRM Check
(Allowing unsigned PSP pkg contents on 4.75 or higher CFW)
•PATCHED – VSH: Disable Epilepsy Warning for Faster Boot-Up Speed
•FUN FEATURE – In Game Screenshot
(Allows taking screenshots in Game)
•FEATURE – Full Polish support for XMB/PS2 Emu
(Provide full Polish character support)
•FUN FEATURE – Enhanced Remote Play
(This unlocks the limitation of working apps/games for remote play, by disabling SFO flag check)
•FEATURE – Cinavia protection fully disabled
(Supports optical media/bd iso, AACS must be decrypted)
•FEATURE – COBRA 7.55 *UPDATED
(Disabled by default (Optional), Toolbox required to Enable)
•FEATURE – Homebrew store compatibility
(Downloading debug signed packages is now available on retail CFW.)
•FEATURE – XMB CFW settings v0.1a
(XMB icons for simple CFW tasks available via REBUG TOOLBOX)
•FEATURE – PSN/SEN Accesibility
(PSN /SEN Accessible , until the next OFW update)
•FEATURE – XMBM+ Compatibility
(XMB Manager Plus developed by Team XMBM now supported via standalone pkgs.)
•FEATURE – HAN Toolbox Compatibility
(HAN Toolbox Support added for testing HAN Signed pkgs on CFW)
OFFICIAL SITE: --> https://REBUG.me
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March 13th, 2019, 20:48 Posted By: wraggster
A week ago, Team REBUG returned with their latest PS3 v4.84.1 LITE CFW Firmware, now they are back with their DECR edition! 
LITE Cobra 8.01 EDITION – INSTALL ON DECR PS3 SYSTEM
Supported models
•DECR-1000A
•DECR-1400A
More info available via PSDEVWIKI
REBUG 4.84.1 DECR LITE EDITION – Mar. 10th 2019
(See below for full LITE EDITION features)
What’s new since 4.82.1 DECR ED?
•Stability
(This system software update improves system performance)
•REBUG TOOLBOX 2.02.12 (DECR edition)
(DEH 4.84 Support Added)
•webMAN MOD support
(webMAN MOD 1.45.10 is integrated due to high demand since the latest version has an issue)
*** Due to the issue with WM_PROXY, 1.45.11 and below is recommended for DECR***
•COBRA 8.01 Added
More information available via this link
FEATURES FOR REBUG DECR LITE EDITION
•FEATURE – DUAL VSH/XMB Selector
(Supports DEX VSH to unlock PS1/PS2/PSP/BD/DVD Playback)
•FEATURE – Package Manager
(Replacement for the standard ‘Install Package Files’ option)
•INCLUDED – Rebug Toolbox 02.02.12 *DECR* EDITION
(Install included Rebug Toolbox or higher for full compatibility)
•PATCHED – Appldr: LV2 memory hash check is disabled
(Memory protection on LV2 is disabled in higher level)
•PATCHED – LV1: Disable System Integrity Check
(Safe to use with mismatched COREOS/SYSCON versions)
•PATCHED – LV1: Undocumented function 114
(Allow mapping of protected memory)
•PATCHED – LV1: Skip all ACL Checks
•PATCHED – LV1: Peek and Poke support
(Unused LV1 call 182 and 183)
•PATCHED – LV2: Peek and Poke support
(LV2 Syscall 6 and 7)
•PATCHED – LV2: Peek and Poke support for LV1
(LV2 Syscall 8 and 9)
•PATCHED – LV2: LV1 CALL System call
(LV2 Syscall 10)
•PATCHED – VSH: Allow Unsigned act.dat and *.rif files
[*}PATCHED – VSH: Auto unlocks c00 demo contents
•PATCHED – VSH: Disable Unlinking/Deleting of act.dat
(Improved patches applied)
•PATCHED – VSH: Disable NEW PSP DRM Check
(Allowing unsigned PSP pkg contents on 4.75 or higher CFW)
•PATCHED –VSH: XMB notification removal *NEW
(Game Quit: No Request Event will not be displayed )
(DEX VSH – Fake Save Data Owner Pop-up disabled)
•PATCHED – VSH: Disable Epilepsy Warning for Faster Boot-Up Speed
•FUN FEATURE – In Game Screenshot
(Allows taking screenshots in Game)
•FEATURE – Full Polish support for XMB/PS2 Emu
(Provide full Polish character support)
•FUN FEATURE – Enhanced Remote Play
(This unlocks the limitation of working apps/games for remote play, by disabling SFO flag check)
•FEATURE – Cinavia protection fully disabled
(Supports BD iso rips, AACS must be decrypted)
•FEATURE – Partial BD/DVD Playback support on COBRA mode
(BD/DVD movies can now be played on DECR, However, COBRA MODE is required, Only Region free ones and ISO rips)
•FEATURE – Cobra 8.01
(Disabled by default (Optional), Toolbox required to Enable)
•FEATURE – XMB CFW settings v0.1a
(XMB icons for simple CFW tasks available via
REBUG TOOLBOX 2.02.12 DECR EDITION)
•FEATURE – PSN/SEN Accesibility
(PSN /SEN Accessible , Access to PSN Store is also available)
•FEATURE – XMBM+ Compatibility
(XMB Manager Plus developed by Team XMBM now supported via standalone pkgs.)
•FEATURE – HAN Toolbox Compatibility
(HAN Toolbox support added for developers)
OFFICIAL SITE: --> https://REBUG.me
Please Remember, if you enjoy using REBUG CFW's on your PS3, to visit their website, and donate something to the developers!
via https://www.maxconsole.com/threads/o...th-2019.51609/
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March 13th, 2019, 20:47 Posted By: wraggster
A week ago, Team REBUG returned with their latest PS3 v4.84.1 LITE CFW Firmware, now they are back with their REX edition!
LATEST REBUG FIRMWARE BUILDS
D-REX COBRA 8.01 EDITION – INSTALL ON DEX PS3 SYSTEM
REBUG 4.84.1 D-REX EDITION – Mar. 10th 2019
(See below for full D-REX EDITION features)
REX COBRA 8.01 EDITION – INSTALL ON CEX PS3 SYSTEM
REBUG 4.84.1 REX EDITION – Mar. 10th 2019
(See below for full REX EDITION features)
What’s new since 4.82.2 REX/D-REX?
- Stability
(This system software update improves system performance) - REBUG TOOLBOX 2.03.01 MULTI 16
(Payload injection feature available on Utilities category, - CFW 4.83 and 4.84 Supported)
- Cobra 8.01 (Enabled by Default)
(Improved boot speed/Stage1 removal, Kernel payload plugin support, - PS2 Bugfix for BC and SemiBC consoles when COBRA’s disabled)
More information available via this link
FEATURES FOR REBUG REX/D-REX EDITION
- FEATURE – Dual LV2 Kernels CEX/DEX
(Swap your EID0/LV2 kernel using Rebug Toolbox in seconds) - FEATURE – ALL Retail functions available in CEX mode
(No need to install different firmware) - FEATURE – ALL Debug functions available in DEX mode
(No need to install different firmware) - FEATURE – FULL ProDG Connectivity in DEX mode
(Full Support on both Normal mode and Cobra mode) - FEATURE – QA Token compatibility
- FEATURE – OtherOS++ support enabled
(Use Rebug Toolbox to Boot OtherOS with different LV1 patches) - FEATURE – Package Manager
(Replacement for the standard ‘Install Package Files’ option) - FEATURE – FSELF compatibility
(Fake Signed ELF is supported on both CEX and DEX modes.) - INCLUDED – Rebug Toolbox 2.03.01
(Install included Rebug Toolbox or higher for full compatibility) - PATCHED – Appldr: LV2 memory hash check is disabled
(Memory protection on LV2 is disabled in higher level) - PATCHED – LV1: Disable System Integrity Check
(Safe to use with mismatched COREOS/SYSCON versions or if PS3 is not QA enabled) - PATCHED – LV1: Undocumented function 114
(Allow mapping of protected memory) - PATCHED – LV1: Skip all ACL Checks
(Needed to allow booting of OtherOS) - PATCHED – LV1: Peek and Poke support
(Unused LV1 call 182 and 183) - PATCHED – LV2: Peek and Poke support
(LV2 Syscall 6 and 7) - PATCHED – LV2: Peek and Poke support for LV1
(LV2 Syscall 8 and 9) - PATCHED – LV2: LV1 CALL System call
(LV2 Syscall 10) - PATCHED – LV2: Allow execution of any LV2 internal function
(LV2 Syscall 15) - PATCHED – Recovery: Prevent accidental OFW update while on Recovery mode
- PATCHED – VSH: Allow Unsigned act.dat and *.rif files
- PATCHED – VSH: Auto unlocks c00 demo contents
- PATCHED – VSH: Disable Unlinking/Deleting of act.dat
(Improved patches applied) - PATCHED – VSH: Disable NEW PSP DRM Check
(Allowing unsigned PSP pkg contents on 4.75 or higher CFW) - PATCHED – VSH: Disable Epilepsy Warning for Faster Boot-Up Speed
- PATCHED – VSH: XMB notification removal
(Fake Save Data Owner and Game Quit: No Request Event will not be displayed) - FUN FEATURE – Fake Save Data Owner
(Use Game Saves from ANY Owner) - FUN FEATURE – In Game Screenshot
(Allows taking screenshots in Game) - FUN FEATURE – Disabled flag check in PARAM for Remote Play
(For better compatibility with remote play, custom flags in PARAM is recommended) - FUN FEATURE – Lock/Unlock Trophies (Offline only)
- FEATURE – Cinavia protection fully disabled
(Supports optical media/bd iso, AACS must be decrypted) - FEATURE – Full BD/DVD Playback support on both CEX/DEX mode
(BD/DVD movies can now be played on DEX mode, major thanks to mysis!) - FEATURE – COBRA 8.01
(Enabled by default) - FEATURE – XMB CFW settings v0.1a
(XMB icons for simple CFW tasks available via REBUG TOOLBOX 2.03.01) - FEATURE – PSN/SEN Accesibility
(PSN /SEN Accessible , until the next OFW update) - FEATURE – XMBM+ Compatibility
(XMB Manager Plus developed by Team XMBM now supported via standalone pkgs.) - FEATURE – HAN Toolbox Compatibility
(HAN Toolbox support added for developers)
Click to expand... OFFICIAL SITE: --> https://REBUG.me
Please Remember, if you enjoy using REBUG CFW's on your PS3, to visit their website, and donate something to the developers!
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March 13th, 2019, 17:40 Posted By: wraggster
Today, Sony launched the PS4 Remote Play app for iPhone and iPad, which will allow users to access and play games on their PS4 from their mobile device.
With the app downloaded, users can pair their PS4 with it and then open the home screen, launch and play games, connect to voice chats, and send messages. A PSN account is required, and the device must be connected to a Wi-Fi network.
For navigation, PS4 controller buttons are overlaid onto the mobile screen. DualShock 4 controllers are not compatible with the app for now, though some third-party controllers may work.
In the past, Sony has allowed remote play on the Vita, Windows, and Mac. Though there has been no Remote Play app announced for Android just yet, an Xperia phone version of the app launched in 2014 indicates that one may be possible in the future.
https://www.gamesindustry.biz/articl...e-play-for-ios
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February 27th, 2019, 18:36 Posted By: wraggster
DaedalusX64 is the only working Nintendo 64 emulator for the PSP and PSVita and it can emulate some titles like Super Mario 64 and Mario Kart 64 quite well. However, it’s still quite far from being a perfect emulator but thankfully, some people like z2442, TheMrIron2 and wally4000 seem to have taken an interest in making it better.
Through their efforts, many updated builds have been released and the most recent one is 1.1.6, which was released a few days ago and it brings along:
- Improvements to the job manager which improved the performance of the audio emulation routine and made it more stable
- An update to the toolchain being used to compile the emulator which has unexpectedly brought about performance improvements
- Faster memory copying routine
- Work is also being done on a PC (Linux) port of Daedalus which may make it easier for debugging and improving the performance of the PSP version
In order to get this updated version of Daedalus, click on this link and grab the ZIP file linked in it. If you’re using a PSVita, this must be run via Adrenaline as there isn’t a native port of Daedalus yet.
http://wololo.net/2019/02/26/psvita-...-stable-audio/
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February 27th, 2019, 18:33 Posted By: wraggster
mGBA is a GameBoy Advance (and Colour/Original) emulator that aims to deliver accurate emulation while performing well on lower-end devices.
This emulator is available on multiple hacked platforms, like the Switch, 3DS and Wii, and PCs but the folks behind it still manage to keep the same codebase for all the available versions so all supported platforms get the latest goodies!
As this emulator is still actively in development, it regularly receives updates and the latest one is version 0.7.1 which brings along:
- A fix for the Vita port in which save files weren’t flushed to disk if mGBA crashes or closes unexpectedly.
- This could cause save files not to be updated with the latest save data and progress to be lost
- Freezes in the menu on the 3DS and bugs relating to opening the application and gyroscope orientation on the Switch were fixed
- Internal core improvements relating to memory, DMA and video were made to increase accuracy
- Other minor features and bug fixes such as an updated Italian translation and a fix for the window icon when using X11
To grab the latest version of mGBA, check out this link and download the appropriate version for the platform of your choice.
http://wololo.net/2019/02/26/psvita-...-stable-audio/
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February 27th, 2019, 18:30 Posted By: wraggster
If you’re thinking “Doesn’t the PSVita already have a native Duke Nukem 3D port?”, you’d be right since it does.
However, Duke Nukem 3D Megaton Edition was taken off the PSN store over 2 years ago and it doesn’t have nearly enough features as Rinnegatamante’s EDuke32 port especially with the latest update.
EDuke32 1.5/1.5.1 for the Vita brings about:
- Mod support which is one of the main selling points of EDuke32!
- An update to a more recent version of EDuke32 (r6862)
- Higher quality sprite rendering and fix for graphical glitches like mirrors not working as intended
- Support for add-ons like “Nuclear Winter” and “Duke It Out in D.C” which are great if you’re a Duke die-hard!
- Many other improvements like an increase in available RAM, bilinear filtering to the final rendered framebuffer and more more!
- The above are all features brought by version 1.5. Version 1.5.1 brings about a bug fix regarding memory allocation, a fix for a crash relating to autoload and the ability to give savegames a name.
To grab the latest version of EDuke32, you can download it via VHBB or by following this link to its VitaDB page. You need original Duke Nukem 3D files to play the full version but you may obtain the demo files for free.
http://wololo.net/2019/02/26/psvita-...-stable-audio/
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February 27th, 2019, 18:15 Posted By: wraggster
Heres some PSVita Hacking news from Yifan Lu
For the past couple of months, I have been trying to extract the hardware keys from the PlayStation Vita. I wrote a paper describing the whole process with all the technical details, but I thought I would also write a more casual blog post about it as well. Consider this a companion piece to the paper where I will expand more on the process and the dead ends than just present the results. In place of technical accuracy, I will attempt to provide more intuitive explanations and give background information omitted in the paper.
DFA
For a nice practical introduction to differential fault analysis, check out this article on using DFA to attack white-box software AES. The authors give a good explanation that is not overly academic and actually presents code at the end (which we use for our attack). The main idea of DFA is this: we can use glitch attacks on AES hardware just as we can on processors, but instead of using it to control code execution, we use it to make faulty AES encryptions with the right key. Since AES is a brittle algorithm, slight modifications will cause it to leak information about the key in unintended ways and we abuse this fact.
Unfortunately, there is not much interest in AES DFA outside of academia. A search on Github shows a handful of results and overall we only found two serious implementation of AES DFA attacks. dfa-aes is an implementation of a 2009 paper where a single precise fault in round 8 and 2 32 232 brute force can yield the AES-128 key. phoenixAES (from the authors of that article linked to above) is an implementation of a 2003 paper which requires two separate precise faults in round 8 and no brute force (although later on, we will later describe some modifications that relaxes the “precise fault” requirement and increases the required brute force to about 2 8 28). There has been many other papers published from 2002 to 2016 describing attacks that assume faults in earlier rounds or more bytes are affected by a fault or other parts of the algorithm. However, we were not able to find any source code attached to these papers. In the end, we derived our work from phoenixAES even though it was not state-of-the-art because writing code is boring and most of the improvements in the literature do not mean much in practice (one hour vs five minutes is a lot of time but if you only have to do it once, the time it takes to write all that code and debug it would negate the gain).
With that rant aside, the main bulk of work is in perfecting our glitching setup in order to inject precise (as in corrupting no more than a single byte) faults on the AES engine during round 8. Once we have that in place, we can feed the collected samples into phoenixAES (or dfa-aes) and it should Just Work.
DPA
Before getting into how we designed the setup for DFA glitching, it is worth sidetracking into our (failed) attempt on a DPA attack on the Vita as context for some of the design decisions made later on. Differential power analysis is a type of side channel attack where if the attacker observes the power consumption of the AES engine while it is operating with a secret key, then it is possible to leak the key. First she hypothesizes the value of a part of the key. Next, the attacker defines a power usage model of the AES engine to predict how much power is consumed if a random input is encrypted and the hypothesis was correct. Finally, she actually runs the engine with that input and measures the actual power consumption to see how close the prediction was. By repeating this many times and for different parts of the key, it is possible to find the entire key. Chipwhisperer wiki has a great introduction to how differential power analysis works that goes into much more details but is still approachable.
More https://yifan.lu/2019/02/22/attackin...-aes-with-dfa/
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February 25th, 2019, 21:09 Posted By: wraggster
Yesterday, homebrew developer VitaHEX released The Hallway, a horror-esque game made using the Unity engine running on the PS Vita. It’s based on P.T., a horror game that was meant to be a new addition in the Silent Hill game series.
Below is a quote from the developer himself about the game.
“This game is a recreation of my all time favorite PT demo. In the PS Vita version I call it “The Hallway” (for obvious reasons). It’s a complete recreation of the original with handmade 3d models and environments I created as close as possible to original.
All the lighting, fog effects and the atmosphere is highly optimized for the PS Vita.
In this short demo you will be able to experience the horror in “loops” again and again but with some new small surprises. The game features high quality 3D sound so I highly recommend playing the game with headphones!”
After playing it myself, I can guarantee that this game will keep you on your toes the entire time and seeing his other projects such as Zombiebound Reloaded and Vitamon GO!, I’m sure what’s next in store for us will be even better.
Download The Hallway for PS Vita
You can download the Hallway here.
via http://wololo.net/2019/02/25/ps-vita...ay-by-vitahex/
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February 25th, 2019, 21:06 Posted By: wraggster
A couple of months ago, we all saw the reveal of several low-level breakthroughs in Vita hacking, such as the “octopus” F00D exploit, BootROM exploitation through voltage glitching, and more. A “master key” was unveiled, and several new opportunities such as reF00D and memory card readers became possible. But was ittruly the end for PS Vita security?
As we learn from the new article published by hacker Yifan Lu on his blog, it wasn’t there just yet. One could already say so, given how the 3.70 firmware update changed the above “master key”, and even though it was possible to recover the new one using the glitching setup and crypto engine vulnerabilities, there was no direct knowledge of one of the console’s biggest secrets: hardware keyslots. After all, if something is changeable, there has to be something else above to protect it. Something permanent. And as soon as it’s found, the protection is no more.
What do “hardware keys” mean?
Hardware keys are cryptographic keys that are stored in such a way that only special crypto hardware on the Vita can access and operate with them. Naturally, such keys are permanently fused onto physical components of the hardware (so they can not be changed, and are extremely difficult to obtain through external observation). Here is how Yifan Lu describes their purpose, and the motivation towards finding them:
If we want to see how content (games, data, firmware, updates, etc) is decrypted, we have to look at the F00D processor, which is a satellite processor that handles all the cryptographic and security critical tasks. F00D runs on a largely undocumented architecture but we were able to hack it in due time. However, even hacking F00D is not enough to fully “own” the system. There are many cryptographic keys inside F00D code, but the most important keys including the ones that decrypt the bootloader are hidden away in the silicon and only accessible by the hardware AES engine we call Bigmac. There are 250 of these keyslots. 30 of these keys are called “meta” or “master” keys because Bigmac is only allowed to use them to encrypt data to another keyslot (i.e. to derive keys). It is not possible to directly use the master keys to encrypt data and see the ciphertext.
Most of the keyslots (including all the master keys) are locked before the bootloader is executed. That means only the boot ROM is allowed to use them in Bigmac. So, to summarize the roadmap, here is what we had to have hacked before even getting to this point: WebKit to gain initial execution, ARM kernel, ARM TrustZone, F00D kernel, and F00D boot ROM. Starting from scratch, it took us six years to get to this point and with the exception of F00D boot ROM, it was all done with software vulnerabilities. (We have dumped all our knowledge in a community-maintained wiki.) A reasonable observer might wonder what the point of all this is. For all practical purposes, hacking ARM kernel is enough to jailbreak the system, run homebrew and mods, and (unfortunately) pirate games. However, the reasonable observer would likely have no fun at CTF events. Six years ago, I set an arbitrary goal for myself: to get the decryption key for the bootloader. The idea is that if we can decrypt the first piece of loadable code, then there is nothing Sony can do to hide code in future updates. Later on, this “root decryption” key gained a name: slot 0x208 (a meta key). This post is on capturing that final flag, the last leg of this six year journey. Attacks on the crypto engine
In his blog post, Yifan Lu provides an extensive description of the methods used to attack hardware AES and obtain the keys. It even comes with an academic paper that goes into technical details of the attack, and how it works to exploit the Vita’s keyslots, with a good bit of linear algebra in-between.
The series of attempts started in January 2019 on his Twitch channel. The original focus was on performing the so-called DPA (differential power analysis) attack, which consists in analyzing the power consumption of the crypto engine while it is running an encryption or decryption process in order to retrieve the key. Faced with issues such as large amounts of external and internal noise, this method had to be abandoned. However, some of the discoveries made during the tests proved useful in the implementation of another method called DFA (differential fault analysis). This latter type of attack focuses on introducing minuscule corruptions, or “faults”, at specific stages of the AES encryption/decryption process, which, after being processed in large quantities using scientifically established algorithms, can eventually lead to the discovery of the complete encryption key. DFA proved successful, and Yifan Lu has been able to dump pretty much all hardware-only keyslots found on the Vita.(The note about becoming a Switch hacker was a joke.)
How is this useful in the end?
Below are some, but not all, of the practical advantages gained by this research.
DecryptionThe direct result of this accomplishment is that all components of the PS Vita system software, as well as other software such as games, are now permanently decryptable, no matter what changes Sony decides to make in future firmware updates. It also considerably simplifies the process of decrypting new firmware files standalone (e.g. on a PC) without having to perform the hardware attacks to find the master keys every time. Decryption of firmware files ensures that hackers always have access to finding more vulnerabilities and other goodies in newer Sony updates. This includes, but is not limited to, always being able to spoof the latest firmware (in all of its senses) in case Sony re-introduces harsh verification measures for activating your console and downloading content from the PSN.
Interoperability
For anyone working on emulating the PS Vita, as well as creating open software and hardware to interface with its storage media, this opens the doors to their proper implementation and removes much of the dependency on a real PS Vita to do its job. For example, standalone dumps and creation of authenticated SD game carts, as well as Sony memory cards, are now much closer possibilities given that the crypto barrier is effectively removed.
F00D substitution
This also removes the need in F00D-level and BootROM-level code execution exploits in order to perform most crypto tasks. However, some of the hardware keys are device-specific, so the aforementioned attacks technically have to be performed on every single device in order to get them. Among those are your NAND (internal memory) decryption key and the key used to uniquely encrypt the idstorage (which securely stores information identifying your Vita). The latter still warrants F00D-level code execution as the most practical way to clone (decrypt and re-encrypt) an idstorage from one console to another, which is currently thought to be one of the ways to lower the “Factory Firmware” requirement in the recently released modoru downgrading utility.
Will this help with 3.69+ hacks?
While this does mean that the Vita is completely “owned”, there is still a distinction to make between being able to decrypt code and being able to execute it on the device. The latter heavily relies on another type of security called “asymmetric cryptography”, which, when implemented properly, is impossible to break without pure brute-force (because it relies on private signing keys that only Sony themselves have). Therefore the only “universal” way to run code on any firmware is via Yifan’s BootROM glitching, which technically gives you the freedom to run almost anything you want on your device, all the while being a very impractical “modchip on steroids” solution. As it stands, the most accessible ways to hack your Vita and run HENkaku on it are still software-triggered exploit chains such as h-encore, and you still have to wait for new exploit chains to be released for your firmware. This was previously mentioned in the context of a possible F00D hack: hacking lower levels of the PS Vita security is not directly associated with what we understand as a “Vita CFW”, but mostly serves the purpose of demonstrating how to crack even the toughest “nuts” of the device’s security.
Conclusion
All in all, while not being of any obvious benefit to the end user, this is a serious technological achievement. It demonstrates to what lengths console manufacturers can go to secure their devices, and what effort hackers need to put into cracking all of the protections. Experience gained hacking the PS Vita may eventually be useful when new, potentially more secure consumer devices come to the market, and it reinforces the natural desire for knowledge that drives so many researchers to do their job.
It is worth noting, however, that (for legal reasons) the hardware keys will not be released by Team Molecule. This is why Yifan Lu has only posted hashes and not the keys themselves. Fortunately, all the tools used for this endeavor are publicly available on Team Molecule’s GitHub, so anyone who is keen on obtaining such secrets can now try and reproduce the setup at home.
Last but not least: even though this is the end of the Vita journey, there may still be more reveals that we can look forward to…
via http://wololo.net/2019/02/24/ps-vita...y-is-defeated/
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February 25th, 2019, 21:04 Posted By: wraggster
Yesterday, CelesteBlue released Memecore, a port of h-encore for older firmware 3.60. Support for 3.5x firmwares is scheduled for the days to come.
Memecore is the successor of memekaku, that enabled us to install henkaku on older firmware such as 3.55. This release announces the end of memekaku support and a new way of exploiting your PS Vita (using the h-encore exploit) so it’s more reliable than memekaku. And guess what? You can also use it on 3.60 so now you have both the browser exploit and the h-encore exploit.
If you have problems using the web browser to install henkaku, you can now count on memecore. This release enables us to rediscover old exploits such as rejuvenate, failmail, TN-V while keeping HENkaku, but will also helps developers to reverse engineer old firmwares. This release was possible thanks to the latest release of h-encore 2.0, which has updated the kernel ROP chain to use gadgets that are also available on lower firmware so it is easier to port it to said firmware.
The developer credits TheFloW for h-encore exploit and Princess of Sleeping for cross-FW offsets porting
Download Vita 3.60 Memecore
You can download memecore from the developer’s github here.
From CelesteBlue: You can use the provided system.dat, or build on Linux it by typing ‘bash memecore.sh ‘.
via http://wololo.net/2019/02/22/ps-vita...firmware-3-60/
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