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About MistyVermin

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    PS Vita
    Nintendo DS
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  1. So I recently have been trying to compile PS4SDk under ubuntu with clang 3.8 and have been having quite a lot of issues with compilation. First off it took me quite a while to get it just to compile but when I do compile it doesnt compile as a bin but as many object files. Does anyone have a little bit more insight on how to compile this correctly?
  2. That cookie is specifically created by cturts ps4 playground, they could easily either have an entirely new way of executing code or just simply delete the cookies after the execution. Also Sony is probably not looking for attempted code execution by checking the cookies, if that was the case anyone on a higher firmware that attempts to run the code execution (even if it doesn't work) could still throw off alarms.
  3. I know this is pretty old but I gave it a test and sadly you cannot modify these files. I messed around quite a bit and cannot get any sort of file in the games sandbox directory let alone modify it at all. I might be doing something wrong though so correct me if I'm wrong. Edit:I feel like an idiot I think I completely misunderstood. I thought you could edit the files straight on the ps4, I didn't realize you meant download and modify.
  4. I'm sorry but that's never going to happen. I'm not for or against the cheating shit but if game devs don't want there online games to have cheaters infesting them they need to get with the times and should take a look at pc anti cheats and realize that they must implement these things in there own games or they should not act like idiots by having everything server sided rather than trusting the client 24/7.
  5. I'm no professional on how the ps4 handles encryption but how big could the "passphrase" be? Could it be theoretically possible to bruteforce this passphrase or is it too large for that kind of attack?
  6. Note: As of now you cannot replace bdjstack.jar inside the PS4 file-system but I have noticed that there is very little information in the scene about anything related to creating your programs/coding for PS4 and thought this may help when we do have write access to bdjstack.jar. I also apologize for the huge pictures but i am way to tired to fix them at the moment but will do later. And one last thing, knowledge is power! Now lets begin! First of we must download a few things and also set up a few things. We're going to need a Java decompiler, any Java decompiler should work but I personally use JD Project which is a relatively easy to use decompiler has quite a bit of features that help out quite a bit. You can download JD Project here. We're also going to need to install JDK(Java Development Kit) if you have not already. You can download JDK here. After you have installed JDK and have downloaded a Java decompiler of your choice we're going to need to set up environment variables for jdk. (If you have already used JDK before and have environment variables you can skip this.) First open up control panel and search "environment variables", this should come up. Click "Edit the system environment variables" and this window should pop up. Click on the button labeled "Environment Variables..." and now were in the environment variables. Now you should see at the top of the top list called PATH, if not click new create a new variable called PATH in all caps and set the value to any text. Now click on PATH then click Edit. Now find your JDK bin path (Typically in Program Files) copy it and click new and paste it in and hit enter. You have successfully set up your environment variables! Now you can close out everything we just opened. Now lets start decompiling! Alright now start up the JD Project program. Drag in your bdjstack.jar into JD and you should see something like this. After dragging it in click file on the top left and click save all sources and save it in any location of your choice. Now you can open up the zip file and edit any of the java files to your liking! When editing the files make sure you remember what files you have edited, where their file path was, and keep them in a safe place for now. When you're finished lets start to recompile! Now to begin with your going to want to create two new batch files one named "classupdater.bat" and the other "compilebdjstack.bat" and put them in a separate folder from everything else. Now that you have done that you're going to want to copy your backed up bdjstack.jar to the same folder as well as the the modified java files. Alright now add this to your compilebdjstack.bat file but replace "javafilehere.java" with the name of your own java file no quotes. javac "javafilehere.java" -classpath bdjstack.jar pause Now run compilebdjstack.bat and a new file should appear with the same name as your java file but with a class extension. Now that that is done your going to have to recreate the file path inside the jar inside your folder and place it the end of the path. For example: If your java file was located at com\sony\gemstack\event\ you need to add those folders in that order and put your class file at the last folder which would be the \event\ folder. Now edit classupdater.bat and replace the "filepath" with the file path you have already created no quotes. jar uf bdjstack.jar "filepath/javafile.java" pause Or for example: jar uf bdjstack.jar com\sony\gemstack\event\KeySupport.class pause Now run classupdater.bat and you should notice that the date modified on the bdjstack.jar should have changed if it did congratulations your bdjstack.jar should be fully recompiled. Well that's all for now, as of now were just going to have to wait until we get access to protected PS4 files, and after that we should be able mod to our hearts content on BDJ.
  7. Well if that's the case could we not just remount them in read write or am I missing something? Not saying that its just that simple but could we remount with a program running in kernel?
  8. Correct me if i'm wrong but can't PS4 FileNinja only download files and not edit them in any way.
  9. I know for a fact that it does sandbox these files as I have found the dvd player app with bdjstack inside a sandboxed direcory. I might be wrong but these files could possibly be protected and then sent into a sandbox directory for them to be ran there. Maybe we could possibly intercept the sending of applications into sandbox and inject our own modified files into it. Sadly I wouldn't even know where to begin on that and I believe having ftp running in kernel would be a much more reliable in the long run as a solution. EDIT: Also by the way thanks for the image of writable folders that's actually really useful for what I'm working on.
  10. So recently I have been messing with core bdj files on PS4 and finally was able to create a modified bdjstack.jar poc. The problem is, is that I cant delete the original bdjstack.jar to test out my modified version through ftp. When attempting to delete bdjstack.jar I get 550 error telling me I could not delete the file. Yes I understand what I could be doing is possibly dangerous and may brick my console but I am willing to take the risk. I just have no way of testing my modified version unless I can replace the old one and the only way for me to do that is to delete the old on and upload my modified version.
  11. Well the thing is that this means more than just emulators and dumb little toys if its unsandboxed because looking through ftp, bdj is a wrapper written in java which means that we can literally replace the bdj jar file with any non os dependent jar and it will run completely unsandboxed from bjd. Now I haven't been on my ps4 in a while but i am pretty sure there is an elf or self that directly runs bdj jar. If I have been totally correct on this this could mean a whole new way for running homebrew that is much easier and way more reliable. Ill go check it out in more detail again soon.
  12. Man sorry, I feel like an asshole for calling you out and think I owe you an apology, its just that I get so worked up over little mistakes and seeing all of these misunderstandings of how these types of things work lately has just gave me a collective annoyance of it. Sorry for being a dick.
  13. Yes but I find it so strange your tagged as a developer, yet you know nothing of how these things work.
  14. Im sorry but of course that doesn't work. That's not how these exploits work at all, you cant just shove in ps4 playground into the iframe and think that it will work. It involves writing to memory through unconventional means and finding kernel exploits from there, if anything it will be an entirely new payload and way of writing to memory. I just find it so strange and funny that you think that putting ps4 playground into the affected iframe would bring out any result.
  15. Well it then lets go back to the roots. Hunters "exploit" does not prove anything, and looking at that post he admits it crashes but that doesn't mean a working userland exploit that just means it crashes. But the fact is, is that it never crashes. The reason why the out of memory keeps popping up is because its trying to re-render the same exploited iframe after clicking ok, if for some reason he was able to switch to a new page after clicking ok the error would no longer pop up. Also in the same post it seems that someone has already made a commit to webkit's github and fixed it which he probably just copied from there and said that he made it.