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PS3MrEnigma Explains Mount Alejandro PS3 Dev Flash Homebrew

400°
210w ago - A few days back we reported on Mount Alejandro PS3 Dev Flash Homebrew by Spanish developers JaiCraB and ps3mrenigma, and today ps3mrenigma has explained it in further detail on his blog (linked above).

To quote, roughly translated: First of all, apologize for making this post nearly a week after the appearance of the application,

Unfortunately I have the time to update the blog as I wanted, but nevertheless, better late than never,

I want to thank all those who have had words of thanks to the program, I am pleased to see that it was well accepted.

Although I could not help but read some comments that came a few days ago and that made me laugh, lack of knowledge by giving statements without really knowing how the application.

That is why what has happened to answer some questions that might exist.

A. Do you use 'Alexander' some unknown exploit?

The answer is NO. The method that uses 'Alexander' to perform its function is very simple, there is nothing magical nor is it an exploit, as I read, still laughing a while ago of some user.

While exploits in the PS3 know, none of them is used in 'Alexander', are not necessary...
 

Mount Alejandro: PS3 Homebrew - Write to Dev Flash

1300°
211w ago - PS3 Developers JaiCraB & ps3mrenigma have brought another way to enable writing to the PS3's /dev_flash partition by mirroring it to /dev_Alejandro.

This follows in line with nr4u's Flash Loader, which itself was a successor of JaicraB's USB Custom Firmware Loader v0.3 - but in a more compact, stripped down version.

Download: Mount Alejandro

To quote (via Spanish to English translation):

FLASH Write Enable:
------------------------

This application allows the mounting of the unit / dev_Alejandro. This unit is a mirror of the unit / dev_flash, with this active alike.

Unit / dev_flash no writeable useful to read as the old way, but the new SI is writable.

This is why we are not responsible for any misuse that may be made this application, the method used, etc. As end users ARE RESPONSIBLE FOR THE USE OF THE SOFTWARE WILL you do ON YOUR MACHINE!

Taken into account before trying to manipulate...

 

Sconsole Details a Simple Function for Printing Strings on PS3

350°
216w ago - Following up on his previous Guide to Compile PS3 Homebrew via PSL1GHT, today Scognito posted on Sconsole which details a simple function for printing strings on PS3 for developers.

Download: Sconsole PS3 Demo and PKG File v0.1 with Source Code

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.

Libcairo is new...
 

PS3MrEnigma on PS3 LV2 Kernel Reversal and Memory Hooks

500°
217w 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 Ö 363 (867) to alter the machine model that we will return.

The SYSCALL_TABLE is at position 0 Ö 303130 (at any position in the LV-2 assume that they add the base address 0 Ö 8000 ...), knowing the number of the...
 

Video: Assassin's Creed Brotherhood: Dev Interview and Trailer

50°
219w 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 [Register or Login to view links] 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...
 
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