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PS3 Lv0ldr / Bootldr Exploit Reverse-Engineering Details by Naehrwert

1350°
108w ago - Following up on the previous PS3 Lv0ldr / Bootldr clarifications by marcan42 and wololo, today PlayStation 3 hacker naehrwert has shared some details based on reverse-engineering the exploit used to dump it.

To quote from his blog: The Exploit

As the exploit that was used to dump lv0ldr/bootldr/howeveryouliketocallit is public now, let's have a closer look at it to understand what's going on. Here is what I have reversed from lv0 (it shares the syscon portion of the code with its SPU counterpart):

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PS3 Hypervisor Reverse Engineering Progress is Detailed

650°
213w ago - A few days ago we reported on graf_chokolo's progress in decrypting PS3 Firmware 3.50, and today he has made available to the PlayStation 3 Wiki (linked above) his PS3 hypervisor reverse-engineering work to date, as follows:

HSPRG
The hypervisor stores a pointer to some structure per LPAR in HSPRG0 register. There are actually 2 HSPRG0 values: one for each thread of Cell CPU !!! There is a HSPRG0 array at 0x8(-0x69A0(HSPRG0)) + 0x20.

LPAR
LPAR = Logical Partition

lpar1 starts at 0x(unknown), and its believed to be the memory space wherre lv1 stores its variables, flags and other data.
lpar2 starts at 0x80000000000 and it's believed to be the memory space where lv2 stores its variables, flags and other data.

The pointer to active LPAR is stored at -0x67E8(HSPRG0).

vtable
0x0033CA40 (3.15)

Member variables
offset 0x38 - some pointer
offset 0x50 - LPAR id (8 bytes)
offset 0x70 - pointer to VAS id bitmap
offset 0x78 - power of 2 of word size from VAS id bitmap (4 bytes), equal to 6
offset 0x7C - number of 64-bit words in VAS id bitmap(4 bytes)
 

PSJailBreak PS3 Exploit Payload Reverse Engineering Detailed

1000°
222w ago - A few weeks back we reported on the PS JailBreak PS3 exploit reverse engineering followed by the PSJailBreak PS3 exploit payload, and today naehrwert has focused on the PSJailBreak payload itself, as follows:

PSJailbreak Payload Reverse Engineering

Here's my understanding of what the exploit playload does:

1. it gets control at exploit_entry, which copies the rest of the payload to the fixed address 0x8000000000700000 and jumps to exploit_main.

2. exploit_main copies a resident part of the payload to another location, creates virutal usb device driver called "mod" with 3 functions, hooks some vsh functions via toc entry and does some permanent in-ram patching. when the work is done it zeroes itself out.

3. the resident part has basically 3 purposes: it manages virtual usb device, it does some on-the-fly patching and it hooks all the game disk file accesses from the vsh.

a. the virtual usb device is needed to make sure the original ps3jb device in plugged in. once the correct device is plugged (the one with the AAAAC0DE) device...
 
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