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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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November 15th, 2017, 20:50 Posted By: wraggster
Yifan Lu one of the main players of the PSVita Hacking scene recently posted about a custom built Micro sd adapter for the Playstation Vita, I myself brought one of these but it wouldn't fit in the slot and the only place where it would fit was the game slot and crashed my console so in the bucket of rubbish it has gone, heres a snippet from his news:
One thing I love about Vita hacking is the depth of it. After investing so much time reverse engineering the software and hardware, you think you would run out of things to hack. Each loose end leads to another month long project. This all started in the development of HENkaku Ensō. We wanted an easy way to print debug statements early in boot. UART was a good candidate because the device initialization is very simple and the protocol is standard. The Vita SoC (likely called Kermit internally as we’ll see later on) has seven UART ports. However, it is unlikely they are all hooked up on a retail console. After digging through the kernel code, I found that bbmc.skprx, the 3G modem driver contain references to UART. After a trusty FCC search, it turns out that the Vita’s 3G modem uses a mini-PCIe connector but with a custom pin layout and a custom form factor. The datasheet gives some useful description for each pin, and UART_KERMIT seemed like the most likely candidate (there’s also UART_SYSCON which is connected to the SCEI chip on the bottom of the board, which serves as a system controller and a UART_EXT which is not hooked up on the Vita side). So finding a debug output port was a success, but with the datasheet in front of me, the USB port caught my attention. Wouldn’t it be neat to put in a custom USB device?
Full details Here --> http://yifan.lu/2017/08/22/psvsd-cus...-card-adapter/
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August 9th, 2017, 21:09 Posted By: wraggster
Heres a project that makes a lot of sense, more details below:
Yifan Lu has started a project on Indiegogo to fund a 3G to microSD card adapter for hacked PS Vita handhelds. Quote: 'The Idea: Vita memory cards are too expensive and it would be nice to be able to use a microSD card. The 3G feature is pretty useless. Combing those two thoughts and I decided 'what if we replace that modem with USB storage?' This works because the Vita's modem port is simply a USB 2.0 port that uses the miniPCIe form factor. A hacked Vita running 3.60 has the ability to load custom drivers, and it is just a matter of putting all the pieces together
more here --> http://www.eurasia.nu/modules.php?na...ticle&sid=3611
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August 9th, 2017, 20:58 Posted By: wraggster
Heres yet more PS4 Hacking News:
I don't know much about the PS4 MTX KEY game sharing modchip except that it is some kind of flash patcher copying the console ID from a PS4 console which allows to extend the game sharing of a specific PSN/SEN account to be used on an unlimited amount of consoles where the modchip is installed. This seems like a solution which could be easily blocked by Sony. If you know more, please post in this forum topic.
Thanks --> http://www.eurasia.nu/modules.php?na...ticle&sid=3617
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August 7th, 2017, 20:46 Posted By: wraggster
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July 15th, 2017, 16:10 Posted By: wraggster
News from the PSVita Hacking genius otherwise known as Yi Fan Lu:
The Vita’s Content Manager allows you to backup and restore games, saves, and system settings. These backups are encrypted (but not signed!) using a key derived in the F00D processor. While researching into F00D, xyz and Proxima stumbled upon a neat trick (proposed originally by plutoo) that lets you obtain this secret key and that has inspired me to write a set of tools to manipulate CMA backups. The upshot is that with these tools, you can modify backups for any Vita system including 3.63 and likely all future firmware. This does not mean you can run homebrew, but does enable certain tricks like disabling the PSTV whitelist or swapping X/O buttons.
Backup Keys
Because my friends who discovered this are pretty busy with other stuff at the time, I will attempt to document their findings here. The backup encryption process is documented in detail on the wiki, but the short version is that your AID (unique to a PSN account) is used to generate a key seed. This key seed is used by the F00D processor (the security coprocessor) to generate a AES256 key, which is passed directly to the hardware crypto device. The ARM (application) processor can access this crypto hardware but cannot read any keys out of it. This means that ARM can use the hardware as a black-box to encrypt backups without knowing the key. Of course you can try to brute force the key since you know both the plaintext and ciphertext thanks to the HENkaku kernel hack, but that would take 2 256 2256 time, which is physically impossible. However, since we can hack any Vita on 3.60, it is possible to use the Vita itself as a black box for extracting and modifying backups for other devices on unhackable firmwares, but since the process requires access to a hacked Vita, it is not very useful.
One Weird Trick
But not all hope is lost! As I’ve said, the crypto hardware can be accessed by the ARM processor as well as the F00D processor. For certain other non-critical tasks, the ARM processor sets the key directly for the crypto hardware, so we know how the keys are set. There are a few dozen key slots that both processors can write to. The catch is that once the key is written, it cannot be read back.
Let’s dive deeper into how keys are passed to the crypto hardware. Note that an AES256 key is 256-bits or 32 bytes wide. Since an ARMv7 processor can only write 4 bytes at a time (okay it can do 8 bytes and also the bus width is usually optimized to be the size of a cache line, but for simplicity, we assume it can only write 4 bytes), a 32 byte key is sent with 8 write requests of 4 bytes. Now, the correct way for a crypto device to handle this is to provide a signaling mechanism to the host so it can indicate when a key slot write is about to occur. Then the host sends all parts of the key. Finally, the host indicates that the key transfer is complete and the crypto device locks the key in place and wipes it when another key transfer is requested for that slot. And for completeness, there should be measures in place to only allow one device to do a key transfer at a time in order to prevent races.
The incorrect way to do this is to naively allow anyone to set any part of the key at any time. Why? Because if we can set part of an unknown key to a known value, we can reduce the time to brute force the complete key dramatically. Let’s say we have an unknown 256-bit key that is 22 22 22 22 44 44 44 44 66 66 66 66 88 88 88 88 AA AA AA AA CC CC CC CC EE EE EE EE 11 11 11 11. Now say we can zero out the first 28 bytes of this key so the crypto engine uses 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 11 11 11 11 where we still don’t know the last 4 bytes.
But now, we pass in a chosen plaintext to the crypto device to do an AES256 operation and we get back the ciphertext. We can then brute force every possible key with the first 28 bytes to be zero. That’s 2 32 =4294967296 232=4294967296 keys, which takes about a minute to compute with a single modern Intel core. We now know the last four bytes of the key and can repeat this procedure for the second to last four bytes and so on. This reduces the search time to 8⋅2 32 =2 35 8⋅232=235, which is not only possible but practical as well. Running this brute force optimized on a four core Intel CPU with hardware AES instructions takes about 300 seconds to find the full 256-bit key. In fact, xyz pointed out that you can even precompute all possible “mostly-zero” keys and the storage would “only” be half a TB.
As you might have guessed, the Vita does it the incorrect way, so anyone can retrieve their backup keys.
psvimg-keyfind
I wrote a tool to do this brute force for you. It is not hyper-optimized but is portable and can find any key on a modern computer in about ten minutes. I have provided a Vita homebrew that generates the chosen ciphertexts on any HENkaku enabled Vita. These “partials”, as I call it, can be passed to psvimg-keyfind to retrieve a backup key for any PSN AID. The AID is not console unique but is tied to your PSN account. This is the hex sequence you see in your CMA backup path. The idea is that if you have a non-hackable Vita, you can easily send your AID to a friend (or stranger) who can generate the partials for you. You can then use psvimg-keyfind to find your backup key and use it to modify settings on your non-hackable Vita. Huge thanks to Proxima for the reference implementation that this is based off of.
UPDATE: You no longer need to use this tool. This site will take care of everything if you pass in your AID.
http://yifan.lu/2017/02/19/psvimgtoo...-vita-backups/
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February 8th, 2017, 21:32 Posted By: wraggster
RetroArch the Multi system emulator for Windows/Wii/GC/PS3/XBOX/XBOX360/Android has been updated with a new release
Half a year after RetroArch 1.3.6 was released, now comes the next big stable! Version 1.4.1 is by any yardstick a big massive advance on the previous version. There are about 5000 commits or more to sift through, so let’s focus on a few big main standout features that we want to emphasize for this release.
Where to get it
https://buildbot.libretro.com/stable/1.4.1/
We are calling this release an ‘Open Beta’ because we want people to put the massively improved Netplay features through its paces! All of your feedback and issues will be taken onboard so that 1.5.0 (which we intend to ship somewhere beginning of March) will deliver on all the promises we have made for netplay.
Check out the full release info Here --> https://www.libretro.com/index.php/category/blog/
Source
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February 7th, 2017, 21:51 Posted By: wraggster
Xebra(Arbex) the Japanese PS1 Emulator for Windows has been updated with a new release, heres whats new:
Xebra (2017/01/17) Changelog:
■ Correspondence to incorrect display area setting
For example, in PS 1, NTSC (i)
Considering that it is composed of 262 horizontal lines in the first half 263 / the second half,
By designating the display start line number and the display stop line number
I can bias the display area
First of all, when we refined this behavior last time
It had been changed to 263 in both front and back, so I fixed it.
In addition, it is inevitable
The start line number is smaller than the end line number and must be smaller than No. 261.
Otherwise the VSYNC interrupt will be missing
This time we also corresponded to cases with such illegal numbers.
As a series of refinements, the display of the memory card manager
Although it has become strange phenomenon
For this, for example, it is necessary to adjust I Cache Rate to about 22 or so.
Download Here --> http://drhell.web.fc2.com/ps1/index.html
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February 7th, 2017, 21:14 Posted By: wraggster
PCSX2 v1.4 Re-Recording v3.0 has been released. PCSX2 is an open source PlayStation 2 (PS2) emulator for the Microsoft Windows and Linux operating systems. With the most recent versions, many PS2 games are playable and several games are claimed to have full functionality.
PCSX2 Re-Recording is a special version of PCSX2 with many new features such as input rerecording, cheat support, RAM search, RAM watch, customizable hotkeys, etc.
PCSX2 v1.4 Re-Recording v3.0 Changelog:
· Lua function is added
· The Lua function can be modified by adding a small value
Download Here --> https://github.com/pocokhc/pcsx2-1.4.0-rr
Source
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February 7th, 2017, 21:09 Posted By: wraggster
Another release aimed at Hackers rather than homebrewers has been released, heres the info:
The PS Vita RSA modulus and exponent keys have been posted in the HENkaku wiki (mirror) by St4rk. I don't know what these keys are good for, if you do, let me know in the comments. Thanks goes to Joonie for the heads up."
Source
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February 7th, 2017, 21:07 Posted By: wraggster
The PSVita is becoming more famous for its hacking and emulation scene than it ever did for the games released on it and heres another great hack:
The Vita hacking scene started boiling earlier today as the news spread that developer xyz, a member of team molecule, has released what is named the first public F00D hack for the PS Vita.
What is F00D?
F00D is considered to be the "level 0" of the PS Vita security chain. Security checks on FOOD happen before other systems are even accessed. It is believed that exploiting F00D could lead to a permanent hack, that possibly couldn’t be patched without a hardware upgrade of the PS Vita.
YifanLu, one of the hackers behind the HENkaku Vita hack, has stated recently that he would focus his reverse engineering efforts on F00D moving forward. This was followed by lots of progress from various hackers in January, including a deeper understanding of the F00D protocol.
What was just released by team Molecule?
I’m seeing lots of speculation on the source code that was released by xyz a few hours ago. As I’m still waiting for a comment by xyz himself, I’ll have to speculate a bit on my own, and will be sure to update this article once the members of Team molecule publicly bash my complete ignorance
Source
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February 7th, 2017, 21:05 Posted By: wraggster
I don't actually own a PS4 at this time although my son does so im not missing out completely, heres some news for those into hacking the PS4:
idc has officially released the C source code for tools to decrypt and unpack PUP files on PS4. These are native tools which uses the PS4 kernel to decrypt the contents of an update file. Thanks goes to GaryOPA for the heads up, you can read his story over at maxconsole.com.
Source
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February 7th, 2017, 21:03 Posted By: wraggster
One thing ive never got around to doing is putting a custom firmware on my PS3, I have 2 release day PS3s, one working fine and one with ylod that I took apart and well only got as far as removing the blue ray drive, still got that PS3 but I suppose one day ill bin it, anyway the latest news for the PS3 scene is that the Cobra CFW noiw plays burned discs ?
Dean (aka deank) of multiMAN fame over at psx-place.com has been testing a patched stage2.bin he developed for Cobra 7.5 CFW which allows you to play unencrypted ISO images burned on disc in your PS3. Dean already checked that original disc still works with the patch and the supported formats for burned discs are: PS3 Game (DVD-R SL/DL), PS2 Game (DVD-R), PS2 Game (CD-R), PS1 Game (CD-R), AVCHD Disc (DVD-R SL/DL), DVD-Video (DVD-R), Data Disc (DVD-R), Data Disc (CD-R). Why is this great? Quote Dean: 'BD-R/RE discs are now much cheaper than 7 years ago, so this feature could be really useful for people who want to backup their collection on optical media and play it at any time without fiddling with usb drives, network streams or ftp. Also it achieves 100% compatibility of all games released to date.' Thanks goes to hitman43 for the heads up."
Source
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February 6th, 2017, 21:27 Posted By: wraggster
Looks like PSVita Hackers have been busy and released the PFS Keys for the PSVita, heres more info:
The PS Vita PFS keys have been posted in the HENkaku wiki (mirror) by St4rk. So what are the PFS keys? Quote Yifan Lu: 'The second layer of encryption is PFS. All game data (images, textures, executables, etc) are encrypted with PFS. PFS key is derived from a passphrase chosen by the developer. This layer is decrypted when a game is mounted.' Thanks goes to Joonie for the heads up."
More information here --> http://www.eurasia.nu/modules.php?na...ticle&sid=3577
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February 6th, 2017, 21:26 Posted By: wraggster
Nice to see some Homebrew News for the PS2, heres the info straight from Eurasia:
Homebrew replacements for RMMAN (and related modules) are now available in the PS2SDK. As the title says, the PS2SDK has received updates from me, which include a new copy of the RMMAN module from ROM v2.20. There were probably only two versions of RMMAN, with the latter one having minor bug fixes/differences that don't matter from the user's perspective:
* Does not clear the connected status, if a unrecognized response is returned within FindRemote().
* The in_buf and out_buf fields of the SIO2 data structure are set to NULL within InitFindRmCmd().
As with any RMMAN module, this homebrew version also requires a new SIO2MAN module. The freesio2 module from the PS2SDK was based on rom0:XSIO2MAN, which is only just newer than rom0:SIO2MAN. There also exists rom1:SIO2MAN, which is even newer than rom0:XSIO2MAN (and hence freesio2), which is used with RMMAN by the DVD player. Therefore, I have also created a variation of freesio2, known as rsio2man (where 'r' stands for Remote). This is just like freesio2, but has a slightly different export table (2 additional functions exported, different ordinal numbers and newer version).
More info : http://www.eurasia.nu/modules.php?na...ticle&sid=3576
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