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  1. 3 points
    UPDATE As TheFlow has posted a link to this thread, I would like to post a few things about this article and why it was made. 1.) When I had originally written this article, it was not targeting any developer in particular, this was posted as a deterrent to developers from the scene from selling exploits to Sony, yes it was childish and perhaps I could have used better words, but I did not want exploits being wasted. 2.) Like I said this article was targeting scene developers, TheFlow has stated several times that he is not part of the PS4 scene, so how could he then take offense to this? Also if he does not consider himself to be part of the PS4 scene, then how could I make him leave the PS4 scene? You cannot leave something that you are not part of. 3.) TheFlow decided to falsely blame me on him leaving the PS4 scene as a way of getting back at me, he knows I could not have made him leave because in his own words he was never part of the scene. 4.) A new exploit was released by TheFlow, this is great for those of you who have been waning to play games above 5.05, but that stops at 7.02, had this exploit not been given to Sony, then you would have at some stage been able to play games and homebrew on 7.50 or 8.00 using this very exploit. 5.) I am used to the hate from scene developers, this is nothing new, i say what I feel, I give my opinion and that annoys them, examples such as: a.) Freakler got angry at me because I kept calling Hackinformer out for selling access to an eCFW and for charging people to install other developers homebrew and apps, Freakler supported this scam and didn't like me calling him out on it, supporting a scammer makes you as dishonest as him. b.) SKGleba got mad at me for calling out the fact he is two faced, so he decided to use xenophobic and Islamophobic language towards me, now he claims I am the toxic one. There are other developers I could mention, but I get on with most developers pretty well, most of them are decent and honest. 6.) The thread in which I posted my opinion on scene developers selling bugs to Sony was inconveniently not posted at the same time this one was, so here is a link to that article: I may have been wrong about a couple of things in it, but the sentiment still stands, you shouldn't be part of the scene and selling exploits to Sony. Whilst you are here reading this, why don't you enter this competition to win a PS5 control pad: Anyhow thanks for reading this edit, you can view the original below. Original Post If you are the type of console hacker with no morals or any human decency, then this bug bounty brought to you by Sony will be right up your ass. Sony are offering a $50,000 reward for exposing critical flaws that will lead to the system being hacked, this is nothing new and but is probably the biggest reward offered for finding a critical flaw. I had a whole rant posted here regarding this, but I deleted it as I feel deflated and depressed, with all the PlayStation exploits closed over the past year and the ones that will be closed in the future, you can guarantee that the PS4 scene is dead. Sell your soul here: https://hackerone.com/playstation
  2. 3 points
    Si estás aqui seguramente has estado siguiendo las últimas noticias de la scene de PS4 y te has dado cuenta que un nuevo tema ha aparecido: Mira y OOSDK serán lanzados hoy; pero quizás te preguntes qué son esas cosas y quién está detrás de ellas, además de para qué te servirian como usuario de una consola PS4 hackeada. Bien, en este artículo intentaré explicártelo de la manera más sencilla, gracias a la colaboración de kiwidog (sin su ayuda este artículo no hubiera sido posible <3). Primero que nada, el equipo: OpenOrbis! OpenOrbis es un equipo dedicado al desarrollo de herramientas útiles para la modificación y desarrollo de homebrew para el PS4 (si no sabes qué es homebrew no te preocupes, lo explicaré más adelante). Este equipo vino de la idea de parte de unos miembros del equipo de crear homebrews para la consola. Este inició cuando Specter y kiwidog estaban preparando el exploit de 5.01 para su lanzamiento, Specter había estado trabajando en el exploit y kiwidoge había empezado trabajando en Mira, que en realidad vino de otro proyecto llamado Oni que él había creado en su tiempo libre para hacer algo que necesitaba. Desde entonces más gente se ha sumado al proyecto y actualmente OpenOrbis cuenta con 37 colaboradores! (Estos los mencionaré más abajo) La meta de OpenOrbis es crear una plataforma de desarrollo y uso de homebrews para la consola PS4, para esto su SDK y Mira van de la mano, uno para proveer un entorno de desarrollo completo y el otro para proveer capacidades extra a la consola que ayudará a los desarrolladores a brindar nuevas funcionalidades a los usuarios, como plugins, trainers para juegos, miles de posibilidades! El lugar donde se crea la mágia, OOSDK! OOSDK (o OpenOrbis SDK) es el set de herramientas para desarrolladores que permite la creación de homebrews sin necesidad del kit de desarrollo oficial de Sony. Este es completamente de código abierto y cualquier persona puede contribuir a él y mejorarlo! Si no entiendes nada de esto no importa, te lo explicaré: Homebrews son aquellos programas o juegos caseros por desarrolladores aficionados para distintas plataformas (generalmente este término se relaciona con consolas de videojuegos, pero en realidad se puede aplicar también incluso a programas de otras plataformas, como el conocido Audacity para PC). Estos se caracterízan por ser gratuitos y ser de código abierto. Si estás interesado en aprender más sobre estos aquí te dejo un artículo de Wikipedia donde puedes aprender más sobre estos (o puedes revisar esta versión en inglés, que está más completa). Finalmente, si deseas conocer qué es código abierto básicamente es que la gente puede acceder al código fuente de un programa, modificarlo, contribuir en él y usarlo como él quiera, siguiendo las reglas que marca su licencia. Aquí hay un artículo donde puedes aprender más sobre este. Si ya has hackeado consolas antes lo más probable es que ya hayas usado homebrews por distintos motivos. Generalmente estos se encuentran como emuladores, clientes FTP, gestores de archivos o gestores de partidas (entre varios otros) que la comunidad crea para las consolas. Bien, regresando a OOSDK, este soportará homebrews creados en lenguaje C (el soporte para C++ vendrá después), también se incluirán ejemplos de programas para la consola, y que así los desarrolladores se puedan dar una idea de cómo se utilizan varias cosas. También se incluirán scripts, librerías, documentación e incluso plantillas para Visual Studio. En el momento de la compilación, OOSDK generará archivos ELF (ejecutables) con stubs especiales para generar un "OELF", lo cual ellos denominan como un formato ELF "original/oficial", de la manera en el que el PS4 lo espera de un PKG. También es posible usar una utilidad para convertir dichos ELFs en PKGs instalables para su disfribución fácilmente. OOSDK también permitirá crear archivos sprx para usarse junto con Substitute (explicaré qué es más abajo) o como trainer. Esta característica está en desarrollo, así que puede o no estar disponible en el lanzamiento inicial. El equipo tambien tiene planeado lanzar una tienda de homebrews al estilo de VitaDB después del lanzamiento de OOSDK para que la gente sea capaz de obtener homebrew fácilmente. Si estás interesado en crear tus propios programas (homebrews) para PS4, en los siguientes días también estaré publicando otro artículo sobre cómo descargar, instalar y configurar OOSDK y desarrollar tus creaciones para la consola, sólo necesitas una computadora y conocimientos básicos de C para empezar! Lo que todos estaban esperando, Mira! Seguramente la razón por la que estás aquí es Mira, el CFW para la consola PS4, y la verdad es que sí hay mucho por qué emocionarse. Mira nos ofrece una gran cantidad de funcionalidades extra para nuestro sistema útiles para usuarios tanto para desarrolladores, tales como: Activador de homebrews (HEN) Carga de módulos sprx Alteración de funciones (hooking) Montar y desencriptar datos de guardadp Transferir datos de y desde el disco duro Carga de plugins Uso de trainers en juegos Mods sin tener que modificar el .pkg Extracción de llaves de encriptación del disco duro Entre otras cosas más, incluidos depuradores, emuladores de registro y NVS, una implementación de SAEU (FUSE en inglés) y más cosas para desarrolladores. Las funcionalidades de Mira se expanden mediante su simple pero potente sistema de plugins. Este incluye algunos por defecto como: Debugger (depurador) Emulated Registry (emulador de registro, aún en desarrollo) Fake PGK Fake Self File Manager (gestor de archivos) FUSE (SAEU, aún en desarrollo) Log Server OverlayFS (trabajo en proceso, basado en OrbisAFR) Substitute (trabajo en proceso, similar a taiHEN en Vita o Cydia Substrate/Substitute en iOS) Cabe destacar que, aunque Mira sea un CFW, este no se comportará igual que los CFW en el PS3, donde estos se instalaban mediante archivos de recuperación/actualización del sistema (PUP) modificados. En cambio, una vez que sea instalado, este tendrá que ejecutarse cada vez que la consola se encienda (a menos que encienda desde modo reposo) ya que el PS4 no cuenta con ningún coldboot exploit que nos permita iniciar Mira automáticamente. Al tiempo de escribir esto, OpenOrbis no ha liberado una versión pre-compilada de Mira ni tampoco el código fuente de OOSDK, pero el artículo será actualizado cuando eso pase. También quiero anunciar que a lo largo de estas semanas tengo planeado escribir distintos artículos, como el ya mencionado para iniciar con OOSDK, además de información de cómo aprovechar las distintas características de Mira en nuestras consolas. Antes de finalizar este artículo sólo quiero agradecer a todas las personas que han hecho posible todo este proyecto, con el fin de mejorar y atraer más interés a la plataforma. Su trabajo se convertirá en un importante pilar para la scene de la consola. Los nombres están listados sin un orden particular. kiwidog flatz CrazyVoid theorywrong SiSTR0 SocraticBliss valentinbreiz Seremo Al-Azif z80 balika011 Zer0xFF CelesteBlue Joonie AlexAltea qwertyoruiop CTurt m0rph3us1987 eeply zecoxao aerosoul maxton ChendoChap sugarleaf kozarovv LM TheFlow samsepi0l xvortex 2much4u golden bigboss rogero AbkarinoMHM wildcard frangarcj masterzorag fjtrujy Más 5 personas que decidieron mantener su identidad anónima Por todo su trabajo y dedicación, gracias.
  3. 3 points
    Everybody REJOICE. Thanks to all of those of you who thought about me in my absence, I won't be active like I was before, but I will squeeze stuff in on the days I am free and hopefully I will be able to bring back PlayStationHaX Podcast.
  4. 2 points
    For about two and a half years the latest firmware that could be exploited on the PS4 was 5.05, that all changed yesterday when reverse engineer TheFlow released his PS4 KExploit which has the potential of running homebrew and backups on firmware 7.02 I say potential because the KExploit needs a WebKit exploit to run and the latest WebKit is 6.72, so at the moment you will be able to run homebrew and backups on firmware 6.72 and you should not update past that firmware at the moment. If you are on firmware and need to update to 6.72 visit this site and grab the firmware: https://darthsternie.net/ps4-firmwares/ Or you can do this: What Does This Update Mean? You will be able to pirate play around 1500 games that you could not play on 5.05, here is a list of games and download content you will now be able to play: https://docs.google.com/spreadsheets/u/0/d/1SyqZV9EgK5J1Uq-tGjSWxE3M_A4wLQalXZXxgn_CohU/htmlview?pru=AAABc1L2u7s*XmTg-mKYfdvJuHS1ieCPAQ# The other great news and my favourite bit is the potential for even more homebrew, we do have a great selection already from the likes of developer Lapy, but hopefully this update will bring out more developers to create homebrew on the PS4 and hopefully we will see the consoles very first homebrew contest. Mira has already been updated to support 6.72, so we are in for good times. One should not update their firmware quite yet, if you are on 5.05 then stay there for now, If you are on any firmware between 5.05 and 6.72, then feel free to update. Finally I would like to say thank you to TheFlow for breathing life into the PS4 scene, my personal opinions aside in regards to bug bounties, I would be dishonest to deny that this release doesn't hold some greatness for many people, I just hope we see more homebrew. Source
  5. 2 points
    A couple of years ago I bitched on Twitter that homebrew developers were being lazy in not creating any homebrew, the response I got was "there is no open source SDK". There now is an open source SDK as well as the ability to use Unity, so there is zero excuses now not to make any hombres apart from laziness. So to give people the incentive to create homebrew I am going to continue the discussion of a homebrew competition that was started earlier by @zecoxao on Twitter. I can probably contribute $150 towards the prize fund, what we need are other contributors, we also need ideas on how the competition can be managed, the rules and anything else important to running a competition, lets make this the best competition in a long time, let's start this competition now.
  6. 2 points
    money is temporary, your reputation is eternal
  7. 2 points
    I hear you. Though it certainly isn't anything knew I was impressed by how many vulnerabilities that so called octox0r sold, all the while pocketing support money from those willing to donate in the name of possible future jailbreaks. A real portrait of the PS4Scene right there, disgusting. We need another Cturt from the 1.76 days, another Specter from the 4.05 and definitely another Qwertyoruiopz (that's a talented dude, right there, too bad he seems to have abandoned the scene and even donated his PS4 IIRC) from the 4.55. What really surprised me was to see TheFlow there, he has a history of following through to his claims. Hopefully he can make amends by disclosing it eventually, even if it's only for firmware 6.20. Now, I know how bad you must have felt writing that deleted rant, Greg, but you're one of the few authentic guys out there that stay true to his word. However bitter the taste, put it out there. Your conscience and contributions to this and many other scenes are clean, that's saying something. Keep it up, don't let this new generation of soulless full-stacks get to you.
  8. 2 points
    Freedom of information's future is quite bleak, isn't it? Just like @rednekcowboy, I saw the writing on the wall too, but unlike him I dared not to believe it. We've seen a shift in generations the later part of this decade, the community that used to flood the internet with exploits, p2p, warez, whistleblowers seem to be have been decaying these past few years, and is not only the console scenes, look at how long's been since Read Dead Redemption II is out, and not a sight of a crack yet. The latest highlight in that regard was with whatshisname from Bulgaria? Had a homebrew server for cracks and even online playability. The feds shut him down and since them, zilch. I admit I have an almost communist way of looking at things, to me every single bit of information should be free, most of the books I've read, most of the plethora of music I have and definitely most of my games came from P2P, even in these all mighty big brother days of constant monitoring we live in, I make my stand in favor of freedom of information. Of course there is damage to authorial rights, but in my opinion the overall reach and impact that an easy access to quality content has is collectively positive. Who in this forum hasn't learned from p2p shared content? In some parts of the world like my own country, sometimes is the only way to keep up with new developments. I know some of you are adamant defenders of strictly homebrew, and openly advocate against piracy. I agree that a secondary market with pirated content is wrong, but I draw the line there. When it comes to video-game consoles, the first priority will be games, that's a given. I think history has proven that without a considerably wide open system there is no real scene. Vita is an amazing example, how incredible it has become since Enso, the amount of functionality it has today is unbelievable. Sorry if I drifted off-topic a bit, but in a nutshell both @GregoryRasputin and @STLcardsWS have a point, without a current jailbreak there's no real scene, just like without daring devs disrupting the status quo with great homebrews, resulting from the aforementioned debated contest perhaps? This shallow slumbering scene we have right now on 5.05 is useless. I still maintain my holy trinity, epub reading with Vita using Albite Reader, media content through Movian on PS3, and the my 5.05 PS4 Pro is still here, just waiting for greatness. This scene needs devs like the Three Musketeers from the PS3 days, full-stacks that get shit done and have the balls to stick it to the man and put it out there, not just brag about themselves and their inner circle on lives on twitch and banter on twitter (when they're not selling their zer0days, that is). How did we get here?
  9. 2 points
    Thanks everyone for responding. Generally scene contests happen when the console is in it's prime and occurs not long after the exploit has been released, take both of the successful PS Vita contests, the one that happened before HENkaku was released and the HENkaku one, they both happened shortly after release. One could argue that all the consoles were exploitable thus why there were such successful competitions, but we have been stuck on 5.05 on the PS4 for a LONG time and nothing has happened in regards of a homebrew contest, my reason for suggesting a competition now and probably aligns with @zecoxao and @wololo's reasoning is that we do not know when there will be a new exploit released, the people who have such exploits said we will see one when the PS4 is at EOL, when exactly is EOL? This is only something they know, it could be four or five years away or more, so where is the harm in holding a competition now for people on 5.05, something to tide us by until a future exploit is released. I also want to point out @STLcardsWS that the PS3 scene is popular now, because it has always been popular, nobody can deny how damn awesome that scene was from the release of PS Jailbreak onwards, whereas the PS4 scene has never really been hugely popular and never really will be in comparison to other scenes and I believe that if we leave a contest too long, then there won't be enough interest in the future to hold one. As far as which sites are in charge or who runs it I simply do not care, I just want to contribute and be part of a PS4 competition before it's too late to have one.
  10. 2 points
    Hi and sorry for my late reply. I didn't see this until today when Greg mentioned me on Twitter. As always, my stance is the following: - I'm totally open to participate in such a contest with you folks, a bunch of trusted people getting together for this is always great! - I would only act as a sponsor*. I think I can provide $150 for now. Might be able to provide more but not sure at the moment. - Unlike @STLcardsWS and @WirusI think now is an ok time to have a contest. If not now, then when? People's interest will go down very fast as soon as the PS5 is out. The first contest is never the best, but we need to start somewhere, and in my experience there is always a handful of good entries in the first contest, that end up being great homebrew for a long time in the life of the console. Conversely, if we do nothing, the scene could possibly die right now. Didn't the folks behind the SDK say they would organize a contest themselves??? I'd be open to sponsor that if it's on the table. * What I mean here is that I do not have the time to help enforcing rules, or judging, or anything like that. I know it's lame, and I know this led to conflict in the past, but such is the reality of my life nowadays. I will of course promote the contest on my blog, talk about new entries, etc...
  11. 2 points
    It doesn't work for a long time, my avatar is gone a long time ago :p
  12. 2 points
    I'm looking forward to PSVR2 on the PS5.
  13. 2 points
  14. 2 points
    Those adaptive triggers must be sexy.
  15. 2 points
    It seems I've (semi-)successfully ported DOOM I (1993) to BD-J, using Cibyl MIPS-to-Java transpiler. It basically works, however there are still bugs that don't allow to finish the second level. The porting process was relatively straightforward, except for several corner cases like unaligned access and different endianness, as the OS-dependent parts of the game are abstracted from the engine itself. However, as for now only video output and controller input have been implemented. The source code is on GitHub. P.S. Google says that DOOM source code has been published twice with different licenses, and the comments in the source imply that it's the non-free version. Because of this I don't know if it's even legal to publish a modified version on GitHub. P.P.S. I've uploaded a binary version of the port to Google Drive. The archive contains files from PS3 BD-J SDK and the compiled JAR.
  16. 2 points
    here's the toolchain https://mega.nz/#!fpt3yK6B!GOdJBtAj3nd4MdancqAB_-0g02zcz-o4jMfTpe5GTFo
  17. 2 points
    https://www.sendspace.com/file/39utp5 tiny image https://www.sendspace.com/file/84u9cn huge image here are the images me, wildcard, M4j0r and SSL are currently using for testing CPA/DPA on SW2. i'll put the toolchain required to compile these at a later time, as well as the syscon programs and the PUP used to test this
  18. 2 points
    Glad to see you still around @LoboGuara The most important thing about a PS4 for homebrew is that it needs to be on firmware 5.05 or below, the PS4 Dev Wiki has a list of consoles that were released on 5.05 or below. Regarding the forum being offline, I was going through some personal problems and decided to leave the scene and everything and it was the end of PlayStationHaX, but things got a little better, so I decided to bring it back, even if I am not that active. Also your English is fine, it always has been.
  19. 2 points
    I've prepared a small project that demonstrates the use of the Cibyl MIPS-to-Java compiler to run C code in the BD-J environment. This compiler may be useful for porting existing C games into Java. However the transpiled code is a bit slower than native Java code, so this is more for porting existing software, which is going to be troublesome as BD-J has only several megabytes of RAM, and new games should (probably) be developed directly in Java. Anyway, I've uploaded the example of using cibyl to GitHub.
  20. 2 points
    I've discovered that DVBBufferedImage s are not subject to the normal memory limit of approx. 6MB. I've written a demo Xlet that writes 96MB of data into DVBBufferedImage s and then reads it back, and it seems to yield the same values. The Xlet code has been posted on GitHub here.
  21. 2 points
    Well, burning prebuilt ISOs does work for me, what doesn't is burning my own Xlets. Of course, I am burning to BD-RE, not to a DVD. UPD: I've managed to compile the HD Cookbook disc image (without signatures). It does get recognized by the PS4 but results in a black screen.
  22. 2 points
    I would like to wish all you hackers, modders, developers, Wiki editors, forum owners/editors and end users a very Merry Christmas and a Happy New Year, for those who do not engage in these festivities, I wish you a great end to the year and an even better next year. Lets hope with the PS5's release next year, we see a big release for the PS4. Lastly you can listen this whilst you butter and moist your turkey: Listen to "Twas The Night Before Christmas" on Spreaker.
  23. 2 points
    Another option is Blu-ray Disc Java. https://www.blu-play.com Doesn't require a jailbroken device to run. If you want to go with web, you shouldn't expect framerates higher than 2-4 fps.
  24. 2 points
  25. 2 points
    Welcome back dude, take it easy remember,
  26. 1 point
    The PS4 has been given a boost with some great news and releases in the past couple of months, Mira, Open Source SDK's, a new KExploit and much more and the releases just keep coming. Such as this application by Jabu which lets you convert PS2 game ISO's to a format that the PS4 will understand, here is a video of it running: Source https://www.psx-place.com/threads/ps2-fpkg-0-2-by-jabu-new-tool-to-convert-ps2-games-for-ps4.30350/ Via https://twitter.com/zordon605/status/1280936603050016769?s=19
  27. 1 point
    I dont think that the Playstation bug bounty program necessarily means that the PS4 scene is dead. I know that this post/thread was written before TheFlow released his PS4 firmware 7.02 exploit, so maybe there were some uncertainties that this exploit would be released to the public or not. If thats the case, i can see that, but eventhough the Playstation bug bounty program exist, it still show that exploits can be released. I must admit that i was surprised that Sony allowed this exploit to be released to the public. I didnt think that they would allow it, because eventhough the exploit was patched, releasing it to the public would still mean a newer exploit being possible (previous one was for firmware 5.05 i think?). But it happened, so its not impossible that it can happen again Another thing is also that FreeBSD exploits in general (which is what the 7.02 exploit is) could very well be documented for the public. FreeBSD's official website list a lot of known exploits (maybe all of them?) for anyone to check out: https://www.freebsd.org/security/advisories.html | I will not be surprised if we also see documentation here for the exploit thats being used for PS4 firmware 7.02. And since future FreeBSD exploits will be documented as well, its possible that people can take this public and documented information and see if can be used on the PS4 as well (and most likely PS5 too). But only time will tell what happends. I would also just like to add a sidenote that the Playstation bug bounty program is not just for the PS4 itself, but also including their Playstation related websides and the Playstation Network as a whole. So this could encourage faster security fixes there, which is positive of course (i dont think anyone here is disagreeing with this, i'm just more generally speaking =)). That said, i'm pretty sure that this thread is only talking about the PS4 part, but i just wanted to add this as a side note to whats also the intention with the bug bounty program. I think its pretty strong word to say that someone doesnt have no morals and no human decency, and that they're selling their soul for making money on console exploits. In the bigger pictures, consoles arent really that big of a deal in that regards after all, and i think its understandable that Sony wants to protect their consoles from piracy. But maybe the issue here isnt that Sony has a bug bount program, but perhaps something else instead? --- When it comes to TheFlow, i dont know too much about the situation, so unfortunately i cant say much about it. I dont know if the exploit he found on the PS4 was pretty much only his own work or if he borrowed/recieved help from others who had no idea that it would be submitted to a bug bounty program. I see that he thanks a few people, but have anyone of those spoken up and said that they didnt know, and/or that they feel that they should also be payed? I also dont think this thread is the only thing that made him say that he would leave the scene. I might be mixing him up with someone else, but i think he has complained about toxic behavior before as well. I wont be surprised if many people have asked him on Twitter when his announced PS4 exploit would be released, and maybe be angry with him for not releasing it sooner. But as i mentioned, i might be mixing him up with someone else. EDIT: And when TheFlow said that he was not part of the scene, i'm guessing that hes just referring to the part that asks and maybe complains to him about releasing exploits, but i'm not sure. --- I didnt read the original thread here, but i appreciate edit that clearifies what the main intention was How much support money from the scene did octox0r recieve before he joined this bug bounty program? Did he promise any exploit release and asked for money? It is possible that we get another CTurt, Specter or Qwertyuiopz indeed, but its also possible that they might not release exploits for the public, or at least waiting a long time before its being done. For example, when CTurt released his exploit for PS4 firmware 1.76, he said that the exploit was fixed a long time ago, and he hoped that releasing it to the public wouldnt lead to any adverse effect. So he was caution about releasing it. If it wasnt patched, maybe he wouldnt have released it at all, but who knows. I dont know about Specter and Qwertyuiopz though, if they said something similar. Or now that i think about it, didnt Qwertyuiopz say that he released his exploit because it was already patched? But maybe i'm remembering wrong. EDIT: I fixed a typo.
  28. 1 point
    Wow, I was resurrecting a client from 2004 lol, and checking some of the old but golden channels. Most seem pretty deserted nowadays. Gonna check this out some time this week, I remember when the source for 0day content was mIRC, I guess with the quarantine nostalgia kicked in hard, specially considering the "hackers" of today. God, whenever I find myself thinking that these sobs surely learned most of what they know on the way to becoming full-stacks from open-sourced content and community sharing I feel the anger aching in my bones. Christ!
  29. 1 point
    check your pm. I will join. i can not stand discord.
  30. 1 point
    GeoHot came along, acted like a dick looking for glory, gets sued, bends over for Sony, Sony wins, devs are more worried about releasing exploits.
  31. 1 point
    IMO i think that a Contest is still to early to be a good contest IMO. There simply is not enough of a reach for the community to attract enough development to stratify a content IMO. I believe Lazy is the wrong assessment to use and is an incorrect statement. I think has nothing to do with laziness of someone and i think if we believe that is the issues we are looking for something that is not a proper fix or spark like a contest should do. Homebrew development is a hobby task, so when someone has time and a desire they do something, its not about if they are being lazy as they are not obligated to perform or produce anything or in any timeframe, So i think that is the wrong attitude to have in suggesting its laziness we see less homebrew development. The PS4 scene is the way it is, for one single sole reason and that is because it has never been exploited on a current firmware ever. Which is going to choke the scene and development because the platform is not easily to obtained and you simply have alot less contributions coming. We have made steps, but just because we see some of these steps does not mean they magically have an impact. They take time and EVEN MORE time in a platform that has a limited reach and never has been a platform that has seen waves of new users like exploits on other platforms. Best time for a contest in my view to have the greatest impact is when a Current Firmware is hacked. Yes, Sony patches quickly (as they should) after but there is a TRUE PATH of a user if they desire to not update or not. When you have that choice you have opened up the community to many more hobby developer's.. If we are looking for Contest to be a solution or part of a solution, then i think we need to look at the real issues of the scene and see if the contest serves those needs and in my view they simply do not fix the current issue that are really the bottlenecks. A contest at anytime will be a spark not saying that but honesty i do not think it would be that needed spark but maybe a step towards that. I think in reality its too early. I mean we just got Open Orbis SDK and that is even in its early stages. Edit When obtaining a console could likely be about what a top prize would get, there is not much incentives in those regards for an outsider. " i can win $200 (just a random figure) but i have to spend $300 (not sure current prize/rate) for a 5.05 PS4." I am not saying its a bad idea, but not sure its a good idea in respects that is going to get results or change much of anything.
  32. 1 point
    What I want most is to see how the adaptive triggers make difference to the moment to moment gameplay.
  33. 1 point
    The speed the beautiful graphics and seeing my favourite game wreckfest play on it
  34. 1 point
    I'm looking forward on seeing backward compatibility, the design, user interface.....
  35. 1 point
    linux support with virtualization enabled and dualsence expirience must be good
  36. 1 point
  37. 1 point
    Any news? Is the project ready to be added to the Games section at blu-play.com yet?
  38. 1 point
    Peer discovery is now available via UDP broadcast. The (made-up) command line for that is -net ?<nplayers>. Unfortunately this means that the protocol is no longer compatible with LinuxDOOM. P.S. The code was mostly rewritten from the IPXSETUP code and uses a similar protocol.
  39. 1 point
    By the way, I've uploaded a new version with minor improvements. See the github commit for more info. P.S. HSound does have an advantage over javax.media.Player, as it allows loading sound files from a byte array, not from disc
  40. 1 point
    As far as I understand, the protocol basically sends whole IPX packets as UDP datagrams to a relay server. Shouldn't be hard to implement if I get the local network to work properly.
  41. 1 point
    Sound effects now finally work, I've uploaded an updated version. Will probably record a video demo now. https://youtu.be/81DbMsr2Pxc Interestingly enough, I don't have any problems regarding playing multiple streams at once.
  42. 1 point
    Game saves are now properly written to the VFS persistent directory, and are retained across disc removes.
  43. 1 point
    It turned out that the gameplay bugs (broken elevators and E1M2 being impossible to pass) were caused by a Cibyl bug resulting in incorrect integer comparison. After fixing that bug, E1M2 can now be passed. I've uploaded a fixed binary build. No source code changes were necessary.
  44. 1 point
    Hello and welcome! Today I will be showing you all how to downgrade your Nintendo Switch Firmware on your exploitable Switch! Please see the video below for a visual instructional TUT, or see steps i have written out below the video! So to complete this tutorial you will need the following: - Switch Vulnerable to the tegra exploit - A way to enter RCM mode and launch hekate boot loader - You will need ChoiDujourNX which you can get here - https://switchtools.sshnuke.net/ - The desired firmware to downgrade to (you will need to locate this one on your own... Google is your best friend ) Step 1: Make sure you meet the above requirements. Step 2: Copy the ChoiDujourNX.nro into the following directory on your Switch SD card "/switch/ChoiDujourNX.nro" Step 3: Copy the firmware folder to the root of your usb. It should look something like this "/firmware 3.0.0" Step 4: Safely eject SD card, and insert into Switch. Step 5: Boot into hekate and then into your CFW. Step 6: Open the homebrew Menu, and launch ChoiDujourNX. Step 7: Open the folder with the firmware you copied to the SD card, in my case, it would be "firmware 3.0.0" Step 8: Press the select button down the bottom right. Step 9: wait for it to load, and select which version you want to use, i would suggest using (exfat) as it supports both fat32 and exfat, you can do as you wish! Step 10: After the checks are complete, you can proceed by pressing "Select firmware" again. Step 11: Wait for the firmware to be extracted and prepared, to the left you will see a menu, unless you are using a specific exploit where you do NOT want the switch to have auto RCM, or if your switch has been patched, i suggest keeping this selected at all times! This will prevent you from accidentally burning fuses and will just make your life easier when booting! Step 12: Confirm the target firmware is correct, and i would not select system initialize unless again, you need to for some special reason. Step 13: When it is all extracted, press "Start installation" and wait a few min for the process to complete. Step 14: When step 13 is complete, you can press "Reboot" and then followed by "Reboot now" to be rebooted back to the payload "hekate" Step 15: Boot into your cfw (i use SYSNAND, maybe you use EMUNAND? Just boot as you normally would) Step 16: Check firmware version in settings. Step 17: Profit? If you have any further questions or issues, please feel free to drop me a line and i'll be more than happy to guide you a bit further! Peace and catch you next time!
  45. 1 point
    It's not mine of course, I just crafted a simple usage example that works, since some aspects are not trivial to figure out. Please note that on blu-play.com. Also you've set an incorrect date on the news. It's year 2020 now.
  46. 1 point
    I've already figured it out. I've found a message on markmail.org that suggests just that, however it also suggests changing the title's playback type in index.bdmv to BDJPlayback_INTERACTIVE. Anyway, thank you for help. It is working now.
  47. 1 point
    Merry xmas all. I hope everyone enjoys it with friends and family and that you all have a great start to the new year
  48. 1 point
    Fursan al-Aqsa Dev Blog #5 - Updated Animations for Ahmad al-Ghazzawi www.moddb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque/videos/13-fursan-al-aqsa-ahmad-al-ghazzawi-making-off-mocap In game development is a common practice to use placeholder assets, which can be 3D Models, Textures and even Animations. Whenever I first began developing this game 2 years ago, I use the default UDK AnimationSet, which includes all the Character Animations used in Unreal Tournament 3. However, to give my game some originality, I decided to replace some of these stock UT3 (Unreal Tournament 3) animations by other animations from my Assets Library (which includes MOCAP animations from MegaMoCap, TrueBones, TurboSquid, NaturalMotion, and others). I did not make too much polishments on these first animations I used, as I was just bored to look all time to the Default UDK Animations, so I just wanted something provisory, to polish later. UDK/UE3 Engine has a perfectly working Animation System, pre-configured to work outside the box for a Shooter Game. One of these functions is what we call Aiming Profiles, which means, for any type of weapon the player carries, there are a different set of animations: in example, run forward rifle, run left pistol, rifle idle animation, bazooka run forward, and so on. For the sake of simplicity, I just replaced many of these stock UDK animationsby these new mocap files (retargetting these animations to the default UDK Skeleton in Motion Builder). It would be very cool if using custom animations for UDK was just a matter of copy and paste. Even though the retargetting animations process is flawlessy inside Motion Builder, however, because of differences in skeleton size (UDK Skeleton x Custom MOCAP Skeletons), I had to manually edit each mocap animation to fit into UDK Skeleton. The fixes is just reposition of the character skeleton to fit and work flawlessly. In Motion Builder I just added a new animaton layer and added some key frame animations to fix the MOCAP, one by one. Added to this, I did some Custom MOCAP using my Kinect Camera, as you san see in the video above. I must admit that is far better using professional captured MOCAP files than doing it yourself. I used Custom Kinect MOCAP files whenever I could not find, inside my assets library, the animation wanted, so it is time for "Do it Yourself". Again, after some (MANY) tweaks on these custom kinect mocap files, I got something good looking wich you can check aswell on the above video. And these will be the final animations for the game's protagonist. I hope you are enjoying de follow the development of Fursan al-Aqsa. P.S: If you did not vote yet for Fursan al-Aqsa, please vote now, it is disputing the Top 10 Indie Games of 2019, it is now the #1 of Upcoming Third Person Shooter: http://tiny.cc/18blhz Cheers and until Next Update!
  49. 1 point
    Hello guys! Something important I forgot to say. This map, which will be the first mission (episode) of my game: It's a remake of a Custom Map for Counter Strike Global Offensive, the map name is de_heat. Whenever I create my maps, I like to take many games as reference, and I prefer to use Source Engine Games Maps, because it's easy to import on 3dsmax, and use the original map as a reference to model my map over the original map. I have choosen this map, because it's similar to the real city of "Old Jerusalem", which is where the first mission of my game takes place. However, I contacted the original author of this map from since I began creating this map in UDK Engine, last year. And he was very kind to me and gave me authorization to remake his map for my game: However, as I told before, these screenshots of this map, and the gameplay trailers, are a bit outdated, because I am already working on chaing this map a bit, especially chaning some assets (props) which are from Valve (the devs of Counter Strike) and not from the map author. I am replacing these assets with some assets created by me and others purchased on 3D Marketplaces arround the internet. This is very common especially for indie and solo developers, purchase assets, download royalty-free assets to use whenever developing a game. Imagine if all indies would make games creating all the assets from scratch. You would not see so many indie games arround there. The same is truth for my new updated protagonist model. This new updated model is a mix of character parts from many models, which I purchased recently to update my 3d models library, which was a bit outdated (the marjority of my old models were from the time of Counter Strike Source). However, you may think: "Man, getting ready models to create a game is very easy, because you have done almost nothing". I must inform you that the truth is far away for this thought. In game development there is no a "copy and paste", or "plug and play" solution, just one click and your game is done! No, even using pre-made 3d Models, you will never get the model which you want to fit on your project unless you do the dirty work of modifying this asset to fit on your game. Yeah, there is a LOT of work to be done. I have done a lot of manual changes on this model, in example, the head cover was untill the neck, however I wanted this headcover to raise down untill the chest, so I manually modelled that extra part to make it reach the chest. Also the original texture was a plain black, so I manually created in Photoshop this Shemagh Texture in red color, the traditional Palestine Head Cover. Also to add some more depth, I did bake some small shadows on the texture to make it look more realistic and give a kind of fake volume to this head cover. Another change I have done, because I am using the default UDK Skeleton (Unreal Tournament 3 Rig), and the default Animation System in UDK Engine (UE3) is pre programmed to work with the UT3 Skeleton outside the box, I did manually rig the character mesh to the UT3 Skeleton, as you can see in the video. And the character arms I used for this model, were a bit larger than the UT3 Skeleton, so I had to manually reduce the arms lenght, thus repositioning the hands aswell, to fit perfectly to UT3 Skeleton (so I don't have to re-program the Animation System). Cheers and untill next update!
  50. 1 point

    Version - New Link Added

    525 downloads

    PeXploit Custom Downloader by @TheDarkprogramer
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