Search found 83 matches

by Hellcat
Tue Jan 06, 2009 12:08 pm
Forum: PSP Development
Topic: Call Syscalls from plain binary ASM?
Replies: 22
Views: 11318

You can use PRXTool to do disasm of the main binary executable of the game, it will give you the stub adresses for everything the game imports.

You can the use those to call the functions the game imports.

That's what has been done for the Sparta-SDK by Freeplay and MaTiAz.
by Hellcat
Sat Jan 03, 2009 10:21 pm
Forum: PSP Development
Topic: Call Syscalls from plain binary ASM?
Replies: 22
Views: 11318

But when you need to write code, such as code which an exploit jumps into, how would external calls be resolved then? In such cases you would need to manually find the functions right? THAT exactely is my situation in this case! The MIPS itself isn't the problem, finding the function tables is. Whe...
by Hellcat
Sat Jan 03, 2009 2:39 pm
Forum: PSP Development
Topic: Call Syscalls from plain binary ASM?
Replies: 22
Views: 11318

Thanks :) That already helps alot!

What I don't get is, when I just do a "jal sceKernelDelayThread", where and how does it get the actual address of "sceKernelDelayThread" to jump to?

Anyway, this is enough to get started already, I think, thanks again! :)
by Hellcat
Sat Jan 03, 2009 1:43 pm
Forum: PSP Development
Topic: Call Syscalls from plain binary ASM?
Replies: 22
Views: 11318

Call Syscalls from plain binary ASM?

I know I'm probably going to be stoned to death, but I'll take my chance and ask anyway.... Let's say I have a small block of raw ASM code, injected to somewhere in the PSPs RAM and jumped in to. Is there a good and known way of calling syscalls (like sceIoOpen and stuff) from there? Since I'm not h...
by Hellcat
Thu Dec 11, 2008 10:23 pm
Forum: PSP Development
Topic: pspsdk vs official sdk
Replies: 4
Views: 3204

If you just compile it to an EBOOT and send it to them, they will know the second the signing process starts due to that fixed, always the same, game ID "our" SDK puts into the EBOOTs: UCJS10041 Again, that can be fixed easiely by adding an option to provide an own (maybe that option even ...
by Hellcat
Sat Sep 20, 2008 9:50 am
Forum: PSP Development
Topic: Reverse Sha & Md5 hashes
Replies: 8
Views: 2888

The Sony keys that are stored in files ARE found (w/o we wouldn't have PSARDumper and the such). Some keys are embedded in the crypto hardware of the PSP and have NOT been found (but the functions to use it have :p) AES/RSA is asymetric, so even when you have found the key embedded in some other fil...
by Hellcat
Fri Sep 19, 2008 10:39 am
Forum: PSP Development
Topic: Reverse Sha & Md5 hashes
Replies: 8
Views: 2888

You can't. It's only a hash, not the complete encrypted data. However SHA-1 is more or less broken, so if you got the tool and powerfull machines to do it, you could generate data that results in the same has value - if it's what you are looking for is another thing then.... (could only be a "c...
by Hellcat
Wed Sep 17, 2008 2:02 pm
Forum: PSP Development
Topic: "Outer glow" effect on images
Replies: 7
Views: 3047

The XMB uses a pre-made extra graphic for every icons glow effect.
It just puts the "glow" gfaphic under the icon and fades it in and out in a loop.

Take a look at the .RCOs in /vsh/resource, you'll see those glow-images in there.
by Hellcat
Mon Sep 01, 2008 5:36 pm
Forum: PSP Development
Topic: sceIoDread not work!
Replies: 2
Views: 1512

Did the Dopen succeed? WHAT error number is it giving you? Any code snippets of what you're doing? What are you trying to do at all? (besides reading a dir, which one?)
by Hellcat
Fri Aug 29, 2008 8:03 pm
Forum: PSP Development
Topic: New Project
Replies: 11
Views: 4067

Carefully check any compiler errors or warnings.
Got any?
by Hellcat
Thu Aug 28, 2008 6:06 pm
Forum: PSP Development
Topic: detect access via usb
Replies: 13
Views: 5339

Here's some good, old, well known xD USB code snipped, that I had modified a while back for checking USB access and counting the ammount of data.

Not too nice, but does the job.

http://pb.area-42.net/?show=22
by Hellcat
Thu Aug 21, 2008 2:45 am
Forum: PSP Development
Topic: detect access via usb
Replies: 13
Views: 5339

I remember doing this, including counting the ammount of data transfered, im my old pandora menu.... I hooked somewhere in the IoRead/IoWrite functions of the driver IIRC, set a flag to tell my other functions about a transfer in progress and counted the bytes in a global variable.... The solution I...
by Hellcat
Sun Aug 17, 2008 4:20 am
Forum: PSP Development
Topic: Cracking the PSP OFW without pandora
Replies: 91
Views: 48843

Isn't the signcheck performed when the module is already completely loaded into memory?
If so, what good would altering the MS data do after the signcheck has been done?
by Hellcat
Fri Aug 15, 2008 7:51 pm
Forum: PSP Development
Topic: Cracking the PSP OFW without pandora
Replies: 91
Views: 48843

Most certainly software exploits.... but a small hole in the PreIPL would be sweet as sugar :D
by Hellcat
Sat Aug 09, 2008 11:38 am
Forum: PSP Development
Topic: dc v6 graphics
Replies: 241
Views: 347542

As far as I got dcPatchModule: void dcPatchModule( char* modName, int unk, int value, int offset); Given unk is "1" (it's only used that way, so far) it does this: mod = (u32)sceFindModuleByName( modName ); _sh( value, mod+offset &...
by Hellcat
Sat Aug 09, 2008 6:45 am
Forum: PSP Development
Topic: dc v6 graphics
Replies: 241
Views: 347542

AFAIK he loads dcman at boot time (pspbtcfg).

The format function indeed seems to be only a bridge, the more magic thing is dcPatchModule - but I have yet to inderstand why he also patches when OFW is to be installed....
by Hellcat
Fri Aug 08, 2008 7:45 pm
Forum: PSP Development
Topic: Increase cpu for rendering pdf
Replies: 7
Views: 2647

Re: Increase cpu for rendering pdf

/** * Set Bus Frequency * @param busfreq - new BUS frequency, valid values are 1 - 167 */ int scePowerSetBusClockFrequency(int busfreq); That should be the one for setting the CPU, but something happened in 3.71 and later, not sure if it still works propperly.... worth a try :) The display getting ...
by Hellcat
Fri Aug 08, 2008 7:22 pm
Forum: PSP Development
Topic: dc v6 graphics
Replies: 241
Views: 347542

One question while we're at it:

Are you using the original functions of the FW to show the GUI (paf.prx and the such) or did you re-code it based on your reversal?
by Hellcat
Thu Aug 07, 2008 10:30 pm
Forum: PSP Development
Topic: Memory Sticks with capacity greater than 4Gb
Replies: 5
Views: 2618

1.50 or 3.xx kernel?

1.50 can not handle > 4G, in 3.xx kernel it should work....
by Hellcat
Sat Aug 02, 2008 5:27 am
Forum: PSP Development
Topic: Write access to flash2: (NOT via USB! ;))
Replies: 14
Views: 6976

The archive of the .PRX also contains it's source. So if you'd rather do stuff in your own code, than loading several .PRXs, you can look there how and what to do to achive the same result. Anyway, if still wanted, I can post my WriteFile snipped, that uses the sctrlSetUserLeverl call to get the nec...
by Hellcat
Fri Aug 01, 2008 10:47 am
Forum: PSP Development
Topic: Write access to flash2: (NOT via USB! ;))
Replies: 14
Views: 6976

Thanx again!

I just tried, and it works perfectly!
Didn't load the entire .PRX, just wrapped the SetUserlevel calls around my file IO, and everything is fine now!

Great that you put the source in the archive as well, so I can incorporate rge bits I need into my existing kernel module :)
by Hellcat
Thu Jul 31, 2008 5:22 am
Forum: PSP Development
Topic: Browsing and Moving Files on Memstick C++, Playlist Selector
Replies: 17
Views: 6665

I think the header include is all the documentation you need. The parameters of the functions are briefly, but to the point, explained and the struct definitions are present in their full beauty :) If you have any questions left, don't hasitate to ask, I used those functions a lot myself lately for ...
by Hellcat
Thu Jul 31, 2008 5:05 am
Forum: PSP Development
Topic: Write access to flash2: (NOT via USB! ;))
Replies: 14
Views: 6976

Oh, this is GREAT :)

Many, many thanks, I will give it a try as soon as possible and report back :)


Once this bit works, I can finally finish the first version of my app :)
by Hellcat
Thu Jul 31, 2008 4:07 am
Forum: PSP Development
Topic: Browsing and Moving Files on Memstick C++, Playlist Selector
Replies: 17
Views: 6665

RightDirection* ThereYouGo; There you have your pointer :p Yah, bad joke, I know, sorry.... here something (hopefulle) more helpfull ;) You can use sceIoDopen() to open a directory and sceIoDread() to "scan" through the directories entries. (every call of sceIoDread() puts the next entry i...
by Hellcat
Thu Jul 31, 2008 3:57 am
Forum: PSP Development
Topic: Write access to flash2: (NOT via USB! ;))
Replies: 14
Views: 6976

@pspZorba: That's worth a try, will do once I get home. However, I'd like to avoid M33 specific special functions, as my app might run on CFWs not containing them (older OEs, or such). Are the main thread flags set to PSP_THREAD_ATTR_VSH aswell? Aye! They are.... :-/ Weird thing.... Do I have to &qu...
by Hellcat
Thu Jul 31, 2008 12:59 am
Forum: PSP Development
Topic: Write access to flash2: (NOT via USB! ;))
Replies: 14
Views: 6976

can you tell us more on hb mode ( kernel , vsh ?)and on cfw version? The main binary is VSH (0x800), tried both, calling from there or from my kernel mode .PRX that get loaded/started by the main module (didn't forget the SetK1 as well). FW I so far tried is 4.01-M33 Use vsh mode (flags 0x800), unl...
by Hellcat
Wed Jul 30, 2008 10:09 pm
Forum: PSP Development
Topic: Write access to flash2: (NOT via USB! ;))
Replies: 14
Views: 6976

Write access to flash2: (NOT via USB! ;))

Hi there :) In my little app, I am currently finishing, I want to WRITE a file to flash2:/ (NO, not via USB, only from inside the app) (NO, I am NOT trying to hack anything, only RESTORING the PSN activation data) The usual unassing and reassign chain doesn't seem to work: sceIoUnassign( &qu...
by Hellcat
Wed Jul 23, 2008 4:55 am
Forum: PSP Development
Topic: [QUESTION] What is the max heap size of a user prx?
Replies: 27
Views: 15818

The max. value I have tested myself so far is 22.5 MB - working on Fat and Slim.

I think I even did 23MB once, but I'm not sure yet....
by Hellcat
Tue Jul 22, 2008 10:32 am
Forum: PSP Development
Topic: Problem with writing FW to flash (kernel 3+)
Replies: 1
Views: 1826

Problem with writing FW to flash (kernel 3+)

Hi! First off: - Yes, I am using the updater modules, yes they are from the right FW/Updater - Yes, the IPL in the NAND is the correct one for the flashed FW - No, I did not forget the M33 additional files So, now my issue: I made an app (or at lease I'm trying to) that flashes a fresh CFW onto the ...
by Hellcat
Fri Jul 18, 2008 9:23 pm
Forum: PSP Development
Topic: Stop/ unload vshmain "vsh_module"
Replies: 5
Views: 4832

You can make a kernel mode module, load that and kill the VSH from there - or at least try. And here comes a problem of my own, similar to this one: - I am in 3.xx kernel (4.01 ATM, to be precise) - I am in kernel mode (kernel .PRX, loaded from my VSH mode one (0x800)) - I did sceIoUnassign() flash0...