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OpenCMA Blocks PS Vita Content Manager Internet Connections


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142w ago - Over the weekend PlayStation Vita developer [Register or Login to view links] has made available OpenCMA, an open-source homebrew application that prevents the PS Vita Content Manager from connecting to the Internet to bypass online and the latest OFW checks.

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

To quote, roughly translated:

Open CMA by Virtuous Flame prevents the PS Vita Content Manager Assistant from connecting to the Internet. The PS Vita comes with a system to copy save files that requires you to be connected permanently to the Internet.

This system is here to force you to update the Vita when a new version is available. In addition, it might be inconvenient for you to be constantly connected when you want to copy your files from and to the Vita. This patch is here to help you with this situation.

Installation:

  • extract the archive in your CMA folder (program files/Sony/Content Manager Assistant by default)
  • quit the CMA if it is running on your PC
  • execute "run.bat" (you need to run it in "Admin mode" on Windows 7
  • That's it, now the CMA should run without requiring to be connected to the Internet

Changelog:

  • fixed bat on Win7

Finally, from wololo (linked above): I tested it myself, and it works fine, although Virtuous Flame told me it might still be unstable. It is not yet guaranteed that this tool will be enough to prevent the console from upgrading its firmware without your consent, but hopefully this should help.

As a reminder, if you want to keep using the CMA normally, a firmware upgrade is compulsory every time Sony says so. Since every firmware upgrade comes with a new license and a new Terms and Conditions contract, it means that Sony can progressively change the contract you agreed with when you initially bought your Vita, and entirely lock you out of some core features (such as backing up the games you bought and your save data to your PC) if you refuse the new contract.

The OtherOS lawsuit in the US has also shown that Sony can remove any feature they want from the system you bought, and not be afraid of any legal consequences. This patch is also useful for these kind of unfair situations.

From jd8531 (via wololo.net/2012/09/07/release-open-cma-1-80/):

We knew it was awful when firmware 1.80 rolled out disabling Open CMA. Everyone hard at work has made a new patch to fix all the problem and it works!

This release has some new features as well as some bugs but it's working. To use this you MUST have the official CMA already uninstalled. You can download the patch here (wololo.net/downloads/index.php/download/1252). All credit goes to Virtuous Flame for his new version and special thanks to chesethief and ind3x-gosu from the forums with helping me on this.

HOW TO INSTALL

The following tutorial by me and is also included in the download with more details and troubleshooting (just follow Jd8531's tutorial text file).

1. Download the patch and extract the files to your desktop
2. Run "CMASetup"
3. After installation open the folder openCMA_vita_180 and copy everything to where the official CMA is installed at –>(C:\Program Files (x86)\Sony\Content Manager Assistant).
4. Run (<-DOUBLE CLICK)the "set.dll" file (run everything as administrator)
5. Then Run the batch file named "run"
6. It should load everything within the window and it'll install CMAWatcher and CMADownloader in that same folder.
7. Run "CMAWatcher", it should open and close quickly (you might not even seen it open)
8. After that let it rebuild the database if needed
9. You are all done!

I was able to successfully copy psone, psp game saves ect without internet on either the PC or VITA with no error. Sorry mac users this is so far windows only and something is in the works. You can find the /talkforums thread here (wololo.net/talk/viewtopic.php?f=52&t=13999), and enjoy a youtube video showing it working below:





Other files related to VHBL, etc... still need to be tested but this is still good news for everyone who uses open CMA regularly. If you are having errors you can try replacing the psp2-updatelist.xml with these specific ones or the second set of steps in the Tutorial:


Note: DO NOT close CMA on your computer while it is running on the Vita or you will have to install everything again.

Update: OpenCMA PS Vita 1.80 Fix (via wololo.net/2012/09/10/updated-open-cma-fixes-errors/): A new version of the Open CMA for Vita 1.80 has been made to easily fix the errors a lot of people have been receiving. (This also fixes the music/video bug!)

You can download the newest version above or alternatively if you already have the other one installed you can replace the psp2-update.xml file with the correct one corresponding to your appropriate region at the bottom.

Tutorial for the new version:

  • Extract the archive in your CMA folder (program files/Sony/Content Manager Assistant by default)
  • Quit the CMA if it is running on your PC
  • Execute "run.bat" (you need to run it in "Admin mode" on windows 7
  • That's it, now the CMA should run without requiring to be connected to the internet

Its recommended that you do use open CMA when the vhbl files come out. Open CMA for those who do not know is the content manager to copy files to the vita and back but without any internet connection unlike the official Sony CMA. It will also not sneak a patch or do a forced firmware update on your device if one comes out and it will not send any data to Sony about whats being copied, edited, transferred or crashes.

Open CMA 1.80 (via wololo.net/2012/09/07/release-open-cma-1-80/): We knew it was awful when firmware 1.80 rolled out disabling Open CMA. Everyone hard at work has made a new patch to fix all the problem and it works!

This release has some new features as well as some bugs but it's working. To use this you MUST have the official CMA already uninstalled.

You can download the patch here. All credit goes to Virtuous Flame for his new version and special thanks to chesethief and ind3x-gosu from the forums with helping me on this. How to install:

The following tutorial by me and is also included in the download with more details and troubleshooting (just follow Jd8531′s tutorial text file).

1. Download the patch and extract the files to your desktop
2. Run "CMASetup"
3. After installation open the folder openCMA_vita_180 and copy everything to where the official CMA is installed at –>(C:\Program Files (x86)\Sony\Content Manager Assistant).
4. Run (<-DOUBLE CLICK)the "set.dll" file (run everything as administrator)
5. Then Run the batch file named "run"
6. It should load everything within the window and it'll install CMAWatcher and CMADownloader in that same folder.
7. Run "CMAWatcher", it should open and close quickly (you might not even seen it open)
8. After that let it rebuild the database if needed
9. You are all done!

I was able to successfully copy psone, psp game saves ect without internet on either the PC or VITA with no error. Sorry mac users this is so far windows only and something is in the works. You can find the /talkforums thread here, and enjoy a youtube video showing it working below:





Other files related to VHBL, etc... still need to be tested but this is still good news for everyone who uses open CMA regularly. If you are having errors you can try replacing the psp2-updatelist.xml with these specific ones or the second set of steps in the Tutorial:

Japan: [Register or Login to view links].
US version :[Register or Login to view links]
EU: [Register or Login to view links]

EDIT: All the errors seem to be related to the psp2-updatelist.xml file, so just replace that with one of these below corresponding to your appropriate region:

US: [Register or Login to view links]
UK: [Register or Login to view links]
EU: [Register or Login to view links]
JP: [Register or Login to view links]
AU: [Register or Login to view links]
SA: [Register or Login to view links]

Update #2: Open CMA 5 (Compatible with all 2.00+ Firmware) by Virtuous Flame is now available above with the details as follows:

What is Open CMA?

Open CMA is the content manager assistant to copy files to the Vita. Open CMA is the same as the official Sony version but modified, so that you can copy files without any internet connection unlike the official Sony CMA which requires a constant internet connection to the Sony Servers, something that can be inconvenient It will also not sneak a patch or do a forced firmware update on your device if one comes out and it will not send any data to Sony or their servers about whats being copied, edited, and transferred. Open CMA also does not collect data regarding crashes.

In General it:

1. Allows offline transfers on either PC or Vita.
2. Allows lower firmwares to transfer. (Open CMA 5 works on 2.00+ Only)
3. Disallows the sending of information to Sony.
4. No contact to Sony's servers.
5. Open CMA prevents CMA from auto updates or mandatory updates.
6. It also allows you to transfer anything black listed, it doesn't check their servers to confirm if its on the PSN.
7. Lets you copy Homebrew, ISO/CSO to use with an exploit with less errors.

How to Install VF's Open CMA 5

1. Download the latest verision of the Official CMA
2. Apply VF"s Open CMA 5 patch in the same folder as the official one
3. Run .bat and then setdll.exe








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Comments 189 Comments - Go to Forum Thread »

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JceeCar's Avatar
#189 - JceeCar - 22w ago
Ok, so im trying to install TN-V4 on my psvita (firmware 3.01), and cant seem to get Open CMA to work properly, ive searched around the net, and this forum for an answer, but i cant seem to find one.. so heres some Q's (the first one is what i believe the problem to be!):

Does the CMA installed on my pc have to match that of the ps vita? If-so does anyone have the official CMA 3.01 installer?

Does "Open CMA V5" work on CMA 3.10.7525.4 (the page says it should work on all versions after 2.0, but that info may be outdated), without updating your ps vita past 3.01? (because I couldn't get it to, without my ps vita asking to update...)

My ps3 is updated to the latest FW; will I be able to download games to my vita through my PC? (I would assume so...)

Or is there a different/better way to get the needed game installed on my vita, without updating the firmware?

PS3 News's Avatar
#188 - PS3 News - 129w ago
This weekend PlayStation Vita developer wololo has made available a guide to porting VHBL (PS Vita Half-Byte Loader) to individual game exploits for those interested.

This news comes proceeding the recent Motorstorm Arctic Edge and Everybody's Tennis PSP / PS Vita game exploits.

Below is the guide, to quote from his blog (linked above): This guide assumes that you found a [Register or Login to view links] in a game, and that you were able to write a [Register or Login to view links].

So now what’s next? Well, as you probably know if you’ve gone that far, the PSP scene doesn’t really like “hello worlds”. A hello world is nice, but it accomplishes nothing, it just draws Sony’s attention to your exploit, and you know the vulnerability will be patched soon, while nobody really used the exploit.

Well, the next step is, ideally, a HEN or a custom firmware. Of course, this requires a kernel exploit, and we know how these are difficult to find. A much more doable task, that will make lots of people happy, is to port HBL to your exploit. HBL opens the door to lots of legal contents on the PSP and the Vita, and we designed it so that porting it to your game exploit can be done fairly easily.

This tutorial is valid at the time of its writing, for all games, and up to firmware 6.60 (Vita firmware 1.61). In theory, HBL will work on future firmwares, but of course new kinds of security might be introduced in new firmwares. Additionally, depending on your game (and its function imports), the compatibility and speed of homebrews might vary.

0. Easy as pie

HBL was designed to be easily ported to new game exploits. Most Game-specific files (except one) go in a subfolder that I will describe below. To complete this tutorial, you need basic shell skills, a working pspsdk, a working game exploit and the associated binary loader / hello world, a ruby interpreter, and basic ruby skills (usually, if you know any other scripting language, you’ll figure it out easily, there are not so many changes required).

1. Get the HBL sources and compile them

The first step is to get the HBL sources, compile them, and if you’re motivated, test them on an existing game exploit, to make sure the copy you have works correctly. (As I write this, it is recommended to test compilation with either the Mototrstorm or the Everybody’s tennis exploits, as we might have broken backwards compatibility with older exploits)

The sources of HBL can be downloaded here (SVN client required: [Register or Login to view links])

In order to compile it, you need the PSPSDK (which you probably already have if you wrote a binary loader). Compilation is fairly easy, but in order to compile the HBL for a specific exploit, you have to specify the folder of the exploit. for example, make FOLDER=lifeup will compile HBL for the Motorstorm (EU) exploit.

2. Create your own exploit’s folder

As you guessed, you will create a folder dedicated to your own exploit. Let’s imagine you game is called wololo, then you can create a subfolder “wololo” in the eLoader folder. Basically, we want to reproduce the files that are in this folder for another exploit, and adapt them to our exploit. Let’s have a look at the lifeeu folder:

The folder contains 6 files and 1 folder (which contains 1 file) that you will want to adapt to your exploit. I will describe each of them separately. Most of these files are automatically generated by a script, so this should be fairly simple.

3. Create your exploit’s files

linker_loader.x

This is the linker file for h.bin. If you created a binary loader and a hello world, you already have this file from your hello world, and most likely you named it “linker.x“. Copy linker.x from your hello world to linker_loader.x. Done!

sdk_loader.S

This is the sdk for h.bin. If you created a binary loader and a hello world, you probably already have this file, and named it sdk.S. Copy sdk.s to sdk_loader.S. If you don’t have this sdk, you can create it either by running prxtool on the EBOOT.BIN of the game, or by using the moskitool (a ruby version of the moskitool can be found in the eLoader/tools folder of the HBL). Most likely, if you created a hello world, you already have this file so I won’t give more details for now. Done!
config folder, exploit_config.h, sdk_hbl.S, loader.h,

The contents of the config folder, as well as sdk_hbl.S, loader.h, and most of exploit_config.h (details below for exploit_config.h) are automatically generated by a ruby script that you can find in eLoader/tools/gen_exploit_config.rb.

The gen_exploit_config.rb has 2 “modes”, but I will only describe the first one, which is required the first time you adapt your exploit. You need to have a usermem dump named memdump.bin (that you acquired from psplink with the command savemem 0x08800000 0x01800000 memdump.bin). Important note: For Vita compatibility, that dump must be done on a PSP running firmware 6.60. In addition to memdump.bin, you need a list of UIDs from the same psplink session, that you will name uidlist.txt.

You can get that file by typing uidlist > uidlist.txt in psplink. That file needs to be in unix format, so be sure to convert it if you are running windows. Finally, you need a file named sdk.S, which is nothing else than the sdk.S you created for your game exploit, the one we just named sdk_loader.S above.

Put these 3 files (memdump.bin and uidlist.txt obtained from the same psplink session, as well as sdk.S from your exploit) in the tools folder, and run gen_exploit_config.rb

This should display a list of addresses (you will want to copy these addresses inside the stubs array of gen_exploit_config.rb so that other people who want to improve your exploit won’t need a memory dump/uidlist anymore, although they will still need the sdk.S file), and generate a series of files in the tools/output subfolder.

The files generated by gen_exploit_config.rb in the output folder can be copied “as is” into your game’s folder.
Final edits to exploit_config.h

You’re almost done, but the file exploit_config.h need to be edited in two places, that you will find because they say “TODO” in big letters.

HBL_LOAD_ADDRESS This is where you will load HBL in RAM. You want a value that is outside of the boundaries of the game, and basically, a place where the PSP will accept to alloc roughly 200kB. you can get such an address in psplink while the game is running by typing malloc 2 test l 204800

HBL_ROOT is the name of the folder where your exploited savedata is. That folder name looks like ms0:/PSP/SAVEDATA/UCUS12345000. Important note: my tutorial on how to create a binary loader assumes you will load a file named ms0:/h.bin. On the PS Vita, this is not possible anymore, so you will have to adapt your binary loader in order to load the exploit from ms0:/PSP/SAVEDATA/XXXXXXX/h.bin (where XXXX is the folder of your savedata). In the Vita version of HBL, all HBL files for in that folder, and there is no subfolder.

linker_hbl.x

copy linker_loader.x into linker_hbl.x, and replace the address value with the value of HBL_LOAD_ADDRESS that you figured out earlier while creating exploit_config.h. Done.

4. Compile

  • Run make FOLDER=yourfolder (alternate ways: make distrib FOLDER=yourfolder to remove debug messaging, make nonids FOLDER=yourfolder to remove NIDs-related heavy debug messaging)
  • You’re done, grab the h.bin and hbl.bin in the root, the config folder from your exploit’s folder, and the libs_… folders from the root. You now have the meat of your HBL port ready.

5. Last but not least

HBL is licensed under the GPL. If you plan to distribute your compiled binaries, it is required that you provide your source code as well. Don’t make us ask for it

This tutorial is voluntarily vague. Porting HBL is fairly easy, but we assume that if you made it that far, you probably are skilled enough to do some research on your own. Nevertheless, don’t hesitate to ask questions if you are running into problems

You are allowed to reproduce this article on other websites and/or translate it on condition that you put a clear link to this page in your copy.

6. More details

Porting VHBL is simple in theory, but many games do not import some functions that are necessary for HBL to run properly. One goal of the script gen_exploit_config.h is to analyze the imports of your game (this is why the sdk.S is necessary), and define some workarounds in exploit_config.h in case your game does not have all the necessary exports. This should work in most cases, but that script is still experimental and might make mistakes. Below are a few details on some of the “define” sections it creates:

TH_ADDR_LIST, EV_ADDR_LIST, SEMA_ADDR_LIST, and GAME_FREEMEM_ADDR can be computed for you by the tool eLoader/tools/freemem.rb. For that you will need a memory dump and a file uidlist.txt which is the output of the uidlist command in psplink (uidlist > uidlist.txt ). It is important to note that the memory dump and the uidlist need to be from the same session, otherwise the addresses will be incorrect. If you’re on windows, also make sure that the uidlist.txt file is in the unix format (use your favorite editor to convert it if needed). For those interested, here are some technical details about those variables, but basically the tool should do it for you

TH_ADDR_LIST, is the list of threads you want to kill. Threads are defined by a SceUID, but since this value changes all the time, what we actually want is the addresses where they are defined. in psplink, while your game (or your hello world) is running, you can get a list of these thread by typing thlist. Then look for each thread’s uid in ram. The address (hopefully unique) where the thid is defined, is what you want to put in this list.

EV_ADDR_LIST is the list of events you want to kill. You get this list by typing evlist in psplink. The rest is similar to the construction of TH_ADDR_LIST

SEMA_ADDR_LIST is the list of semaphores you want to kill. You get this list by typing smlist in psplink. The rest is similar to the construction of TH_ADDR_LIST above

GAME_FREEMEM_ADDR this is the address in Ram where the game’s memory was allocated. Most game have this but for those that don’t have it (patapon2), this value can be commented out. To find this value, type uidlist” PSPLink and look under the SceSysMemMemoryBlock section. You’re looking for blocks that have a 0xFF (user) attribute (not 000!), and are not “stack”. In the golf exploit, this block was simply called “block” and was easy to find. Again, you’re interested in the entry address, not the uid.

UNLOAD_ADDITIONAL_MODULES : define this variable if possible. Comment it out only if you run into issues at the “free memory” stage of HBL

Other variables: The variables above are the basics of the config file. With those, HBL should basically work, or at least take you to a step where you can start debugging. But with time, HBL has grown and has been updated by several people. In order to maintain backwards compatibility and increase game coverage, the exploit_config file was added several config values.

DISABLE_P5_STUBS is useful if you run into a crash/freeze even before hbl is loaded (just after firmware detection). SYSCALL_* are used for perfect syscall estimation on firmwares where this is available (TODO: explain syscalls estimation), etc… at this point you will probably need to dig in previous exploit_config.h files in order to find more on each macro you can possibly define.

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HeyManHRU's Avatar
#187 - HeyManHRU - 130w ago
Yeah, I've played minecraft on many consoles and nothing beats a mouse and keyboard for playing a game like minecraft.

Still good for minecraft fans who want to play it on the go.

SwordOfWar's Avatar
#186 - SwordOfWar - 130w ago
I must say, as a user who has put more time into minecraft than I should have, do yourself a big favor and play this on a PC if you can.

It looks very painful watching this user trying to navigate and interact with blocks using those unsightly controls.

This is one of those games that benefits greatly from a mouse/keyboard setup.

PS3 News's Avatar
#185 - PS3 News - 130w ago
Following up on the PS Vita HBL and Doom releases, PlayStation Vita developer wololo reports that [Register or Login to view links] has made available a Lamecraft (Minecraft Clone) PSP homebrew port that runs on PS Vita with a demonstration video below.

Download: [Register or Login to view links]

To quote: Christmas is really early this year, as Drakon, creator of the famous PSP homebrew Lamecraft, just posted an update of his game to make it compatible with the Vita.

Of course this requires you to run VHBL, but since we just released a new version of our homebrew loading tool, hopefully you are one of those who can enjoy it.

Check this video running the game on the Vita Screen:





Finally, from Drakon: I made small update to LameCraft – now it’s working on PS Vita ( thanks Wololo for info ). I have also fixed some strange bugs with texture packs.

VHBL is needed to run Lamecraft on the PS Vita, and can be downloaded [Register or Login to view links].

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