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Sony PS3 4.00 SDK (Software Development Kit) Leak Surfaces

Category: PS3 Hacks & JailBreak  By: PS3 News - (ps3iso.com)
Tags: sony ps3 4.00 sdk ps3 sdk ps3 software development kit ps3 sdk leak surfaces ps3 hacks

66w ago - Following up on the previous PlayStation 3 3.70 SDK and PhyreEngine leaks, today an anonymous user under the handle ravi_h_m17 has uploaded the Sony PS3 4.00 SDK files to the Chinese file-sharing site 4Shared-China.com and the NewsGroup alt.binaries.console.ps3.

Download: PS3 4.00 SDK (Software Development Kit) / PS3 4.00 SDK (Software Development Kit) (Torrent Mirror)

Below is a list of the files and sizes included in the PS3 4.00 SDK leak for those curious:

  • 04_MultiThreadedSPU.pdf - 187 KB
  • cell_cgtool-050_010.zip - 1,829 KB
  • DayII_03_FibersAndVM.pdf - 523 KB
  • DevStation2008_Day1_Slides.zip - 44,912 KB
  • DevStation2008_Day2_Slides.zip - 42,381 KB
  • graphics_tech_information-20060926.zip - 1,140 KB
  • HowtogetthebestfromSNCPPUtoolchainforPLAYSTATION3developmentSN008-E.pdf - 331 KB
  • libsecure-2.0.0.1.zip - 1,475 KB
  • prodg_documentation-400.1-english.zip - 20,118 KB
  • ProDGForPlayStation3v400.1.0.exe - 60,577 KB
  • ps3_cp_update-360_001.zip - 13,922 KB
  • ps3_gpad-sdk370.1_11.0_installer.zip - 53,257 KB
  • ps3_sample_showcase-100.wmv - 213,493 KB
  • PS3_SDK-400_001.zip - 111,124 KB
  • PS3_SDK_CGC-250_2.0.r10842.zip - 9,122 KB
  • ps3_sdk_np_packager-280_002.zip - 274 KB
  • PS3_SDK_PlaygroundDemo-350_001.zip - 191,460 KB
  • ps3_sdk_samples-400_001.zip - 376,806 KB
  • ps3_sdkdoc-400_01-chm-english.zip - 42,273 KB
  • ps3_sdkdoc-400_01-latest-english.zip - 314,144 KB
  • PS3_Toolchain_411-Win_280_003.zip - 48,524 KB
  • PS3_Toolchain_411-Win_400_001.zip - 48,744 KB
  • PS3DECHUpdateData.374.001.zip - 175,420 KB
  • PS3DECHUpdateData.400.001.zip - 169,917 KB
  • PS3DECRUpdateData.400.001 (1).zip - 143,790
  • PS3DECRUpdateData.400.001.zip - 143,790 KB
  • sdk_manager_for_ps3-1_4_5.exe - 23,933 KB
  • SN-DBSv2.2.1.13.exe - 15,000 KB
  • snc_documentation-400.1-english.zip - 4,116 KB
  • SNCPPUToolchainforPlayStation3v400.1.zip - 11,935 KB
  • steamworks_sdk_117.zip - 36,884 KB
  • tuner_documentation-400.1-english.zip - 16,260 KB
  • TunerForPlayStation3v400.1.0.exe - 45,305 KB
  • VSI2010_PS3_2.0.1.5.zip - 1,489 KB





Stay tuned for more PS3 Hacks and PS3 CFW news, follow us on Twitter and be sure to drop by the PS3 Hacks and PS3 Custom Firmware Forums for the latest PlayStation 3 scene updates and homebrew releases!

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zadow30's Avatar
#258 - zadow30 - 68w ago
Reply
well here you go.. well this look a hell of a lot interesting: pastebin.com/sje1NrRG

/* SCE CONFIDENTIAL
PlayStation(R)3 Programmer Tool Runtime Library 370.001
* Copyright (C) 2007 Sony Computer Entertainment Inc.
* All Rights Reserved.
*/
#ifndef _TT800_H
#define _TT800_H

/* The algorithm is taken from the following: */
/* C version of TT800 random number generator developed */
/* by M. Matsumoto, email: matumoto[MENTION=8731]math[/MENTION].keio.ac.jp */
/* See: ACM Transactions on Modelling and Computer Simulation, */
/* Vol. 4, No. 3, 1994, pages 254-266. */
// This version supports getting and saving of the state vector
// which is encapsulated in a global structure. Also added functions to
// seed the generator from an integer or array. And to produce output numbers
// scaled into various ranges.

#include

// Returns the address and size (in bytes) of the TT800 state vector.
// This lets you to save and restore the state of the random number generator
// when code is swapped on or off of the SPU. This allows you to unload an SPU applet,
// load it back up later and have it continue from where it left off in the
// random number sequence, rather than having it start from the beginning.
// This is a better, faster and more statistically correct than reseeding the random
// number generator each time the SPU applet is reloaded.
//
// To save the state, call this function to get the address and size of the state
// vector then memcopy or DMA that data to some safe location. To restore it, do
// do the same thing but copy the data into the address provided.
//
// DO NOT use this to seed the generator as you could put in values would cause the
// generator output to be non-random or degenerate to zero. Always use the init_
// functions to seed the generator, they protect against bad seed values.
//
// The internal format of this data may change so avoid putting it in long-term
// storage or making assumptions about it's size/format till the library is finalized.
//

_FUNC_DEF(int, get_state_TT800,(void **state))
{
*state = (void *)&__TT800;
return(sizeof(__TT800));
}

/* initializes TT800 a seed (Needs to be checked) */
// !!!GAC THIS INITIALIZER MAY NOT BE STATISTICALLY SOUND, it didn't come with the generator
_FUNC_DEF(void, init_TT800,(unsigned int s))
{
int i;
unsigned int *p = (unsigned int *)__TT800.State;
for(i=0; i < _N_TT800; i++)
{
*(p++) ^= s;
}
__TT800.Next_Number = 0;
}

/* initializes TT800 an array (Needs to be checked) */
// !!!GAC THIS INITIALIZER MAY NOT BE STATISTICALLY SOUND, it didn't come with the generator
_FUNC_DEF(void, init_by_array_TT800,(unsigned int init_key[], int key_length))
{
int i,j;
unsigned int *p = (unsigned int *)__TT800.State;
for(i=0,j=0; i < _N_TT800; i++, j++)
{
if(j > key_length) j=0;
*(p++) ^= init_key[j];
}
__TT800.Next_Number = 0;
}

// Core random number generator, generates numbers in batches and returns them one at a time.
_FUNC_DEF(unsigned int, rand_int32_TT800,(void))
{
unsigned int y;
static const unsigned int mag01[2]={0x0, 0x8ebfd028 } ; // This is a magic number, do not change

// Do we need to generate a new batch of numbers?
if (__TT800.Next_Number==_N_TT800)
{
// generate _N_TT800 words at one time
int kk;
for (kk=0;kk> 1) ^ mag01[__TT800.State[kk] % 2];
}
for (; kk> 1) ^ mag01[__TT800.State[kk] % 2];
}
__TT800.Next_Number=0;
}
// Get the next available number from the array
y = __TT800.State[__TT800.Next_Number];
// Temper the number using some more magic numbers from Matsumoto's algorithm
y ^= (y 16);
__TT800.Next_Number++;
return( y );
}
/* generates a random number on [0,0x7fffffff]-interval */
_FUNC_DEF(unsigned int, rand_int31_TT800, (void))
{
return (long)(rand_int32_TT800()>>1);
}

/* generates a random number on [0,1]-real-interval */
_FUNC_DEF(float, rand_real1_TT800, (void))
{
return rand_int32_TT800()*(1.0f/4294967295.0f);
/* divided by 2^32-1 */
}

/* generates a random number on [0,1)-real-interval */
_FUNC_DEF(float, rand_real2_TT800, (void))
{
return rand_int32_TT800()*(1.0f/4294967296.0f);
/* divided by 2^32 */
}

/* generates a random number on (0,1)-real-interval */
_FUNC_DEF(float, rand_real3_TT800, (void))
{
unsigned int dr = rand_int32_TT800();
return (((float)dr) + 0.5f)*(1.0f/4294967296.0f);
/* divided by 2^32 */
}

#endif /* _TT800_H */





/* SCE CONFIDENTIAL
PlayStation(R)3 Programmer Tool Runtime Library 370.001
* Copyright (C) 2007 Sony Computer Entertainment Inc.
* All Rights Reserved.
*/
#ifndef _TT800_GLOBALS_H_
#define _TT800_GLOBALS_H_

#include

// These are global values and typedefs needed in the tt800 random number generator
// implementation and in the definitions of it's global state vector

#define _N_TT800 25
#define _N_TT800_QWORDS ((25/4)+1)
#define _M_TT800 7

typedef struct
{
// Current batch of TT800 generated numbers
unsigned int State[_N_TT800];
// Next number in the state vector to be returned to the caller
int Next_Number;
} __TT800_State_t;

_C_LIB_DECL
extern __TT800_State_t __TT800;
_END_C_LIB_DECL

find that book

from the book:
[CODE]/* A C-program for TT800 : July 8th 1996 Version */
/* by M. Matsumoto, email: [email]matumoto@math.keio.ac.jp[/email] */
/* genrand() generate one pseudorandom number with double precision */
/* which is uniformly distributed on [0,1]-interval */
/* for each call. One may choose any initial 25 seeds */
/* except all zeros. */

/* See: ACM Transactions on Modelling and Computer Simulation, */
/* Vol. 4, No. 3, 1994, pages 254-266. */

#include
#define N 25
#define M 7

double
genrand()
{
unsigned long y;
static int k = 0;
static unsigned long x[N]={ /* initial 25 seeds, change as you wish */
0x95f24dab, 0x0b685215, 0xe76ccae7, 0xaf3ec239, 0x715fad23,
0x24a590ad, 0x69e4b5ef, 0xbf456141, 0x96bc1b7b, 0xa7bdf825,
0xc1de75b7, 0x8858a9c9, 0x2da87693, 0xb657f9dd, 0xffdc8a9f,
0x8121da71, 0x8b823ecb, 0x885d05f5, 0x4e20cd47, 0x5a9ad5d9,
0x512c0c03, 0xea857ccd, 0x4cc1d30f, 0x8891a8a1, 0xa6b7aadb
};
static unsigned long mag01[2]={
0x0, 0x8ebfd028 /* this is magic vector `a', don't change */
};
if (k==N) { /* generate N words at one time */
int kk;
for (kk=0;kk> 1) ^ mag01[x[kk] % 2];
}
for (; kk> 1) ^ mag01[x[kk] % 2];
}
k=0;
}
y = x[k];
y ^= (y

Ezio's Avatar
#257 - Ezio - 68w ago
Reply
Thanks for uploading, Roxanne, +Rep for you!

spunkybunny's Avatar
#256 - spunkybunny - 68w ago
Reply
Thanks but RapidPAY is no good as it tells you the file is too big unless you pay.

Roxanne's Avatar
#255 - Roxanne - 68w ago
Reply
Download link: https://www.rapidshare.com/files/3536889746/PS3_3.70_SDK_By_TrueBlueGaryOPA.zip

SanctumSlayer's Avatar
#254 - SanctumSlayer - 68w ago
Reply
Question. What was acomplished for cfw by Johnathon's 3.60 sdk leak last?

Isn't this sdk leak just like another update?

Or are devs seeing more potential for an exploit in this leak?

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