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December 28th, 2012, 23:46 Posted By: wraggster
Remember Edge of Twilight? No? A quick refresher then: Edge of Twilight is a steampunk fantasy game first announced way back in 2008. Subsequently, in 2009, development ceased and FuzzyEyes, the studio behind the project, laid off the majority of its staff. Now, it appears that both Edge of Twilight and FuzzyEyes – in some capacity – have returned from the brink, with the developer announcing that the game will finally be released in the summer of 2013 on Xbox and PS3. Though it was originally announced for PC as well, there is no mention of the platform in today's press release.
Furthermore, a new game entitled Edge of Twilight - Horizon will be released for free via Apple's App Store (presumably on iOS). Horizon will serve as a prequel of sorts, pitting protagonist Lex against "an important enemy who will later appear in the console versions of Edge of Twilight."
Edge of Twilight takes place in a steampunk fantasy world in which day and night are inhabited by completely different civilizations. Lex is able to switch between both day and night, changing up the gameplay and Lex's appearance. Our own Tokyo Game Show 2008 impressions likened the game to a combination of Soul Reaver and God of War.
http://www.joystiq.com/2012/12/28/ed...-2013-release/
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December 28th, 2012, 23:32 Posted By: wraggster
Sony's PlayStation 3 has been on the market so long you'd think that production of the relatively ancient PS2 stopped some time ago. Well, that wasn't true, but according to the Japanese PlayStation website, the PS2 has now officially been discontinued in the region. Japanese site Famitsu adds that shipments of the console have ended, so once the remaining stock has been depleted in Japan, there'll be no replenishment. It's a sad thought, but let's remember the good times -- the PS2's variousiterations have been entertaining gamers for 12 years, and with over 150 million units purchased worldwide it's become the best selling console in history. We're not sure if the PS2 is still shipping to other regions, but its retirement in Japanis probably the beginning of the end globally, so we'd recommend you pick one up now if you intend to explore that extensive back catalogue one day. The PS2 era may be drawing to a close, but its legacy will live on and it can now rub controllers with the other greats in console heaven -- we still miss you, Dreamcast.
http://www.engadget.com/2012/12/28/p...nued-in-japan/
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December 27th, 2012, 02:18 Posted By: wraggster
This patch translates the amazingly fun PSX game Choro Q 2, the second game made by Tamsoft, the creators of this now very long series by TAKARA. Choro Q 2 has 76 customizable cars, more than 30 completely different tracks, a big town to explore, great two-player modes, lots of extras, and, most importantly, excellent gameplay.
If you’re new to the series, start with Choro Q 3! While Q 2 is also great, it’s not even half as good as Q 3.
RHDN Project Page
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December 27th, 2012, 02:11 Posted By: wraggster
via http://wololo.net/2012/12/25/uvls-cu...ta-by-yifanlu/
A few days back YifanLu posted an entry to his blog explaining where UVL is now, and also speculating on some of the software and system security. For those of you wondering about the current state of this project, or why hacking a console takes such a long period, then it’s most certainly worth reading. It’s rather a long read, but most certainly worth it for those of you with the patience to do so.
The following was entirely written by Yifan Lu (thanks for letting us reproduce this entry!) and the original article can be found on his blog: Source
PlayStation Vita: the progress and the plan
Sorry that it’s been a while since I’ve said anything about the Vita. I was caught by surprise the last time of all the media attention from just a simple call for help. While I still don’t want to say too much right now, I do want to answer some common questions I’ve been getting and also go over what needs to be done.
If this is news to you, please read this interview I’ve done a while ago about it.
Did you hack the Vita? That’s a very vague question. What I have done, is run native code on the Vita with the same permissions as the game being exploited. This means I can load homebrews written and optimized for the Vita’s CPU and take full advantage of the CPU speed and RAM (unlike the PSP emulator or PSM, both impose artificial limits on resources and system functions). What has NOT been done (yet) is unlocking the system completely for tasks like USB interfacing, custom themes/system mods/plugins, and (fortunately) pirating games.
What’s UVLoader and how far along is it? The last I’ve spoken, I was beginning work on UVL and asked for any help I could get. Even though, I did not really get help, I did find people who were interested in what I was doing and we exchanged information. I also want to brag that I finished the main functionalities of UVL in a couple of weeks, and it has been “done” for about three months now. (Quotes around “done” because I decided to not worry about some features yet). That means, I can basically load most (most being the few that I manually built without an open sdk) compiled homebrews. You can run your standard hello worlds and spinning cubes and such, but in theory, it should load any homebrew built.
When’s the release? What’s taking so long? So as I’ve said, the loader was done three months ago. I have a couple of reasons for not releasing yet. The main reason is that currently, there is no open SDK for compiling and linking Vita homebrew like pspsdk did for the PSP. That means, even with the loader, it would be useless for users because there are no homebrew games, emulators, etc to run, and it would be useless for developers because they can’t build homebrews either. So what’s the progress on the open sdk? Zero, as I’m typing this right now. I have an idea of what it should look like and I spoke to a couple of people who are interested in helping, but so far, no code is written. Why is that? Because for me, I am very busy with lots of other unrelated things, and unfortunately, only me and a handful of other people know enough about the device and the executable format and etc to make the open sdk and none of us have the time currently.
The second reason is that having a Vita exploit at this stage (when it is really hard to find exploits) is very rare if not a once in a lifetime thing. Me and others I’ve talked to agree that right now it’s more important to use this exploit to gather more information about the system in order to find more exploits and such than it is to run homebrews right now. We have PSM for homebrew games and PSP emulator for homebrew emulators, so there really isn’t a huge demand for native PSVita homebrews yet. As I’ll expand on below, we’ve only scratched the surface of Vita hacking and there’s so much more to see.
Are you looking for testers/can I test UVLoader? There’s no need to “test” UVLoader right now because, as I’ve stated before, there isn’t any compiled homebrew and nothing to compile them anyways. Yes, UVL works with some of the custom still I’ve built manually, but it is unwise to write complex stuff without a working SDK.
Can I help? Depends who you are. If you’re an established reverse engineer, you know how to contact me. If you just want to “beta test,” read above. If you know any other way of helping me, don’t ask, just do it™, since UVL is open source. Even though I don’t accept monetary donations before I release anything, if you have access to broken Vitas, memory cards, games, etc, or any unused hardware reversing tools like logic analyzers; anything you wouldn’t mind parting with, one of the things me and others involved don’t have access to is funds for materials to test some of the more… risky ideas and if you could help with that respect, just use the contact link at the top of the page to get in touch with me.
What needs to be done to “hack” the Vita? Again, that term is very vague, but I know what you mean. This is the perfect time to describe (as far as I know) the Vita’s security structure and what needs to be done at each level.
PSP emulator
I’ll start with the PSP emulator just because that is what’s “hacked” right now. How much control do you have of the Vita when you use vHBL? Almost none. On the PSP itself, games are “sandboxed” (meaning some other process tells it what functions of the PSP can be used by the current game, main thing being that one game can’t load another game). Because the Vita emulates the PSP, it also emulates this structure.
PSP kernel
One level up, we have “kernel exploits” on the PSP, which means that we are no longer limited to what functions of the PSP we can use. Any PSP function that is emulated by the Vita can be used, that’s why you see ISO loading as the main thing. However, all of this, the PSP emulator, sits in the Vita game sandbox. This sandbox is just like the PSP one, in that another Vita process tells the game (in this case, the PSP emulator running some PSP game) what Vita functions can be used in a similar fashion. For example, if a game doesn’t explicitly declare that it’s going to use the camera or bluetooth (and Sony approves), any code that tries to use these functions will crash.
Vita userland
This is where UVLoader works; we exploited some game to run code inside it’s sandbox, meaning that if that game doesn’t have camera functions, no UVLoader Vita homebrew can use the camera either. This also means, of course, we can’t load pirated Vita games and so on. A fun fact here is that, in theory, if someone finds an exploit in Kermit, the system inside the PSP emulator that talks to the Vita through a virtual serial port, they can run UVLoader in the process hosting the emulator (one level higher than a PSP kernel exploit), meaning they may be able to modify the emulator to have more RAM or faster CPU or etc. Another advantage of running UVLoader here is that because the PSP emulator has access to more Vita hardware than most games (bluetooth, camera, etc), homebrews could have more access too.
However, it’s easier said than done. It’s hard to appreciate how hard it is to get a Vita userland exploit. Let’s work backwards: we want to somehow run native ARM code, how? Well, the classic route is some stack smash. But wait, modern ARM processors have XN (eXecute Never), which is a feature that only allow code in memory to run at specific locations (these locations are determined by the kernel and are read only). Ok, we have some other choices here: heap overflows, ROP (google if you don’t know), and so on (assuming you even know you got a working exploit, which in itself is hard to know without additional information; most “crashes” are useless), but all of these choices require that you know enough about the system to create a payload fitted for the system. That means, you need either a memory sniffer or somehow dump the memory. Well, let’s rule out hardware memory sniffing since the Vita has the RAM on the same system-on-a-chip as the CPU. How do we dump the memory then? Usually, you need to run some code to dump the memory or do some kind of oracle attack on crashes or error messages or something. Option one only works if we hacked the system before, and the second one, AFAIK, won’t work because the Vita doesn’t give any information when it crashes. So how did I get the first userland exploit? I’ll leave that as an exercise to the reader…
Vita kernel (lv2?)
Vita userland is the most we have access right now and PSP kernel mode is the most that is public. What comes after? Remember all information at this point could be wrong and is based off of the little evidence I have currently. We are in the Vita sandbox right now, which means we can run homebrew, but we can’t use functions that the game doesn’t use (camera, bluetooth, USB, etc). We also can’t modify the system (run Linux, change the theme, add plugins, etc). For those to work, we need to go one level up: the Vita kernel, which might be called lv2. Even with complete userland access, we can’t even poke at the kernel. The kernel acts like a black box, providing functions to the system through syscalls. You pass input into these syscalls and it returns some output, without revealing how the output is created. The kernel’s memory is separate from userland obviously, and even guessing what syscalls do (there’s no names in the memory, only numbers) is a challenge. In order to hack the kernel, we have a problem that is very much like the one I’ve stated above about getting Vita userland, except with even more limitations. Again, there’s the circular problem of needing a kernel RAM dump to inspect for exploits and requiring a kernel exploit to dump the RAM. Now, there’s even less “places” to inspect (visually and programmatically). In order of likelihood, one of the following needs to happen before there’s even a CHANCE of a kernel exploit: 1) Sony does something stupid like the PS3 keys leak, 2) we get REALLY lucky and basically stumble upon an exploit by just testing one of the several hundreds of syscalls with one of an infinite amount of different inputs, 3) some information leaks out from Sony HQ.
It’s still unknown how much control we would have if kernel mode is compromised, but me and some others think that we MAY at least be able to do something like a homebrew enabler (HEN) that patches signature checks temporarily until reboot, allowing for homebrews with no sandbox limitations (access to camera, BT, etc) and POSSIBILITY system plugins and themes. It is very unlikely at any keys will be found at this point or being able to create or run a CFW.
Hypervisor? (lv1?)
At this point, it is purely a thought experiment, as we literally have no information beyond what we THINK the kernel does. It is highly possible that there is a hypervisor that makes sure everything running is signed and the kernel isn’t acting up and such. Getting to this would be EVEN HARDER than getting kernel, which I already think is impossible. Even at kernel, it seems to be over my skill limit, but this would definitely be above me, and someone with real skills would have to attack this. I’m thinking at least, decaps will have to be attempted here. If somehow this gets hacked, we may be able to run CFWs, but like the PS3 before the lv0, newer firmwares would not be able to be CFW’d until…
Bootloader? (lv0?)
Again, only conjecture at this point, but this is the holy grail, the final boss. Once this is compromised, the Vita would be “hacked” in every sense of the word. We may never get here (and by never, I mean maybe 5-10 years, but I would most likely not be working on the Vita at this point). Here’s is where I think the keys are stored. With this compromised, CFW of any past, present, or future firmwares could be created, and anything would be possible.
Summary
I guess to summarize, the reason there’s no release in the foreseeable future isn’t just because I don’t have time to make an sdk so there won’t be homebrews to use even if UVL is released. Even if the SDK does get done, at this point, it would be more attractive to use the control we currently have, double down, and try to get more control. If the exploit is revealed prematurely, getting the game pulled, and the firmware patched, sure we may get a fast N64 emulator in a couple of months when somebody has the chance to write it (and at that point, most people might be enticed to upgrade anyways for new firmware features and PSN access), but we will have to start at square one (read above about finding userland exploits) before having another chance at exploring the full potential of the system. Deep down, I am a researcher, and would have more interest in reversing the system than I would at making a release for users just so I could be the “first”. Like all gambles, I may end up with nothing, but that’s a risk I’m willing to take.
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December 27th, 2012, 02:08 Posted By: wraggster
via http://wololo.net/2012/12/24/video-v...vita-ecfw-ark/
Developer Virtuous Flame, the dev behind many projects including the recent Open CMA, just recently revealed some information on Chinese scene site duowan.com about a kernel exploit and Vita eCFW (a Custom Firmware running on the Vita within the PSP emulator) he’s been working on, dubbed ARK.
Virtuous Flame revealed that he has access to another working kernel exploit other than that of Frostegater’s, working on 2.02 and running his own version of a eCFW. This is extremely good news considering kernel exploits in the psp emu can be hard to come by, it’s always good to have more.
Virtuous Flame’s eCFW ARK is something similar to that of Total_Noob’s CEF. Virtuous Flame is already hard at work on a new eCFW Ark through a new kernel exploit, on the latest Vita 2.02 official firmware update.
ARK along with this exploit has some advantages compared to TN-C such as a neat feature of being able to instantly go into loading into the eCFW ISO menu instead of having to load the save data (note: this is most likely a feature of the game used for the exploit rather than ARK itself), like what we have seen with other exploits. Another advantage is that game compatibility and homebrew/emulator compatibility seems to be on par with TN-C, if not extremely better. The release date seems a bit unclear for now, especially with Frostegater’s upcoming exploit release.
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December 27th, 2012, 02:07 Posted By: wraggster
via http://wololo.net/2012/12/23/4-minis...mpletely-free/
Sony is giving 4 minis for free and all you have to get them is to like this Facebook page: https://www.facebook.com/playstation...38718762805824. It’s avalaible in the European Store, but I don’t know anything about the rest. So hurry up and grab these fun and addicting games for free!
The four free minis are:
- Velocity
- Breakquest
- Wizorb
- Canabalt
In my opinion, it would be good if you took advantage of this and downloaded them because Sony doesn’t do this very often and it was quite a surprise when they did the same with Urbanix. So the first Christmas present comes from Sony. Remember: Hurry up and grab all 4 minis and Happy Christmas!
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December 27th, 2012, 02:01 Posted By: wraggster
This PSP Homebrew game known as Cube Runner Advanced was made available to the PlayStation Homebrew community for PSP users who have a homebrew enable PSP System , This version is the same as the original Cube Runner but more advance and much harder then the original version . If you are looking for a more harder version of Cube Runner to run on your PSP , Then look no further as Cube Runner Advanced 1.1 is now available for download via our download section below . About
Cube Runner Advanced is PGU powered puzzle game formally known as
simply “Cube Runner” by the engines dev Stinkee2. The object of the
game is to navigate through the course and avoid hitting the cubes, the
Advanced version contains 3 brand new levels (with more to come) as well
as an updated version of the original making for 4 levels in total.
Controls
JoyStick = Navigate left and Right
X Button = make selection
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December 26th, 2012, 23:00 Posted By: wraggster
The latest PSN update is now live, and there are some notable additions for PS Plus members and regular users alike. Plus users get to add the excellent Retro City Rampage to their instant game collection. Munch's Oddysee HDalso arrives on PSN this week, bringing the one-time Xbox exclusive to the PlayStation 3. The Vita version is slated to arrive next year.
The Holiday Essentials sale continues as well, with a hefty batch of discounted games up for grabs. Highlights include Journey or Papo & Yo for $10.49 ($7.35 on PS Plus), Metal Gear Solid HD Collection on PS3 for $24.99 ($17.14 on Plus) and Starhawk for 27.99 ($19.60 on Plus). Meanwhile, Resident Evil 6 has seen its price permanently dropped from $60 to $40. Head over to PlayStation Blog for the full rundown.
http://www.joystiq.com/2012/12/26/ps...s-munchs-oddy/
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December 26th, 2012, 22:52 Posted By: wraggster
A sequel to Ghost Recon: Future Soldier appears to be on the cards.
The image to the right, which was posted on Ubisoft Kiev's Facebook page and spotted by a Ubisoft forum member, states that the "GRFS: Next" team wants to work with the publisher's Ukrainian arm on the project.Ubisoft Kiev previously ported Ghost Recon: Future Soldier to PC. It also handled the PC versions of Tom Clancy's HAWX, From Dust, Driver: San Francisco and Assassin's Creed: Revelations.
We said in our Ghost Recon: Future Soldier review: "A new direction for Ghost Recon, but one that brings together spec ops realism with excellent player control and an interesting, globe-hopping story."
http://www.computerandvideogames.com...ooking-likely/
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December 26th, 2012, 22:22 Posted By: wraggster
“Is the Vita on life support?” “Will the Vita really die?” It’s fair to say the irony of its name hasn’t been lost on critics of Sony’s portable. Such headlines may be a little premature, but nor are they entirely wide of the mark: twelve months after its Japanese bow, Vita is undeniably struggling, faced with the twin threat of a resurgent 3DS and Apple’s continued dominance of the mobile space.It all started so promisingly, too. Around 325,000 units were sold in Vita’s first 48 hours on sale in Japan last December: slightly less than 3DS’s 375,000, granted, but given Vita’s position as a premium device – with a game and accessories, many were paying ¥40,000 (£328) for their new console – it was considered a very healthy start.Second week sales weren’t quite so robust: Vita sales dropped by 77 per cent in the week before Christmas. Not only was it outsold by its forerunner, but, more gallingly, by a ratio of almost 6:1 by its closest rival, Nintendo’s 3DS. By the third week in January sales had dropped to 18,361 units, as Vita reached just over 450,000 sales. In its first month on sale, it had shifted over 40% less than 3DS in its first month, and we needn’t remind you that Nintendo considered its own sales in that time so disastrous that a massive price cut was deemed the only solution. Sony had been selling Vita at a loss since day one: following Nintendo’s example was clearly out of the question.Things looked a little rosier by the time Vita arrived in the west. SCEI president Andrew House promised“an even more stunning lineup of games” for its February launch, and though that may have been overstating the case a touch, it was an undeniably strong start for Vita software. An excellent newWipEout, a solid portable Uncharted, a return to form for Lumines and a broad range of retail and digital titles besides helped Sony narrowly outstrip 3DS’s launch, with House apparently “thrilled” by Vita’s early sales.In playing such an aggressive opening hand, however, Sony had left little in reserve. Retail titles were thin on the ground until May’s Gravity Rush, and sales plummeted, reaching a nadir in June as Sony admittedjust 400,000 units had been sold in the three months between March and June, less than half PSP’s tally in the same period. With little on the slate for the rest of the year, Sony needed to show early adopters that Vita was a worthwhile investment, and it had the perfect opportunity at E3.
http://www.edge-online.com/news/stor...am-acceptance/
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December 26th, 2012, 01:42 Posted By: wraggster
MCV can reveal that Sony's PS3 will drop tantalisingly close to the magic £100 mark in GAME's Christmas sale, which starts on Boxing Day.
The retailer will be offering the European-only 12GB version of the console including a copy of The Amazing Spider-Man on Blu-ray for just £125 – that over £70 cheaper than the RRP.
Other offers include Assassin's Creed III or FIFA 13 for £35 and both Forza Horizon and Halo 4 at just £25.
“With such amazing value now available, it’s the perfect time to escape the leftover turkey and board games with the relatives, to hunker down with some awesome games,” Game Retail category director Charlotte Knight stated.
“With great deals on the latest releases this is our biggest ever sale and the perfect antidote to the January blues for the UK’s gaming community.”
UPDATE: Tesco will be undercutting GAME by selling the 12GB PS3 for £120. The price applies on Boxing Day only.
UPDATE 2: Now Amazon is at it. The etailer is currently offering the 12GB PS3 for £119.99.
http://www.mcvuk.com/news/read/ps3-d...s-sale/0108707
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December 21st, 2012, 01:13 Posted By: wraggster
The conflict against the space bugs has rocked Japan for a few months now and today, we learn the enemy will be on our doorstep in only a few week's time. Brace yourselves, soldiers – Earth Defense Force 2017 Portable will be available as a PS Vita download through PSN on January 8 in North America.
Earth Defense Force 2017 Portable is a remake of the campy Xbox 360 original, in which a ragtag group of multi-national soldiers take on seemingly unrelenting hordes of alien bug invaders. It's a pretty easy story to grasp – the only good bug is , after all.
http://www.joystiq.com/2012/12/20/ea...ps-vita-jan-8/
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December 21st, 2012, 01:08 Posted By: wraggster
DICE has released official details of the fifth - and likely final - Battlefield 3expansion End Game.
The studio says the DLC will offer some of the game's "most high-speed warfare to date across four vast maps".It will also feature fresh vehicles, including a dirt bike, a new dropship which "introduces the ability to turn the tide with rapid deployment air drops of troop transports", and the return of the Capture The Flag mode.
Key features:
- Four new maps designed for high speed combat and action
- Three new vehicles including the fast and agile dirt bikes
- New dropship provides support to ground troops with vehicle drop capabilities
- Return of the classic Capture The Flag game mode
The most recent Battlefield 3 DLC, the Aftermath expansion, went on general sale on Xbox 360 and PC earlier this week, having previously launched on PS3 and for Battlefield Premium members on all platforms.
http://www.computerandvideogames.com...sion-detailed/
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December 20th, 2012, 00:51 Posted By: wraggster
via http://wololo.net/2012/12/13/release...games-on-ecfw/
You can now play your classic PlayStation games with any eCFW exploit.
That’s right, you can now play your classic PSX games with any TN eCFW exploits. The good news is that it works on all firmwares, even on the latest 2.01 official firmware’s psp emu kernel exploit from frostegater that we have yet to release. The PSX support works, however there are some bugs and glitches that come along with it, nothing that apprehends general use. The bad news is that, as of now there is still no sound support, which is sadly an outcome of Coldbird leaving the scene awhile back as he was the only one with sound coded at all. We may see it later on, however seeing it any time soon would be unlikely as it would take some incredible work to get it done.
Thanks to The Z, who was kind enough to go ahead and make a simple patch for this release, so that you don’t have to do anything else besides copy over the contents into your exploit folder. You can launch your PSX games straight from TN menu. Right now other menus have not been tested other than TN, so its better that you stick to that. If you were not aware, TN-C was released recently in which you should update to if you are still on an earlier version. You’ll need to make sure that the PSX game(s) are able to run/patched for 6.60. If you want to see a compatibility list you can visit this community /talk thread; its also extremely helpful if you could report your findings on what games work or wont work.
Download here: http://zload.net/v2/archives/file/?id=2417594
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December 20th, 2012, 00:50 Posted By: wraggster
via http://wololo.net/2012/12/18/psp-exp...came-relevant/
Software usermode exploits on the PSP have always been either about exploits in a game (generally a buffer overflow), or exploits in one of the embedded libraries such as libtiff. Exploits in games had the inconvenience that it often meant buying an expensive game that you might not end up really playing, but sometimes it was well worth it. The overall idea was to make sure to buy a copy of the game that didn’t have a patch for the security hole (in hindsight, the games were actually not patched, their metadata was just slightly modified to require a higher version of the Firmware, and the firmware is where the patch was). As long as you didn’t update your firmware and were able to buy one of the “golden” UMDs somewhere, you would be able to enjoy a HEN, a downgrade, or a CFW.
That system had its drawbacks, mostly the insane price of the UMDs for some of those games (unpatched copies of GTA Liberty City Stories reached up to 20,000Y – that’s $250 – in Japan), but other than that it was a pretty good way to get exploits.
Then came the PSP Go, with its concept of “all digital” purchases. UMDs were gone, and if an exploit was found in a game, it would have been easy for Sony to remove the game from the PSN, patch the firmware, and put the game back on the store afterwards (as we’ve seen, this is what they do nowadays with VHBL or CEF for the Vita, which is why we came up with the concept of Ninja releases).
The PSP Go suddenly made Game exploits much less attractive. What would be the point of releasing an exploit that all new PSP Go owners would not be able to use? This is something I myself mentioned several times on this blog back in the days.
There was still, however, one loophole in this system, which was the PSP Demos. It had seemed a good idea a while ago that PSP Demos should be distributed not by Sony only, but by other websites promoting the PSP. Therefore, Demos were signed in a way that allowed anybody to redistribute them, without having to go through the PSN. This is why the first hack publicly available for the PSP go was an exploit in the Demo of Patapon2, which was later followed by similar exploits such as the Japanese demo of Minna no sukkiri. These demos had the double benefit of being free and not requiring a PSN connection, which meant no forced update for PSP Go owners, so everyone was happy.
Of course, there’s not an infinite amount of Demos with such vulnerabilities, but that became quickly irrelevant as better hacks ended up being found for the PSP, in particular the possibility to sign content for it, which removed the need for usermode exploits.
Usermode exploits in PSP games are easy to find and implement nowadays (see the guide here), and experience shows us that lots of psp games are vulnerable to simple buffer overflow attacks. But the PSP Go digital model, and, more importantly, the Vita today (where all PSP purchases are – obviously – digital, and the few psp demos there all need to be downloaded through the PSN) made that type of attack quite irrelevant. In the end, buying expensive PSP games, just for a hack that will end up being patched in next firmware, might seem quite pointless to some of us.
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December 20th, 2012, 00:49 Posted By: wraggster
The PSVita OFW 2.02 has been released. As usual it is just ‘minor bug fixes’. At the moment, it is not forced.
This update seems to be safe. I have gotten in touch with The Z and he has confirmed that everything still works fine on 2.02, it seems like this one really is just some minor bug fixes.
http://wololo.net/2012/12/19/psvita-ofw-2-02-out/
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December 20th, 2012, 00:47 Posted By: wraggster
Hlide here
Oh god, even nvidia opengl 4.x may be so picky when dealing with their new extensions. How many times i was puzzled by a black screen because of a lack of clear documentation about how to use such features.
About transform-feedback: i finally get a working version but i decided to put it aside for two reasons. First, it is not clear it is the fastest way to decode vertices because there are some overheads about setting it. Second, you can easily waste time to find a bug if you change something in the shader. So i wrote a software version of vertex decoder using c++ template. It's probably the fastest decoder amongst the existing ones but also the fatest as it generates a very big binary and makes compilation time a nightmare. Transform-feedback version may be back as an alternative but not so soon.
I started to write the renderer part using two extensions only available from OpenGL 4.x. One was quite picky until i finally understand how it must be correctly used. The goal is to have all the GE pixel operations done in the same way through the fragment shader, including: texture mapping, color doubling, color addition, fogging, scissoring, depth range test, color test, alpha test, stencil test, depth test, blending, dithering, color clamping, logical operations, color and alpha masking. You cannot do all those through the usual opengl pixel operations.
Honestly, i never expected for OpenGL to be so fastidious to code that I may be discouraged a great number of times because you can easily break something you thought acquired without knowing why.
http://www.pspe4all.com/news.php
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December 20th, 2012, 00:46 Posted By: wraggster
Hello, i am BlackDaemon, beta tester of PSPE4ALL.
It has been a while since last update, but for this time
there is some interesting stuff to mention - pspe4all finally
got working GE! Devs keep working hard on improving code
and implementing new features, i suggest you to take a look on
few screenshots (progress history) below:
http://www.pspe4all.com/news.php
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December 20th, 2012, 00:41 Posted By: wraggster
This cool awesome PSP plugin known as Automatic Load txt 0.06 has been updated by the developer and released to the PlayStation Homebrew community for those PSP users who have a homebrew enable PSP System . IF you are using a older version of this awesome PSP Plugin, Then is recommended to update to the latest version which is now Automatic Load txt 0.06 as of December 17th of 2012 according to the developer . This download includes both English and Spanish file for those users who speak either language or have their PSP set to those language . Feel free to read what the developer had to say about this release .If you have installed 2 CFW on your PSP, like me CFW6.60ME/CFW PRO C, then at boot automatically load the CFW ME gameME.txt that corresponds to that version, so you can load some plugins what only work in this CFW, if after you pass the CFW PRO C game.txt now be charged for the plugins you’ve chosen for this CFW as PRO, gamePRO.txt
v0.6
Fixed some errors (black screen).
Remember to have the folder: libs in seplugins.
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