Search found 47 matches

by djhuevo
Wed Jun 29, 2005 3:48 am
Forum: PSP Development
Topic: Load ELF files with sceKernelLoadExec
Replies: 71
Views: 40643

Next time state your sources and we can avoid this sort of treatment in the future. Also understand that we had nothing but silence to go on ( why didn't djhuevo speak up for you then? ) and had to act just in case. coz this is not a court, steddy is not a defendant, and Im not a lawyer. There are ...
by djhuevo
Wed Jun 29, 2005 2:33 am
Forum: PSP Development
Topic: Controller Issues (n00b Question)
Replies: 12
Views: 4759

sprintf already is loaded within SysclibForKernel

I you work in kernelmode:

for 1.5:
void (*sprintf)(u8 *buffer, const char *str, ...) = (void *)0x8802c4b0;

and for 1.0:
void (*sprintf)(u8 *buffer, const char *str, ...) = (void *)0x880290e0;
by djhuevo
Mon Jun 27, 2005 10:03 am
Forum: PSP Development
Topic: Some sceNet / sceHttpInit usage questions
Replies: 63
Views: 66344

OK, so I need to call sceKernelLoadModule(Ms) direct? I know it's probably a stupid question but how do I figure out the address to call it from? if your really need to call functions from ModuleMgrForKenerl, here is the list of offsets in kernel memory: module name: sceModuleManager module...
by djhuevo
Thu Jun 23, 2005 2:41 pm
Forum: PSP Development
Topic: psp-dev have released their exploit for ver. 1.5
Replies: 126
Views: 78624

For any error that's 8001xxxx the "xxxx" corresponds to an error code found in <errno.h>. So 80010002 is ENOENT (No such file or directory), and 8001000D is EACCESS (Permission denied). and any clue about other error codes yet? Im intersted in: 80020148 80020321 80020146 80020001 80000004...
by djhuevo
Tue Jun 21, 2005 4:39 pm
Forum: PSP Development
Topic: Load ELF files with sceKernelLoadExec
Replies: 71
Views: 40643

//you can use it like that sceKernelLoadExec("ms0:/psp/game/test/my_exec.elf",0); This don't work in 1.5 PSP, i get 80020146 error. to load executables from ms in 1.5 PSP you need to set the kernel mode flag in module info and run sceKernelLoadExec from a thread with flags 0x0000 (0x8000 ...
by djhuevo
Tue Jun 21, 2005 5:45 am
Forum: PSP Development
Topic: SavedataTool for reading and writing savedata
Replies: 5
Views: 10884

nice :)

very good work
by djhuevo
Fri Jun 17, 2005 12:58 am
Forum: PSP Development
Topic: Library function list
Replies: 100
Views: 87447

sceGu is a static lib, not a PRX module.
by djhuevo
Thu Jun 16, 2005 1:19 am
Forum: PSP Development
Topic: pspDis Announced
Replies: 11
Views: 5529

in your page you say:
Warren wrote:NID symbol resolution (uses PSPDev's libdoc XML project)
can you elaborate more about that proyect?
by djhuevo
Thu Jun 16, 2005 12:12 am
Forum: The Incredible Hall Of Shame
Topic: 1.5 to 1.0
Replies: 3
Views: 4709

maybe you can replace 1.2 version of the correct module of a 1.5 unit lflash with the 1.1 version of that module from a 1.0 unit lflash.

maybe you can kill your unit in this way.
also you would be infringin copyrigths.
by djhuevo
Wed Jun 15, 2005 5:31 pm
Forum: PSP Development
Topic: PSP API documentation proyect
Replies: 7
Views: 3723

I was done a massive update.
but I sent you a email.

lots of ids have changed but all is ok now.
by djhuevo
Wed Jun 15, 2005 5:14 pm
Forum: PSP Development
Topic: PSP API documentation proyect
Replies: 7
Views: 3723

A lot of modules added (due to the TyRaNiD kernel dump prog :) If you wanna to colaborate with names for NID or have list of names, please contact with neofar or me to update the info or create an account. http://pspdev.ofcode.com/api.php would it be possible to integrate output from doxygen? sure, ...
by djhuevo
Wed Jun 15, 2005 2:51 pm
Forum: PSP Development
Topic: pspDis Announced
Replies: 11
Views: 5529

seems nice :)

I love use ps2dis actually. I think that a architecture related disassemblers are the best.
by djhuevo
Wed Jun 15, 2005 12:01 pm
Forum: PSP Development
Topic: entry table: ELF and PRX magic words
Replies: 7
Views: 6980

blah
by djhuevo
Wed Jun 15, 2005 11:33 am
Forum: PSP Development
Topic: psp map generator 0.1
Replies: 3
Views: 2882

PSPK-Tool 0.3

This tool let you to generate maps from your kernel dumps, or any memory dumps, also usefull to get new NIDs :)

http://pspdev.ofcode.com/index.php/pspk-tool-03
by djhuevo
Mon Jun 13, 2005 7:40 am
Forum: PSP Development
Topic: OMG!!! - Full Debug Info
Replies: 20
Views: 14340

sceGu is a library that compile static, not a module.

anybody has figured PRX versioning flags?
by djhuevo
Fri Jun 10, 2005 7:22 am
Forum: PSP Development
Topic: Library function list
Replies: 100
Views: 87447

yeah sceHttp_rfc must be sceHttp, we need to figure versioning info to handle it correctly
by djhuevo
Wed Jun 08, 2005 5:08 am
Forum: PSP Development
Topic: Kernel Memory Dumping Tool
Replies: 35
Views: 28997

thanks for sharing TyRaNiD...

sometimes people forget to share this kind of stuff, and do thing in private form.
by djhuevo
Tue Jun 07, 2005 2:00 pm
Forum: PSP Development
Topic: SHA1 Attack Program
Replies: 54
Views: 30569

gorim wrote: But supposedly people are seeing no problems with fastSHA1 as a result. Can anyone explain why this was added to the recent code ?
this fast implementation has the limitation of hash upto 55 characters.
buffers longer than 55 bytes are hashed wrong...
by djhuevo
Tue Jun 07, 2005 7:14 am
Forum: PSP Development
Topic: PSP NBA uses the Medius Game Communications library
Replies: 15
Views: 7592

Try to anticipate the worst
– Because the reality will be much worse
than what you can anticipate
• Cheating
• Exploits
• Rude behavior
• Spamming
hmm.... they are anticipated to exploits :P
by djhuevo
Sun Jun 05, 2005 2:36 am
Forum: PSP Development
Topic: SHA1 Attack Program
Replies: 54
Views: 30569

well, this is not a competition, this for ppl do the thing every time more fast.

talking about sharing: ppl here are talking 2000+ NID list..
anybody can be kindly to sendme it to publish in the API documentation proyect?? :P (i have only 1013)
by djhuevo
Sat Jun 04, 2005 2:58 pm
Forum: PSP Development
Topic: SHA1 Attack Program
Replies: 54
Views: 30569

Ok, here is a time comparison with the original. Using a dictionary of 25 words, and a hash/nid list of 2355, here is the comparison: original: 298.4 sec optimized: 3.2 sec O___o You are comparing with the first and buggy version released early in ps2reality.net forums. That code has a horrible pro...
by djhuevo
Fri Jun 03, 2005 12:38 pm
Forum: General Discussion
Topic: UMD file system
Replies: 14
Views: 7019

maybe this structure info is usefull to do menus in memory stick like the ones that come with "UMD demo disk"
by djhuevo
Thu Jun 02, 2005 12:16 pm
Forum: PSP Development
Topic: Found a bunch more new Function names
Replies: 17
Views: 5733

We are waiting to have some critic mass of ppl documenting things, to put a web interface for fill data. At the moment only very few functions are documentated as I can code for the PSP coz I have a 1.5, and don't have kernel code to figure some things. When work with dictionary attack plz ve carefu...
by djhuevo
Wed Jun 01, 2005 10:15 am
Forum: PSP Development
Topic: Found a bunch more new Function names
Replies: 17
Views: 5733

thanks for the symbol names and defines names I will put those on the DB.
by djhuevo
Tue May 31, 2005 3:16 pm
Forum: PSP Development
Topic: 6 ways to crash the wipeout browser...
Replies: 54
Views: 36022

and finally my favourite one: 6.) "<a href="proc://upload/profile:http://?" + 'a' * ~980 + "">CRASH ME</a>" this one seems to be related with the "%s&upload=profile&value=all&uid=%s" format string. No, they didn't used snprintf. How stupid. Anyway...
by djhuevo
Tue May 31, 2005 8:35 am
Forum: PSP Development
Topic: PRX Module File Research Results (not Encrypted)
Replies: 10
Views: 5452

0x05000600 0x0500NN00 NN=Number of Module imports 6 Function Entries in sceNid
0x05000600 0xXX00NN00 XX=number of (32bits) words of each stub record. (in msgdialog_plugin.prx XX==6)
by djhuevo
Mon May 30, 2005 7:55 am
Forum: PSP Development
Topic: What is the structure of .rodata.sceResident?
Replies: 6
Views: 2971

these hashes are in msgdialog_plugin.prx in the section called .rodata.sceVstub

0x3e7114af
0x7c94404d

I don't have bruteforced those yet.
by djhuevo
Mon May 30, 2005 7:43 am
Forum: PSP Development
Topic: What is the structure of .rodata.sceResident?
Replies: 6
Views: 2971

well, then don't trust in section names, they are not usefull to lacate the info that you need....

first got module info (at paddr of first program in the ELF)
next get offset of lib_stub from module info and read the stubs records.
by djhuevo
Mon May 30, 2005 6:45 am
Forum: PSP Development
Topic: What is the structure of .rodata.sceResident?
Replies: 6
Views: 2971

.rodata.sceResident section have a list of magic words and his memory offsets A PRX (PSP module) can have module_start (0xD632ACDB) module_stop (0xCEE8593C) module_info (0xF01D73A7) If only have 0xD632ACDB,0xF01D73A7 then the next two 32bit words are respectively "module_start", "modu...