To quote: PSL1GHT is a fantastic SDK, growing day after day thanks to help of talented developers like phiren, MattP, AerialX and others.
What I need to start porting Scogger is to print some debug information (like screen size, sprites information and such), but unfortunately for me STDOUT and STDERR are redirected to the lv2 TTY interface.
Right now there are two ways I know for printing debug informations:
• using Kammy
• using libcairo font support provided by ps3libraries
Altought these are valid alternatives, they represent a complexity level that is too much for my lazyness: Kammy requires PS3 attached to the router via ethernet cable, plus it prints information to a pc, not to the screen. Most important it needs a peek/poke capable payaload, and my PSJailbreak dongle doesn't have it.
133w ago - Spanish PlayStation 3 developer PS3MrEnigma has recently started a blog (linked above) sharing his experiences with PS3 LV2 kernel reversal and memory hooks.
Below are the details thus far, roughly translated:
In this post we will see how to make hooks (hooks) in the LV-2 SYSCALL. The possibilities are endless da hook, only to be limited to our imagination and what we want to achieve with the hook.
For this section we should bear in mind that we need to meet the following requirements:
• Having a dump of the entire LV-2, possibly without being modified in any way by a payload.
• Knowledge of assembler to understand the original SYSCALL to create our hooks.
• Understand how the / s SYSCALL we will modify.
For this post'll take the example of a LV-2 3.41 Debug (for it is that I work mostly), but can be applied just as in a LV-2 Retail.
The first thing you need to know is the beginning of the SYSCALL_TABLE, and the number of SYSCALL we want to put a hook.
For example put a hook to the SYSCALL 0 Ã-- 363 (867) to alter the machine model that we will return.
The SYSCALL_TABLE is at position 0 Ã-- 303130 (at any position in the LV-2 assume that they add the base address 0 Ã-- 8000 ...), knowing the number of the...
135w ago - Sony's Social Media Manager Jeff Rubenstein has posted an interview with the development team of Assassin's Creed Brotherhood at Ubisoft Montreal answering some of fan questions about the game and sharing an Assassin's Creed Brotherhood story trailer, as follows:
One of the blessings (and curses) of working in this industry is getting to play unfinished games well before their release date.
The blessing part is obvious; we didn't hesitate to knock off work early to go play Assassin's Creed Brotherhood on PS3 at an Ubisoft preview event. Heck, that *is* work.
The curse part sneaks up on you later; after sampling the first 3 hours of the game, I've been dying to play some more - something we can't do until the game hits store shelves on November 16th.
Don't feel sorry for us - it was our job to quiz the development team from Ubisoft Montreal on what we saw, and Mission Director Gaelic Simard was all too happy to answer our questions and yours.
A bit more on those first few hours of the game (with as little in the realm of spoilers as possible)...
As someone who saw Assassin's Creed II all the way through to a Platinum Trophy, I was curious...
Step 1: Connect via FTP and get your dev_flash
Step 2: Move your dev_flash and the nXMB into a new folder (NOT THE CONTENTS, BUT THE DEV_FLASH ITSELF).
Step 3: Open nXMB and let it patch your dev_flash
Step 4: Copy the contents of that dev_flash to your USB Flash Disk
Step 5: Launch USB Firm Loader
The PS3 will mount your USB flash disk as dev_flash
You will NOT see "Install Package Files" but instead of that you will be able to boot PS1/PS2 games and you will have access to your memory cards!