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Everything posted by MistyVermin

  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?
  16. 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?
  17. 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.
  18. 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.
  19. 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.
  20. 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?
  21. 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.
  22. 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?
  23. Correct me if i'm wrong but can't PS4 FileNinja only download files and not edit them in any way.
  24. 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.
  25. 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.
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