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MistyVermin

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MistyVermin last won the day on February 1 2017

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About MistyVermin


  • User Group: Regular Member

  • Member ID: 1426

  • Post Count: 84

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  • Total Rep: 20

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  • Joined: 04/26/2016

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  • Consoles I Own
    PS2
    PS3
    PS Vita
    PS4
    Nintendo DS
    Wii U
    3DS

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  1. Found out you need to download and install the ps4 sdk.
  2. I haven't been in on the scene for awhile and thought I would give a go at installing 4.05 and testing out all the new stuff going on. I wanted to try compiling my own package using CrazyVoid Build Script and run it with PS4HEN but am now having issues with compiling it. I have all the decrypted prx files set up and other dependencies but it seems the make file wants to compile with "orbis-clang++" but I cannot find anything anywhere about how to compile in "orbis-clang++". Tried installing clang itself and still didn't work and honestly have no clue where or how to find/compile with "orbis-clang++", if anyone knows or understands about how this is compiled and can point me in the right direction I would greatly appreciate it. Thanks!
  3. Well I guess I'll bump this cause I would really like to figure out how this type of stuff is done. I think my title might be a little confusing so I guess ill explain a bit more. When calling a function it normally ask for some args or something such as this example. int (*sceSysUtilSendSystemNotificationWithText)(int messageType, int userID, char* message); I'm not exactly sure how people find the arguments for these functions and it would be extremely helpful and cool if someone with way greater knowledge on this could help out. I also realized I've been calling parameters arguments for some reason and probably sounded like an idiot so excuse that.
  4. Not sure why this was necessary to post. This stuff is really old and its really easy to find tutorials anywhere on how to do it, including the files.
  5. Well from what I've seen you can access the "nibs" and call to them like functions. I'm not huge into C programming so this is all a little new to me but from what ive seen in other peoples code you can just use them as functions. I'm probably entirely wrong though.
  6. No I believe these are functions. I could totally be wrong since im really new to this but here's where I found them. https://github.com/idc/ps4libdoc/blob/master/names.txt If I'm wrong correct me, but the main problem I'm having is how do people find out the arguments that need to be supplied for these functions?
  7. So I'm finally able to compile PS4-SDK and I've been messing around with some code and wanted to delve a little further into how functions work and stuff like that just for fun. I ended up finding someone who uploaded a list of the sce functions but no documentation or what arguments any of the functions take. I was wondering how I may find out what arguments I would need to supply for these functions. Thanks.
  8. I just completed this quiz. My Score 63/100 My Time 104 seconds
  9. Havent used my 1.74 ps4 in a while, what caused this error to happen?
  10. I finally got a blu ray burner but I honestly have no clue how to actually get bdj to run on these blu rays. I put the AVCHD directly on the root of the disc but my ps4 is recognizing it as unrecognized content. It would be nice if I could get some help so I can test out some of this stuff i've been looking into. Thanks!
  11. The thing is, is that you could have one disc to run any other applets you would like to run on usb. Problem is there's still no way to edit the main BD-J files yet so well just have to wait and see. I might take a look at the main wrapper jar again to see if I can import any system libraries into my own BD-J applet and test it out. Also one last thing, last time I checked the BD-J jar I noticed some developer class files and functions and some 'passcode' inside the code involving developer stuff, not sure exactly what it does but ill probably take another look. Also I highly suggest you check out the BD-J wiki page for more info, there's some other interesting stuff such as signed BD-J applets that can do some cool stuff like write to the hard drive, connect to the network, read other parts of the disc or even run other BD-J applications. But it may not be possible with a few of those features as they are disabled in the properties files but if I remember correctly there was nothing that disabled the running of other BD-J apps. EDIT: Just went back to check and BD-J has local storage access but I imagine its only for signed apps. Here's the part of the properties file that shows it does have access to local storage. If it did not have local storage access it would usually be commented out like the top line but it appears to have some sort of functionality. #bluray.bindingunit.root=/OS/BUDA/ bluray.localstorage.level=1 bluray.localstorage.maxlevel=5 bluray.localstorage.removable=NO bluray.localstorage.upgradable=NO
  12. I just completed this quiz. My Score 37/100 My Time 133 seconds
  13. I just completed this quiz. My Score 71/100 My Time 48 seconds
  14. A while ago I was messing around with bdj on my ps4 and since mine is "jailbroken" I could poke around in the bdj system files. The bdj running on ps4 is literally a wrapper written in java to run other applets and has a properties file which i believe you could change to enable usb booting. Only problem is you cant replace any files in most directories and im not sure anyone has figured out how to yet. What I find the most interesting about bdj on the ps4 is that it is a wrapper. You can even find the java runtime compiler elf file inside of the disc player app which is extremely interesting because inside of the bdj wrapper you can actually find it including system libraries and other things.
  15. This is amazing, we are seriously close to CFW and the only thing in the way is re-encrypting it. I'm not exactly a professional at all with this type of stuff in any way but how far could we be cause wouldn't it be essentially finding out the encryption and reversing the decryption based on the output of the decrypted pup file?
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