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PS3 Fat and Slim HDD Reader for Windows by 3141card is Released


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72w ago - Following up on his previous revision and the utility from nullptr comes PS3 HDD Reader for Windows from 3141card which can now read and copy from both fat and slim PS3 HDD variations.

Download: [Register or Login to view links]

To quote: Ok, with much help from mind i get it work. A BIG THX to mind for help me debug the prog. The app can now read, and copy from, fat and slim hdd's.

Some words to safety. The app has only read access, self the incredible bug of all bugs, can not lead to a write access. The app can not destroy your ps3-hdd.

Windows knows not about a PS3-hdd, its a unknown format for Windows. That means, if you not initialize the PS3-hdd, AND DO IT NEVER, the ps3-hdd is not existing for windows, no random read or write processes to a device which not exists for the OS.

Notes:

1) The App will NOT destroy your PS3′s HDD.
2) Now you can COPY from PS3 Fats too.
3) Avast warning about detected "Win32:Evo-Gen [Susp]". False Positive? = It's not infected.

Some information about corrupted ps3 hdd's:

This Tool was writen to work with a intact ps3 hdd, without filesystem errors! My test hdd, a slim hdd, is intact and work perfect.

Some people try out hdd's from ps3's with corrupted ps3 hdd's. For example, you play a game, after the game you are back in XMB and the ps3 say something like "error occurred, must format... ". In this case are some files not correct written, maybe a save or trophy file from the just played game.

This files are simple bad, and not the ps3 or linux or my tool can repair this files magical! The ps3 and even linux mount the ufs2 volume (dev_hdd0 aka gameOS) aktiv. The ps3 will say furthermore "error occurred, must format... ", linux will simply freeze it it come to the corrupted parts.

The ps3 hdd reader mount no aktive volume. He read passive! So he simply not copy the corrupted files. If errors like "error: can't open file ..." occur, than is this not a prob in the app! So be happy that you can recover anything, than otherwise you have nothing.

Have fun






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Comments 23 Comments - Go to Forum Thread »

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#23 - lf751 - 6w ago
lf751's Avatar
Awesome, stupid restore filesystem.

Doesn't seem to work with me on Windows 8 or 8.1, tried running as admin or compatability for Win7, XP and no luck at all.

#22 - fantinja - 10w ago
fantinja's Avatar
does it work?

#21 - PS3 News - 33w ago
PS3 News's Avatar
Following up on the recent PS3 XMB Blitting updates by 3141card, today PlayStation 3 developer therifboy has made available a RemoteSystem SPRX PS3 Plug-In for PS3 / PC connections with details below.

Download: [Register or Login to view links] / [Register or Login to view links] / [Register or Login to view links]

To quote: I've been working on this for 3 weeks now.

It allows you a fast connection between ps3 and pc to make function calls and syscalls and some other stuff. It will come in handy for for people who are reversing vsh and quickly want to call a function.

The download contains a .sprx, a C++ dll. a C# dll and I've included a C# library with some examples to understand how it works.

Credits to deank and 3141card

-therifboy

From the included ReadMe file: Load RemoteSystem.sprx on your ps3 using PRX Loader. Add RSYS_Net.dll as reference to your project and add RSYSLib.cs

Understanding this file is needed if you want to use the functions RSYSSyscall and RSYSCall. Both functions have String format as one of the arguments. This is needed if I want to use __arglist (equivalent to ellipsis (const char* format, ...).

I'll explain this with an example:

[Register or Login to view code]

This syscall takes 2 arguments. First one is an int and second one is a output byte array.. our format string would look like this:

[Register or Login to view code]

This is then how you'd call the function.

[Register or Login to view code]


The variable out_buffer will contain what the syscall returned.

Float types and integer types are swapped to big endian if the byte order of the host is little endian. When passing arrays, each element must be reversed if the byte order is little endian. RSYSLib contains some functions for fast conversion from little endian to big endian but it is up to the user to use them.

The difference between pointer 'p' and const pointer 'c' is that when using 'c' your variable won't get modified.

[Register or Login to view code]

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#20 - tastyratz - 50w ago
tastyratz's Avatar
I just wanted to mention that using this tool on a 64-bit windows 7 install it will not see my hdd unless I open CMD as administrator, looks like it requires elevated privileges.

For anyone running into frustrations that was the ticket for me. I am going to reach out to aldo and fill him in because his tool requires elevation and it won't stack elevation for the ps3 exe so it won't work for me.

#19 - PS3 News - 52w ago
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Following up on his previous updates, PlayStation 3 developer 3141card has shared a PS3 XMB Blitting POC Plugin alongside a demo video of it in action below.

Download: [Register or Login to view links] / [Register or Login to view links] / [Register or Login to view links] / [Register or Login to view links] / [Register or Login to view links] (Mirror)

To quote: I found a way for blitting information on the XMB screen, it is not perfect atm and work only in main XMB, not ingame. I found some bitmap-data in main ram, and poke other RGBA values on this place.

I make a simple framebuffer, print text in him and poke him on the screen. The example have only a blue background and white text, but more complex things are possible, inclusive nice interactive GUIs.







Here is the sprx+source, it is very simple, not perfect only a quickly written test app... I test it only on rebug 4.46, after booting hold R2 and press Start, it will only work after bootup!!! Not after leaving a Game or App.

Copy PIC1.PNG from download (blitting_xmb_test_PIC1_PNG.rar) in e.g. multiman dir. In XMB go on multiman and press select. Simple example, draw only one frame if select was pressed.

Furthermore, it is a stupid method, but if no better way arises... in principle:

IO module is running all the time the ps3 is running.
IO module awaits input from many devices, not only pad, also Kb and mouse.

The system (XMB, in Game XMB), hombrew like multiman and also in background running prx, need a struct for handle the input.

This is a ram dump from my rebug 4.46C ps3. At offset 0x10389F4 is the pad-data struct.

[Register or Login to view code]

00 00 = DIGITAL2 (if O is pressed = 00 20, see psl1ght header files for pad to understand the flags)

The point, if you are in game and press O on your pad, to set this value in the pad-data struct of the running game to 00 20 or use a in backround running plugin to set this value with poke to 00 20 if you press a special Keyboard button, it is the same.

Analogstick (00 82 00 82 00 80 00 80) 2 Mouse is a little bit more tricky, but also possible.

If you have rebug 4.46C running, here (linked above) is a simple ram viewer prx, based on the blit into PIC1.PNG. Look at offset 0x8000000001038800 and 0x8000000001038A00 for the pad-data struct, press e.g. O and you see the altered values...

I use it only on 4.46C with Users prx loader. Work only in XMB, is not stable, only some playing for me, not a release !

  • Go in games column on the app with the special PIC1.PNG, press select to toggle the hex-viewer on/off.
  • Use R1 and L1 to go one sector up or down,
  • Hold R2 and use R1 und L1 to go 1 KB up or down,
  • Hold L2 and use R1 und L1 to go 1 MB up or down.

EDIT: fixed a stupid copy-past error in source code of prx

Blitting in XMB Background PNG Example (see video and files above):

The background png must be 1920x1080 and set 100% (no scaling!) Select button start/stop blitting, work only in XMB, kk

Its a simple example, no event checks, blitting stop not automatically! Use select to stop blitting before you start a app/game or shutdown the PS3, Otherwise your PS3 crashes.

Update: May 5, 2014: Two freezing bugs fixed.. new sprx+src (linked above) and please notice, its a example, a concept, not really an app.

Will not work, it need the background png (say png, mean the ARGB area in local memory for the bg) to see the blitting area.

I have tried several things, but nothing stop fast enough, the prob are the short time to write a finished frame in local mem. In XMB there are 0x0FE00000 (254MB) accessible, the bg area begins at 0x00C80000, the raw ARGB data 0x200 later. If a eboot.bin starts, only 0x00500000 (5MB) are now accessible, so r/w offset 0x00C80200 and higher = freeze. say it again, blitting is stupid time to look at gcm...

Hhmm, found a more cooperative mutex, now blitting stop automatically by game/app start or shutdown. I also lock now the gcm_lwmutex during r/w processes to local mem.

I use furthermore 4.46 CEX rebug + User's prx-loader for testing a prx, keep that in mind if use other MFW's.. same link as before (write no change log or make revisions, is not a app and simple source code say all, if someone will use the method)

Another change, skip the mutex stuff and stop blitting now each time the X button is pressed, that stop blitting also if you go on trophies or a sub-menu under setting, don't like it but better than a freeze.

I don't know how the power-button can be checked, so if you shutdown over power-button during blitting, PS3 will freeze.

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