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Pictures of DECR XMB after Downgrade to 0.85.010

January 19, 2017 GregoryRasputin 0

@Joonie with the Help of @Mathieuth @Zecoxao and @Jevinskie Downgraded a DECR to 0.85.010

Boot Loader SE Version 0.8.5 (Build ID: 1257,12300, Build Data: 2006-07-06_02:22:44)
SDK Version: 085.010
Copyright(C) 2006 Sony Computer Entertainment Inc.All Rights Reserved.
[INFO]: === eXtreme Data Rate Memory Subsystem ===
[INFO]: (Configured Memory Size per single XIO channel: 256 MBytes.)
[INFO]: XIO channel[0] is available.
[INFO]: XIO channel[1] is available.
[INFO]: ---> Total 512 MBytes are now in use.
[INFO]: SPU enable [0, 1, 2, 4, 5, 6] 11101111
[INFO]: BE:3.1, SB:DX3.2
initial heap: 0 - 0000000000719000
Lv-0 area 0x0000000000000000 - 0x00000000000c2000
MIC_TM_Threshold_0: 86390c7000000000
MIC_TM_Threshold_1: 86390c7000000000
IOC_IOIF0_QueThshld: 0000000000676700
IOC_IOIF1_QueThshld: 0000000000000000
TKM_MBAR: 00000000057d150e
TKM_IOIF0_AR: 0000000000fc79cb
TKM_IOIF1_AR: 0000000000000000
TKM_PR: 00000003ffffffff
TKM_CR: 00000000000f73e0
BIU_ModeSetup1: f003c00000000000
BIU_ModeSetup2: 000003c020000500
IOC_IOCmd_Cfg: 0000400010000800
Cell OS SDK0.8.5 010 (release build: r12300 20060706_022806)
Copyright 2006 Sony Computer Entertainment Inc.
revision: 12025
date:     Thu Jul  6 02:28:06 JST 2006
SB: ELCRCERT = 00000001
rsx:      b03 500/650 vpe:ff shd:3f [GAB886500:1:2:6:a:b:3:f:1][39:2:0:0:1:3]
pme_init running...
ss sdk-0.8.5
ss build date:  Thu Jul  6 03:06:31 JST 2006
ss revision:    1239
sys revision:   12300
sysmgr running...
lv2(0): Total memory: 526385152 bytes
lv2(0): Register kern memory 0x0000000001000000 1000000
lv2(0): Register user memory 0: 0x0000000000e00000 2097152
lv2(0): Register user memory 1: 0x0000740020000000 509607936
lv2(0): kern work addr and size 0x80000000004c4f28 160
lv2(0): user work addr and size 0x80000000004c4fc8 7648 for 478 MB user memory
lv2(0):   memory segment (kern) #0, base: 0x0000000000000000, size: 0x14336 KB
lv2(0):   memory segment (user) #0, base: 0x0000000000e00000, size: 0x2048 KB
lv2(0):   memory segment (user) #1, base: 0x0000740020000000, size: 0x497664 KB
lv2(0): trace buf 0x000074003d600000
lv2(0): total memory size: 502MB
lv2(0): kern memory size:   24MB (heap:9444KB  page pool:10240KB)
lv2(0): user memory size:  462MB
lv2(2): Cell OS Lv-2 32 bit version 0.8.5
lv2(2): Copyright 2006 Sony Computer Entertainment Inc.
lv2(2): All Rights Reserved.
lv2(2): revision: 12300
lv2(2): build date: 2006/07/06 02:41:07
lv2(2): processor: Broadband Engine DD3.1
lv2(2): scheduler policy: FIXED_PRIORITY
lv2(2): cpu[0: 0] is enable.
lv2(2): cpu[0: 1] is enable.
lv2(2): *** Welcome to Cell OS Lv-2 ***
lv2(2): IOS: Platform Cyt3.2
lv2(2): mounting HOSTFS in default mount point "/app_home" : OK
lv2(2): mounting HOSTFS in default mount point "/host_root" : OK
lv2(2): Available physical SPUs: 6
lv2(2): mounting the flash file system : OK
lv2(2): creating the initial system process : OK
lv2(2): the flash(#2) file system mounted.
lv2(2): directory data/font access control done.
lv2(2): directory data/cert access control done.
lv2(2): directory sys/external access control done.
lv2(2): system software: selection mode (memsize=384MB)
lv2(2): creating the system software process : OK
creating the sound process : /dev_flash/sys_audio.selfOK
-= Start AudioSystem process =-
mounting HDD in the mount point "/dev_hdd0" : .Failed (error code:0x80010002)
lv2(2): BDemulator: disabled
Error 31 to create database
DB Prepare Critical Error. go to exit() openDbInInitialize at xMMSMdRelationResolveAccessor.cpp(1434)
Registry initialization start:............. done



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#Homebrew Is Totally Possible On The #PS4 #Bluray #BDJ #Java

January 19, 2017 GregoryRasputin 0

For those of you who don’t care about piracy and love Homebrew, you should know that Homebrew is possible on the PS4, the console doesn’t even need to be hacked.




What is needed is a stable Blu Ray Java SDK for the PS3/PS4 and someone who knows how to use it, the PS4 has the ability to run Blu Ray Java games quite well, a simple Blu Ray player can do it, so the PS4 should be able to do it far better, the problem is not a lot of people seem to be interested in putting in the work or helping out.


Back in September 2014 @zecoxao created this thread trying to get people interested in creating BDJ Homebrew for the PS4, the thread even had the ‘Minimal BDJ SDK‘ developer @FreePlay take part, with links to his software and a modified version by @SKFU, several people participated but sadly nothing seemed to come from it :(


Over the past couple of days BDJ developer @mr_lou has been talking on IRC about developing BDJ Homebrew, he even created a post in the above linked article:

You can also check this thread by @MistyVermin:

Here are some facts:

  • This is NOT a hack.
  • This is NOT anything major and will not lead to anything major.
  • This will NOT let you run PS4 “backups”.
  • This will NOT give you any access to the PS4’s OS system files.
  • This is NOT illegal.
  • This does NOT void your warranty.
  • This will NOT let you run PC games on your PS4.
  • This will ONLY let you run Java software.


  • This WILL give you Homebrew.
  • This IS totally doable.



Here are some files you can download that may help you

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(New) CCAPI 2.70 REV7

January 16, 2017 GregoryRasputin 0

New CCAPI 2.70 Rev7 now Supports DEX 4.81



1. Download the CCAPI package at the bottom of this page
2. Inside, you should find a folder called PS3 with a .pkg, put it on the root of a usb stick.
3. Plug the usb stick on your ps3, then install it.
4. You should also find a folder called PC with a .exe, run it and follow the instructions to install it.
5. You have now CCAPI installed on your ps3 and on your pc.


On PS3, you just run the pkg, again
On PC, use the configuration panel and the option “uninstall a program”.



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[Tutorial] Retail <-> Debug Game Transfusion

January 13, 2017 zecoxao 0

This tutorial would not be possible without the help of my friend Charles. Thank you Charles, for making this possible :)

You will need:


* A retail ps4 on 1.76 fw
* A testkit or devkit on 1.76 fw, pre-activated (i will not go through details about the activation)
* A game you wish to backup (disc or psn, as long as it’s activated on psn)
* hitodama’s ps4sdk
* DumpFile modified to decrypt the game’s binaries (again, you’re on your own)

* An ftp payload to dump the files from app0

* Knowledge about the previous tutorials i wrote, namely pfs bypass and decrypt games

* (Optional) The game’s icons (you’ll need the original pkg for this and flatz’s awesome python script)

* A resigner for AAAA00000 trophies (keys are on wiki, again, i won’t go into much detail on this, but i’ll update the tutorial later with info)
* Target Manager and Target Manager Server (they’re out there, just find them, once again, i will not help you on this)


Some notes:
I won’t go into much detail on this tutorial. If you have a brain, use it.

Savegames and Trophies now work.
Filenames are case sensitive!

– Install the game
– Navigate to:


on your ftp server and find the title id of your game (CUSAXXXXX)
– Copy the folder to a safe place (you’ll need it)
– Navigate to:


on your ftp server and find the np comms id of your game (hint, it’s mentioned in the title id folder, inside npbind) (NPWRXXXXX)

– Copy the folder to a safe place (you’ll need it)

– Resign the TRP inside NPWR folder to debug (i’ll put a tutorial after this telling how to do it)
– name it trophy00.trp
– Transfer the entire content of app0 on pfsmnt to your desktop (you should have two folders, one called sce_sys, and another called trophy inside sce_sys)
– Copy trophy00.trp to sce_sys/trophy
– Copy the contents of the CUSAXXXXX folder to sce_sys
– Decrypt the prx,sprx,eboot.bin contents of your app0 game using dumpfile modified
– replace the existing ones in your copied app0 directory with the ones you just decrypted (using the same name)
– now, on your activated testkit and devkit, launch the game using the configuration of eboot.bin as loading elf and elf directory as working directory
– You should have your own backup running on testkit/devkit. Enjoy :)

Here’s the example of minecraft backup structure to serve as guide(take a closer look at sce_sys folder):


Here are two videos as proof (Courtesy of Charles)



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Community Tools For PS4

January 12, 2017 LightningMods 0

Today @Octolus revealed his “Community Tools” for PS4, basically its a website in witch you can “search for communities, and export it’s members to a text file.

 I've created a small website where you can search for communities, and export it's members to a text file. Not only that, you can also add communities to monitor - in a few days you'll be able to get a chart on how many has joined the past month etc.

Check out the entire website here: SendPSN | PSN Tools | Dashboard

Avatar Grabber: SendPSN | PSN Tools | Avatar Grabber
Search Communities: SendPSN | PSN Tools | Dashboard
Add Community To Monitor: SendPSN | PSN Tools | Dashboard

The statistics/chart will take a hour or two to appear. We check the communities once a day, and store them in our database with statistics (how many members). Suggestions are welcome. 

Avatar Grabber: SendPSN | PSN Tools | Avatar Grabber
Search Communities: SendPSN | PSN Tools | Dashboard
Add Community To Monitor: SendPSN | PSN Tools | Dashboard

Check out the entire website here: SendPSN | PSN Tools | Dashboard

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Sign Up for The Newest PS4 Update BETA

January 12, 2017 LightningMods 0


Quote from PlayStation

Please enter the details below for your chance to join the PlayStation®4 System Software Beta.
Please note that completing this enrollment form does not guarantee a place on the PlayStation®4 System Software Beta. Invitations are at Sony Interactive Entertainment Europe's (SIEE's) discretion. Unless you are successful, we will not contact you regarding PlayStation®4 System Software Beta. By completing this form you agree to the Private Beta Trial Agreement.
     If you are successful we will email you with information on how to access the PlayStation®4 System Software Beta (including your voucher code). Keep an eye out for the official invitation e-mail so that you know when the action has commenced! 
     Thanks & good luck!
The PlayStation Beta Team. 


Click here to sign up (EU ONLY)

Click here to sign up (USA ONLY)

You can register to be a beta tester anytime between today and the start of the beta in early February. Users must be 18 years or older. Once the beta starts, we’ll close registration. (EU)

(Beta testers for our last major system software update, 4.00, got to see things like our overall PS4 UI refresh, Folders, the revised Quick Menu, and much more before launch)

Source (EU)
Source (US)

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[Released] VitaShell v1.5 – Add’s USB Mass Storage Transfer Support – PS Vita

January 12, 2017 GregoryRasputin 0

VitaShell v1.5 – Add’s USB Mass Storage Transfer Support

View File

TheFlow has released a new version of VitaShell, which add’s the following:




  • Added USB mass storage transfer support.
  • Added RAR archive support (by Mayoshiroi).
  • Added coredump viewer.


Here is some further information from TheFlow via Twitter:

1) The USB mass storage is NOT available on VitaTV.

2) To see all files enable ‘Hide protected operating system files’ on windows

3) Linux does not support exFAT, so it will not work there


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