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PSGroove Modified for PS3 Backups Without a Disc in the Drive!


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227w ago - Today Spanish PS3 developer Hermes at Elotrolado.net (linked above) has shared a modified payload version of PSGroove, which allows users to run PS3 backups without requiring a disc in the PlayStation 3 drive.

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To quote, roughly translated: Taking advantage that I have my AT90USBKEY, I used the disassembly of the payload (made by me), the descriptions in ps3wiki.lan.st and part of AerialX source, with the following objective:

1) Have a damn once the source of the exploit, with amendments, etc, enough is enough for us to pass an array and pulling miles.

2) I used to make some changes, with a very interesting result.

The first thing to tell, is that the payload is loaded into a memory area (700 000) and ends up turning part of your code into an area that is too full. Just add four things we can and in fact, for my change I had to relocate a table with patches (do not think you are having problems in the position you are).

The second is that I managed to enable loading of backups with the amendment introduced AerialX by his side, in order to launch applications from a flash drive (HDD) attached on / dev_usb000 (of the four ports, which is more to the right, in my case). My directly AerialX code did not work and removed much of what makes this load backups.

The fact is that you can put in root folder PS3_GAME with the appropriate structure (see the readme.txt of the package) to launch a EBOOT.BIN selecting the menu "/ app_home/PS3_GAME"

But it is not here: thinking that this could throw the EBOOT.BIN of a game, I thought about making a communication, so that by granting syscall36 (or directly, as I saw it), could "see" the game to launch in "/ apps_home/PS3_GAME" when no disc.

Surprisingly, it works. I do not know if there are games that are problems or not, but I've tried, they all without having to have the disc.

The problem is that the original manager asks you to drive before launching game balls, but the manager does not have to do anything that can run games, except set the path of the game by syscall 36.

In doing so, memory is allocated to a pointer, which is what I use to switch between "/ apps_home/PS3_GAME" to launch an application without installing the console (same in development) or redirect the game to run.

This is a string of code development and here I'll upload the full psgroove with lufalib and my modifications, the source of the payload is ready to compile. If you are a using a PIC, you just have to change the payload (replacing the array of payload. H that is generated when compiling and also provide) and have no space problems, or anything else, because it takes what same

Short Summary

If you have not understood a word, this is a thread of development which is offered as a heading, the code that makes the "magic" disassembled and modified to provide a way to run homebrew without installing the console and on the other hand, load your backups using that trick, they do not need a disc in (the bad is that it requires a new manager or patch the old hard not to ask to leave).



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Comments 224 Comments - Go to Forum Thread »

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#164 - megarun2010 - 227w ago
megarun2010's Avatar
Guys just put the usb drive in your last port and whatever game your are going to play take it out of the id folder and put it on the root of the hdd boot game up like you suppose to and go to xmb to app/PS3_GAME and it should work but it freeze on me when game loads data any way pass this

#163 - strsqn - 227w ago
strsqn's Avatar
I've tried all the usb ports and my hdd never mounts to dev_usb000. It only mounts to: dev_usb007, dev_usb009, dev_usb011 and dev_usb011. Does anyone know what i'm doing wrong?

#162 - hanzykk - 227w ago
hanzykk's Avatar
Quote Originally Posted by Helmax View Post
I'm not really clear on how this work. I read the readme file, and it didnt make it crystal clear to me as to how this works.

I understand this means we can launch games without a Backup Manager.
It seems to do this, we can place the EBOOT file on a USB Drive and then launch it from /dev_usb000, using the PSGroove added menu option
(* /app_home/PS3_Game/)

So that leads into my few questions:

Where do the game files go? Do they go on the USB Drive and then we are just accessing the EBOOT.bin from within the individual game folders? Based on the readme.txt description, it appears that way

"PS3GAME
|------- USRDIR ---->EBOOT.BIN
|------- ICON0.PNG
|------- PARAM.SFO"

Also, I'm assuming my USB device must be FAT32 formatted correct?
I'm guessing if it is FAT32 formatted, and I plug it in to my PS3 after running this new PSGroove code, and assuming it has the proper directory/file strcture on it, I will be viewing a list of games I can launch after clicking the "/app_home/PS3_Game/" folder??

Sorry if this has been asked before, but I read several pages which seemed to be nothing but people talking about the Backup Manager and everyone else getting mad about it


I was thinking exactly the same thing as you. Its not explained well in english too lol.

Anyway, I assumed too that there would be some sort of list of eboots for the titles installed and could be booted of the app_home/Ps3_game option on the xmb via this, yet all it does is boot a title that you have copied to the root of the MS/USB/Internal/External drive without BM or disc.

#161 - corsasri - 227w ago
corsasri's Avatar
Quote Originally Posted by megarun2010 View Post
corsasri just use the ps3_game folder inside of that game id folder on the root of the usb and it should work.

now it works, thank you.

#160 - megarun2010 - 227w ago
megarun2010's Avatar
corsasri just use the ps3_game folder inside of that game id folder on the root of the usb and it should work.

#159 - corsasri - 227w ago
corsasri's Avatar
tried it, and still get the message 80028f14.

#158 - corsasri - 227w ago
corsasri's Avatar
Quote Originally Posted by sk group View Post
if you get error messages it usually means your external hd isnt recognised by the ps3 (yet) either wait or try and load it off the xmb via something else

do the games need there origanla id like bles00262 or will it work with say game remaned to wipeout ?

#157 - AnonPs3 - 227w ago
AnonPs3's Avatar
Quote Originally Posted by foxy1990 View Post
is there any chance whatsoever of this being ported to the ipod 1g at all with psfreedom? is it a feasible option? or will it likely not happen? (got 3.41 ps3 but drive packed up so if it was able to work with ipod i'd be in heaven :P)

great work peeps and loving the progress!

In time, I'm pretty sure we'll see a PSFreedom port.

#156 - megarun2010 - 227w ago
megarun2010's Avatar
Thanks for the file kally, but does anyones game freeze when loading data at the start of the game?

#155 - farenheit - 227w ago
farenheit's Avatar
@evilsperm,
Any chance you could rustle up a quick one for an ATAVRUSBRF01?
Board: ATAVRUSBRF01
Clock: 16
MCU = at90usb162

LED:
[code]
/*
LUFA Library
Copyright (C) Dean Camera, 2010.

dean [at] fourwalledcubicle [dot] com
www.fourwalledcubicle.com
*/

/*
Copyright 2010 Dean Camera (dean [at] fourwalledcubicle [dot] com)

Permission to use, copy, modify, distribute, and sell this
software and its documentation for any purpose is hereby granted
without fee, provided that the above copyright notice appear in
all copies and that both that the copyright notice and this
permission notice and warranty disclaimer appear in supporting
documentation, and that the name of the author not be used in
advertising or publicity pertaining to distribution of the
software without specific, written prior permission.

The author disclaim all warranties with regard to this
software, including all implied warranties of merchantability
and fitness. In no event shall the author be liable for any
special, indirect or consequential damages or any damages
whatsoever resulting from loss of use, data or profits, whether
in an action of contract, negligence or other tortious action,
arising out of or in connection with the use or performance of
this software.
*/

/** \file
* \brief Board specific LED driver header for the ATAVRUSBRF01.
*
* Board specific LED driver header for the ATAVRUSBRF01.
*
* \note This file should not be included directly. It is automatically included as needed by the LEDs driver
* dispatch header located in LUFA/Drivers/Board/LEDs.h.
*/

/** \ingroup Group_LEDs
* @defgroup Group_LEDs_ATAVRUSBRF01 ATAVRUSBRF01
*
* Board specific LED driver header for the ATAVRUSBRF01.
*
* \note This file should not be included directly. It is automatically included as needed by the LEDs driver
* dispatch header located in LUFA/Drivers/Board/LEDs.h.
*
* @{
*/

#ifndef __LEDS_ATAVRUSBRF01_H__
#define __LEDS_ATAVRUSBRF01_H__

/* Includes: */
#include

#include "../../../Common/Common.h"

/* Enable C linkage for C++ Compilers: */
#if defined(__cplusplus)
extern "C" {
#endif

/* Preprocessor Checks: */
#if !defined(__INCLUDE_FROM_LEDS_H)
#error Do not include this file directly. Include LUFA/Drivers/Board/LEDS.h instead.
#endif

/* Private Interface - For use in library only: */
#if !defined(__DOXYGEN__)
/* Macros: */
#define LEDS_PORTD_LEDS (LEDS_LED1 | LEDS_LED2)
#define LEDS_PORTE_LEDS (LEDS_LED3 | LEDS_LED4)

#define LEDS_PORTE_MASK_SHIFT 4
#endif

/* Public Interface - May be used in end-application: */
/* Macros: */
/** LED mask for the first LED on the board. */
#define LEDS_LED1 (1

 

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