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  • bandit

    by Published on October 29th, 2010 21:28


    Brandon Wilson, known for releasing the jailbreak for TI-84 has just tweeted that its possible on the Texas Instrument TI-89 TITANIUM (89TI) Graphing Calculator!

    Here's what he tweeted:

    I have to admit, I didn't think it was going to happen but...folks, the jailbreak works on the 89Ti. Proof, source, and release coming soon.


    Source: Brandon Wilson (Twitter) / PS3JB ...
    by Published on October 25th, 2010 18:22


    Over at PS3Hax, member Robo Hobo has been busy lately with releasing some nice emulators for the PS3. The latest is Mednafen which supports NES, GB, GameBoy Color, GameBoy Advance, Sega Master System and Game Gear. Future versions should have PC Engine and PC Engine CD, as well as Atari Lynx, Neo-Geo Pocket and WonderSwan.

    Taking a break from Gambatte and Nestopia, I decided to port Mednafen too. While I still recommend the former two for Gameboy and NES, the current version of Mednafen includes Sega Master System, Sega Game Gear, and Gameboy Advance emulators. None of those are currently available for the PS3. Future versions should have PC Engine and PC Engine CD, as well as Atari Lynx, Neo-Geo Pocket and WonderSwan.

    The emulator supports NES, GB, GBC, GBA, SMS, and GG. Loading from Zip, save states and fast forward. Reconfigurable controls. And a terrible user interface, one of the best terrible user interfaces if I do say so myself.

    Get it at its google code page.

    Source: PS3Hax ...
    by Published on October 25th, 2010 18:22

    Over at PS3Hax, member Robo Hobo has been busy lately with releasing some nice emulators for the PS3. The latest is Mednafen which supports NES, GB, GameBoy Color, GameBoy Advance, Sega Master System and Game Gear. Future versions should have PC Engine and PC Engine CD, as well as Atari Lynx, Neo-Geo Pocket and WonderSwan.

    Taking a break from Gambatte and Nestopia, I decided to port Mednafen too. While I still recommend the former two for Gameboy and NES, the current version of Mednafen includes Sega Master System, Sega Game Gear, and Gameboy Advance emulators. None of those are currently available for the PS3. Future versions should have PC Engine and PC Engine CD, as well as Atari Lynx, Neo-Geo Pocket and WonderSwan.

    The emulator supports NES, GB, GBC, GBA, SMS, and GG. Loading from Zip, save states and fast forward. Reconfigurable controls. And a terrible user interface, one of the best terrible user interfaces if I do say so myself.

    Get it at its google code page.

    Source: PS3Hax ...
    by Published on October 25th, 2010 15:28


    Finally FCEU for PS3 is ready for release. The updates will come often now.

    Supports: 480, 720, 1080P at either 4:3 or 16:9 aspect ratio.
    Not yet supported but to be desired: SRAM and state saving.

    Please visit: https://code.google.com/p/fceu-ps3/

    Reports bug and feature requests: https://code.google.com/p/fceu-ps3/issues/list

    Special thanks:

    - To the snes9x-ps3 team (TheMaister, Squarepusher64 and myself shinhalsafar).

    NOTES: (Taken from the README)
    ********************
    FCEU-PS3

    [email protected]
    ********************

    CURRENTLY IMPLEMENTED FCEU FUNCTIONS
    ========================
    - Just enough to play a ROM
    - 4P Support

    CONTROLS IN ROM MENU
    ========================
    Up – Go up
    Down – Go down
    Left – Go back five file entries
    Right – Go forward five file entries
    L1 – Go back one page
    R1 – Go forward one page

    Cross – (If directory selected) enter directory/ (if ROM selected) start ROM
    Triangle – Same as Cross
    Circle – (If not in root directory) Go back to previous directory
    L2 + R2 – (If you previously exited a ROM) return to game
    Select – Go to settings menu (see ‘CONTROLS IN SETTINGS MENU’ section)

    CONTROLS IN SETTINGS MENU
    ========================
    Up – Go up one setting
    Down – Go down one setting
    Left – Change setting to the left
    Right – Change setting to the right

    Circle – Go back to ROM menu

    EXPLANATION OF SETTINGS MENU
    ========================
    Display framerate – This will show the FPS (Frames Per Second) onscreen
    Resolution – Switch between resolutions – 480p mode, 720p mode and 1080p mode (depending on your monitor’s supported resolutions)
    Aspect Ratio – Switch between aspect ratios 4:3 and 16:10 (16:9 will come shortly, for now choose 16:10 on widescreen – perhaps small
    cutoff at left and right))
    Hardware Filtering – Switch between Linear interpolation (Bilinear filtering) and Point filtering.

    CONTROLS IN-GAME
    ========================
    Nothing worth really explaining here -

    R3 + L3 – Press these two buttons together while in-game to go back to the ROM browser menu.

    TIP: You can use any USB controller you like and it will map the buttons on the fly – it is even possible to hotswap joysticks – remove one from the
    USB port, replace it with another one – it should all work fine. even SNES-to-USB converters should work.

    To play a game with a USB controller as Player 1, start up your PS3 and rather than using the Sixaxis/DualShock3, plug in an USB port before
    connecting the controller to the PS3 – your USB pad should then become Controller 1.

    SOURCE CODE REPOSITORY
    ========================
    This release corresponds with revision = 768cf9df52

    Source code repository is here:

    https://code.google.com/p/fceu-ps3/

    COMPILATION INSTRUCTIONS
    ========================
    NOTE: ONLY FOLLOW STEP 1 IF YOU HAVE SDK 1.92 OR LOWER
    1 – Edit the Makefile and remove the following from PPU_CXX_FLAGS and PPU_CFLAGS:

    -DPS3_SDK_3_41

    3 – Do ‘make clean && make && make pkg’

    CURRENTLY KNOWN ISSUES (AS OF BUILD 4.3.8)
    ========================
    * Please start reporting them on the google code bug tracker

    HD TV USERS
    ========================
    * For people running this on HDTVs complaining about input lag:
    - Turn off all post-processing filters you may have running – on Sony Bravia HDTVs, display Motion Flow (this also causes input lags
    with most games in general, not just this SNES emu. If your HDTV has a ‘Game’ mode or something of the sort, select that as well.

    PERFORMANCE NOTES
    ========================
    * 100% everywhere, let me know otherwise.

    PLANNED IMPROVEMENTS
    ========================
    - SRAM save
    - State save
    - Filters
    - GameGenie

    SPECIAL THANKS
    ========================
    - See the entire snes9x-ps3 team.

    Files can be downloaded via source.

    Source: PSGroove ...
    by Published on October 25th, 2010 15:12


    Over at PSX-Scene, member lousyphreak had announced a couple of days ago about his current work on porting the ScummVM emulator to the PlayStation 3 console. For anyone that does not have a clue on what ScummVM is, take a look at this site here: scummvm.org. It has a ton of info on what ScummVm is and does. But basically:
    ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed!

    A quote from the man himself:
    Hi, I am currently working on a ScummVM port for the PS3, much of it already works, but there are still some points which need fixing. The Source is located at lousyphreak's scummvm-ps3 at ps3 - GitHub it builds with the leaked 1.92 SDK, no .pkg yet, it needs to be launched via the homebrew mode of Gaia Manager (the only one i tested it with)

    What works:
    1.) most of it

    What doesn't:
    I have only tried a handful of games, this list is by far not complete.

    1.) You will get corrupted palettes in most games (corruption is usually just minor)
    2.) Beneath a Steel Sky crashes during the intro
    3.) Many scumm games crash when showing the overlay (Start button)
    4.) in some games the cursor has no transparent colors
    5.) slowdowns may occur
    6.) MT32 emu shows problems at least in MI2

    Source Code: Github
    Source: PSX-Scene ...
    by Published on October 21st, 2010 15:21


    Money hungry? A while ago, EA stated that NBA Jam will be FREE with NBA Elite. Since NBA Elite has been delayed, it has been revealed that EA will now be charging full price ($50) for the stand-alone NBA JAM release on the PlayStation 3 and Xbox 360. Would you still pay for this remake?

    Retailers are now listing NBA Jam for the Xbox 360 and PS3 and in the process have revealed the release date and price for the game. It was just a week ago that we learned NBA Jam HD would be a full retail release and not a downloadable offering. Many expected the game to end up being sold for the standard $60 given that the Wii version went for $50 and did not include online play or the HD graphics.

    NBA Jam will go for $50 for the 360 and PS3 matching the Wii version. Even at $50 though it could be a tough sell given that EA Sports had framed NBA Jam as being “free” in NBA Elite 11. This however presumes that consumers were actually looking at NBA Jam as a bonus and not the main selling point of that package.

    As earlier speculated the game is set to release on Tuesday November 16th. It will include everything the Wii version had such as Remix mode, but to go along with that online co-op play has been added and Remix mode will also be online. Continue on for the full feature list and leave your thoughts in the comments!

    An Enhanced Original! – EA SPORTS’ version of NBA JAM has the off-the-charts fun factor of the original with updated gameplay that looks and feels better than ever – in full HD!

    EXCLUSIVE TO Xbox 360 & PlayStation 3 – Play Online! – Play Classic 2-on-2, Co-op Team Play, and Remix games ONLINE with a jam-packed progression system, unlockable challenges, and hundreds of rewards.

    Classic Campaign… With A Twist! – As fans try to beat all 30 NBA teams in the Classic Campaign journey, they will face some extra challenges: secret 2 on 2 Boss Battles against NBA Legends!

    Unlockables Galore! – Players of NBA JAM can earn and unlock more than 100 cheat codes, secret characters and legendary NBA players. Secret characters were a big part of the original and EA SPORTS is committed to keeping the spirit of past unlocks alive (wink, wink).

    Many Ways to Play the Game! – Fans can play Solo, Versus (against another player) or Co-op (with another player against the AI) modes. No matter how you like to play the game, you will have tons of fun playing NBA JAM.

    A True “Pick up and Play” Experience! – The control system is very simple for those new to sports games yet they also have enough depth to satisfy passionate gamers who seek challenge around every corner.

    Source: PASTAPADRE ...
    by Published on October 20th, 2010 14:45

    DIGG THIS


    via Twitter:
    I've been up to a lot of game hacking recently, but more on that later. Anyone interested in an open SDK? http://github.com/AerialX/PSL1GHT

    It's pretty lacking right now, but at least it compiles and runs stuff! I'll move Kammy and r3volution over to it soon.

    PSL1GHT
    PSL1GHT is a lightweight PlayStation 3 homebrew SDK, provided as a temporary way to compile user apps to run from the XMB using the open-source PS3 toolchains available.

    Environment
    A GCC toolchain that supports the PowerPC 64bit architecture is required to build PSL1GHT and its samples. This is the only toolchain that I test with and can guarantee support for. PS3Chain probably works just as well, as should marcan's AsbestOS toolchain. Some toolchains will probably already use newlib, and will make the included newlib unnecessary.

    Building
    Run make install in the psl1ght directory to build it all, and make sure to set the environment variable $PSL1GHT to the folder where you wish to install it to, for example...

    cd /path/to/psl1ght.git
    export PSL1GHT=/path/to/psl1ght.git/build
    make
    make install

    ... for a local build of it. Ensure that $PSL1GHT is set when you are building any of the examples or other apps that use PSL1GHT.

    Status
    At the moment, PSL1GHT has basic libc support, with stdout debugging, file access, etc. You can call lv2 syscalls and do some fun stuff with that, but it doesn't link to PS3 dynamic libraries yet which is where all the exciting functionality comes in. Also, a make_fself equivalent is still missing.

    Source: AerialX's Github / Twitter


    *UPDATE* 10/21/10
    Kammy is now the first PSL1GHT app! Check out the readme for a cool way to debug PSL1GHT apps over ethernet: http://github.com/AerialX/Kammy

    Kammy
    Kammy is a system for loading patches to lv2 (PlayStation 3's Game OS) from a user application, using PSGroove or any other implementation of the exploit that adds the peek/poke syscalls. Kammy was inspired by Treeki's Nintendo Wii game patching system, Kamek.

    Building
    Building Kammy requires PSL1GHT installed to build. This includes needing one of the supported PS3 GCC toolchains. Besides PSL1GHT, you will need the following utilities:
    • xxd: Creating patch bin files requires the xxd tool to be installed.
    • dd: Also required for building the patch bin files.

    With these dependencies installed, you can build Kammy by simply cd'ing to the loader directory and running:

    make clean
    make

    Usage
    Kammy must be used with a payload that supports poke/peek. This includes PSGroove and most of its forks - including my own - among others. To apply a Kammy patch, a loader application must be started on the PS3. This is usually done from XMB from an installed package, or from USB using my PSGroove fork's apploader payload (or PL3's payload_dev).

    Ethernet Debug Example
    The example loader included in Kammy installs a hook into lv2 that sends debug messages over the ethernet cable of the PS3. This is useful for getting data from the PS3 and lv2 (you get crash reports, and some info from different apps). It's also a useful way of seeing printfs from any applications you write and test, including ones built with PSL1GHT.

    This setup has three requirements to work properly:
    1. Your PS3 must be connected to a router by ethernet cable. Wireless must be disabled in the PS3 network settings.
    2. The PC that you're retrieving the info with must be connected to the same router as the PS3. Alternatively you can connect the PS3's cable directly into your computer to get the output.
    3. Your PC must have the socat program installed, so you can run the following command:

    socat udp-recv:18194 stdout

    A ready-to-run pre-compiled ethernet debug loader is provided in the Downloads Section.

    Customizing
    Kammy is made up of three main components:

    • v2: This folder contains the lv2 patches to be built. See the ethdebug patch for an example. It is up to the patch to apply any hooks it needs to lv2.
    • libkammy: This is the basic library that handles the loading of Kammy patches. Altering it should not be necessary.
    • loader: This folder contains an example that shows how to use libkammy to load kammy and another patch bin from the lv2 folder.

    Notes
    Internally, Kammy obliderates syscall 11, so try not to run it with payloads that provide that syscall.

    Source: Github

    DIGG THIS

    ...
    by Published on October 20th, 2010 14:45

    DIGG THIS


    via Twitter:
    I've been up to a lot of game hacking recently, but more on that later. Anyone interested in an open SDK? http://github.com/AerialX/PSL1GHT

    It's pretty lacking right now, but at least it compiles and runs stuff! I'll move Kammy and r3volution over to it soon.

    PSL1GHT
    PSL1GHT is a lightweight PlayStation 3 homebrew SDK, provided as a temporary way to compile user apps to run from the XMB using the open-source PS3 toolchains available.

    Environment
    A GCC toolchain that supports the PowerPC 64bit architecture is required to build PSL1GHT and its samples. This is the only toolchain that I test with and can guarantee support for. PS3Chain probably works just as well, as should marcan's AsbestOS toolchain. Some toolchains will probably already use newlib, and will make the included newlib unnecessary.

    Building
    Run make install in the psl1ght directory to build it all, and make sure to set the environment variable $PSL1GHT to the folder where you wish to install it to, for example...

    cd /path/to/psl1ght.git
    export PSL1GHT=/path/to/psl1ght.git/build
    make
    make install

    ... for a local build of it. Ensure that $PSL1GHT is set when you are building any of the examples or other apps that use PSL1GHT.

    Status
    At the moment, PSL1GHT has basic libc support, with stdout debugging, file access, etc. You can call lv2 syscalls and do some fun stuff with that, but it doesn't link to PS3 dynamic libraries yet which is where all the exciting functionality comes in. Also, a make_fself equivalent is still missing.

    Source: AerialX's Github / Twitter


    *UPDATE* 10/21/10
    Kammy is now the first PSL1GHT app! Check out the readme for a cool way to debug PSL1GHT apps over ethernet: http://github.com/AerialX/Kammy

    Kammy
    Kammy is a system for loading patches to lv2 (PlayStation 3's Game OS) from a user application, using PSGroove or any other implementation of the exploit that adds the peek/poke syscalls. Kammy was inspired by Treeki's Nintendo Wii game patching system, Kamek.

    Building
    Building Kammy requires PSL1GHT installed to build. This includes needing one of the supported PS3 GCC toolchains. Besides PSL1GHT, you will need the following utilities:
    • xxd: Creating patch bin files requires the xxd tool to be installed.
    • dd: Also required for building the patch bin files.

    With these dependencies installed, you can build Kammy by simply cd'ing to the loader directory and running:

    make clean
    make

    Usage
    Kammy must be used with a payload that supports poke/peek. This includes PSGroove and most of its forks - including my own - among others. To apply a Kammy patch, a loader application must be started on the PS3. This is usually done from XMB from an installed package, or from USB using my PSGroove fork's apploader payload (or PL3's payload_dev).

    Ethernet Debug Example
    The example loader included in Kammy installs a hook into lv2 that sends debug messages over the ethernet cable of the PS3. This is useful for getting data from the PS3 and lv2 (you get crash reports, and some info from different apps). It's also a useful way of seeing printfs from any applications you write and test, including ones built with PSL1GHT.

    This setup has three requirements to work properly:
    1. Your PS3 must be connected to a router by ethernet cable. Wireless must be disabled in the PS3 network settings.
    2. The PC that you're retrieving the info with must be connected to the same router as the PS3. Alternatively you can connect the PS3's cable directly into your computer to get the output.
    3. Your PC must have the socat program installed, so you can run the following command:

    socat udp-recv:18194 stdout

    A ready-to-run pre-compiled ethernet debug loader is provided in the Downloads Section.

    Customizing
    Kammy is made up of three main components:

    • v2: This folder contains the lv2 patches to be built. See the ethdebug patch for an example. It is up to the patch to apply any hooks it needs to lv2.
    • libkammy: This is the basic library that handles the loading of Kammy patches. Altering it should not be necessary.
    • loader: This folder contains an example that shows how to use libkammy to load kammy and another patch bin from the lv2 folder.

    Notes
    Internally, Kammy obliderates syscall 11, so try not to run it with payloads that provide that syscall.

    Source: Github

    DIGG THIS

    ...
    by Published on October 20th, 2010 14:45

    DIGG THIS

    As most of you will probably already know, I’ve been working on a project recently which aims to run Linux on the PS3 (including the PS3 Slim) using the PSJailbreak exploit, effectively replacing GameOS on the fly. I think it’s gotten to the point where it’s useful enough for other people to be interested, so here’s something resembling an official announcement.

    Obligatory demo video:

    AsbestOS (a mineral, and meaning “inextinguishable” in Greek) is a bootloader to run PS3 Linux without OtherOS. It runs using the USB GameOS exploit (on PS3 version 3.41) from any compatible device, and any reprogrammable devices currently running the PS3 exploit can be used as long as they have enough free internal or external storage (40kB or so) to hold the loader. It is general enough that it should be useful to boot Linux given any other GameOS exploit in the future. It has been tested to work on the PS3 Slim too.

    Currently, it only supports netbooting a kernel and no initrd (mostly due to bootmem limitations). This is enough to run a Linux system booting from an NFS share or from USB storage media. Almost everything that works under OtherOS is working. As additional perks of running as GameOS, you also get access to a seventh SPE (needs a kernel patch to enable) and there is clearly full access to the RSX including 3D support, although we still need to learn a few details about how that works to be able to use it.

    AsbestOS is a fully independent open source payload and does not contain any code from the original PSJailbreak payload or derivatives. It is licensed under the GPLv2. Compiling it does not require any SDK tools, and it includes a script to build a fully vanilla GNU toolchain for the PS3.

    If you’re interested, check out the git repository. The README file contains information on how to run AsbestOS and how to set up kernels. Currently, ports exist for software USB AVRs (Arduino etc.), iPods, and the reference implementation for devices with a TI OMAP3, but anything currently running PSGroove or similar can be adapted with only a few lines of new code.

    For the impatient or lazy folks, here’s a kernel that you can use Update: and a stage1 binary and a stage2 binary. You’ll probably want to change the kernel commandline options to set up your NFS root partition. This will eventually be handled by AsbestOS, but for now, open it up in a hex editor, search for HEXEDIT_THIS, and change the commandline to suit your needs (without changing the total length, of course). Do note that this kernel does not have built-in USB support, so it can only be used for NFS booting (the USB stuff is built as a module).

    You can use this filesystem as a starting point. It’s a Gentoo stage3 updated to date and with PS3-specific tools installed. Keep in mind that there’s no Portage tree included, so be sure to either emerge --sync or NFS mount your server’s Portage tree (which is what I do). At the very minimum, you’ll want to edit the following files to configure your NFS and networking settings (or to specify USB device partitions, if you want to go that route – but you need to compile your own kernel then): /etc/fstab, /etc/hosts, /etc/resolv.conf, and quite likely a few others. This filesystem includes kernel modules for the above kernel. The root password is ‘ps3′.

    marcan has also confirmed that this works on TI-84 via his Twitter and it must always be spelled as AsbestOS, not AsBestOS. It's a carcinogenic mineral, not the nonsensical "As Best OS".

    Source: marcan's blog

    DIGG THIS

    ...
    by Published on October 19th, 2010 01:57

    This online web tool allows you to compile your own HEX file for your dev board and even choose whether to have LED or not. You can make your own or you can download their pre-compiled HEX files.

    PSGroove Maker v0.1 is an online tool that is current hosted on the Project0 website that allows you to easy compile your custom selected version of PSGroove right online!


    All you have to do is choose your version PSGroove, your board type, frequency, and LED options and then click to download your complied-hex file ready to flash to your USB development board.

    For now this tool is not compatible with all the development boards, but surely the list will be expanded by the website authors.


    Source: Ps3-Addict.fr ...
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