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PS3MrEnigma on PS3 Mount Points, FileSystems and Alejandro

550°
201w ago - As a follow-up to his previous article, today ps3mrenigma details PS3 Mount Points, FileSystems and Alejandro on his blog (linked above).

To quote, roughly translated: Following the publication in the day yesterday the source code indicating the SYSCALL used for the assembly system is no longer necessary for security, keep this information privately, and whether the information actually had not been published by my, despite claims to the contrary by many users, was to prevent misuse and attack the flash, anyway as I said in my last post we had in mind when it was polished release something new, everybody is free believe us or not, but it is.

For more information, an old post of mine: http://ps3mrenigma.wordpress.com/2010/11/10/a-quick-note-a...reversing-post/

As is the case, step assemblies are writing, how they work, and which are assembled and disassembled as explaining in turn the SYSCALL used in the process.

First of all understand that this post is a technical post, so that many users will serve you for nothing more than for your personal knowledge, which I think is worth more than any other program exists or can be made to root it.

NOTE: This post...
 

PS3MrEnigma Explains Mount Alejandro PS3 Dev Flash Homebrew

400°
201w 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°
201w 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...

 

PS3MrEnigma Releases PS3 Tool to Test Model Version Data

250°
206w ago - Following up on his previous work, this weekend Spanish PS3 developer PS3MrEnigma has released source code for a PS3 tool that can be used to test and obtain model version data (20/40/60/80 etc) on various PlayStation 3 systems.

Download: PS3 Tool to Test Model Version Data PKG And Source Code

To quote, roughly translated: "In this post I introduce a small tool that will allow us to know more about the model of our machines.

The usefulness of this tool is simply to show on screen the data returned by the SYSCALL 0 Ö 363 with the parameter 0 Ö 19004 to get the model and submodel, make that application to accurately check all machines possible that the data. We returned in byte 5 and byte 7 always correspond in the case of same model and submodel machine.

Bearing in mind that I could only have access to 4 machines when performing the post explaining the SYSCALL 0 Ö 363 , which is why as many people can give their feedback or report on the blog with the data and specifying what type of machine has (Slim or Phat, and submodel (60, 40, etc)) together with the data we created the tool would be easier to...
 

PS3MrEnigma on PS3 LV2 Kernel Reversal and Memory Hooks

500°
208w 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...
 
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