Hacking [SPECULATION] SSSpwn allows kernel access?

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tyons

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basicicly Smealum and other 3ds hacker say so and since they are our only viable source we have to trust them until someone who mostlikely isnt govanify proves otherwise which may never happen since it isnt true.

lol thanks for your time but I wasn't asking for a recap for myself >_>
I was asking for a mod or admin to make a last recap post and close the thread.
 

Foxi4

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can someone recap in one last post all the evidences that kernel access isn't possible with ninjhax and close the thread? >_> it's pointless, everything is being repeated over and over with different wording each time (and 1/4 of the posts is about psp it seems). sorry to ruin the "fun" to some of you people, but seriously.
If as a species we haven't succeeded in explaining how crop circles are not made by alien spaceships and vaccines don't cause autism, I sincerely doubt that we'll explain how an exploit doesn't have kernel access because for an outsider it just looks like magic woogie-boogie anyways. Everyone will just keep believing whatever they want to believe, no point in arguing. The person who literally coded the exploit and the menu clearly stated that it doesn't work at kernel level, the source for the loader is public and does not specify kernel-level activity at any point, I don't think there's anything you can do do top that as far as evidence is concerned.
 

tyons

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well but it helps to put the explanation(s) in a last post for curious people to read. we can't stop trying to fight ignorance*.

*I don't know if there's a better term in english
 

dontay0100

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The PSP was dead to begin with, terrible to no games at all. If you ask me the vita is in the same situation. When darkalex broke open the system it was glorious. He did it for the community something i wish these so called modern devs would do. But its all about the money!! Anyways so ready for a 3D player for homebrew :)
 

weatMod

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smea has ds mode entrypoint
GW has ds mode entrypoint

smea had red nand
GW has emunand

smea has 9.x exploit
GW has 9.x exploit

goianyfy releases devmen cfw
GW released devmen cfw

gateway team was rumored to be from france
certain few developers are also from france

i have seen reported atleast once here communication between smea and GW team

who is to say there is not one group ,GW and everyone else are the same or they sold it to them

>people are afraid to release anything under real identity now cause of geohot and FO
>but want notoriety
>release public limited exploit

>release a free HB version and pay "piracy" version


>could leak full kernel control exploit anon, but hey why not do it anon(nobody knows who GW team actually are)AND make a few bucks on the side
make "pirates" pay give free HB to everyone else who wont pay


except we need to be on latest fw to play cart games too and if it gets patched next update then people who want HB will have to chose between a 3ds than can be used to play games or having a 3ds than can only be used for HB

better that any 9x kernel exploit is held till a) new3ds has full release and we know if it is on exploitable FW
or b)till it gets patched by N

i think sky is some wildcard that came in to he scene out of the blue and fucked all the plans of holding everything till the new hardware was released on all regions or maybe they have got assurances just now that new3ds will have a certain FW from an inside leak

EDIT: oh btw i keep getting this gbatemp server error msg
"post not speculative enough for this thread"
WTF
 
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reaper527

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Even if it did have Kernel access(which it does NOT have) who cares? the only benifit would be custom themes (and a few more small things).
now STFU pirates.

on a portable system, the ability to put multiple game on one cart to prevent the need for switching (and by extension, the risk of losing a cart, which is MUCH easier than losing a disc based home console game since the carts are traveling who knows where instead of just sitting on a shelf) is definitely a legitimate and useful case for an iso loader.

you can pretend there aren't any legitimate uses for an iso loader all you want, but at the end of the day, you'd be wrong.
 

filfat

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on a portable system, the ability to put multiple game on one cart to prevent the need for switching (and by extension, the risk of losing a cart, which is MUCH easier than losing a disc based home console game since the carts are traveling who knows where instead of just sitting on a shelf) is by far the most useful case for an iso loader.

you can pretend there aren't any legitimate uses for an iso loader all you want, but at the end of the day, you'd be wrong.
Well, that isn't a valid point because you can buy the games from Eshop ;)
 

gypsynimrod

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An 80 million unit margin? I don't think so.
If you say so, I beg to differ, unless today is opposite day and Tekken, GTA, Metal Gear Solid, Gran Turismo, Need for Speed, God of War, Monster Hunter, Final Fantasy and many others are in fact not some of the top franchises in the world of gaming.


This is...not the margin I defined? The margin of error was labeled. I'm really not sure how the sales and the amount of them works into the margin of error being increased by heightened variables across the board.
 

Foxi4

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This is...not the margin I defined? The margin of error was labeled. I'm really not sure how the sales and the amount of them works into the margin of error being increased by heightened variables across the board.
Here's my point - yes, there is a margin of error involved as you can perform offline installations and yes, there are alternative CFW's (which are mostly defunct now, so I defined "height of popularity" as a reference point) as well as modchips (complete abandonia at this point), but that still does not disprove my case because the inaccuracy required to prove your point would have to be astounding. Bulletpoints:
  • Pro CFW averages at around 1.5-2 million downloads per revision, some of those are duplicates and not unique downloads (I myself must've downloaded it 10 times testing various things)
  • There are aprox. 80 million PSP's in the wild
  • I define "substantial chunk of active units" at around 15-20 per cent of total units
  • 20% of 80 million is 16 million
Now, by your logic, offline installations and alternative methods are the margin of error. Pro CFW is downloaded about 2 million times, let's be generous for the sake of an argument, and it is the dominant method of PSP modification at present. Let's account for the alternatives by adding an even more generous 2 million of users who simply never updated or use different CFW's, or even modchips, we have 4 million. Now, let's teleport to a perfect world where every download equals 1 installation or more (which it most certainly does not, but let's give this theory of yours the benefit of the doubt). Unless you can guarantee that every download was installed on at least 4 machines, we're not even reaching the 20% mark, which I would treat as substantial, and there's still 64 million completely unmodified systems in the wild.

Can you see what I'm saying now?
The PSP was dead to begin with, terrible to no games at all. If you ask me the vita is in the same situation. When darkalex broke open the system it was glorious. He did it for the community something i wish these so called modern devs would do. But its all about the money!! Anyways so ready for a 3D player for homebrew :)
What a load of rubbish. :rofl2:
 

gamesquest1

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Here's my point - yes, there is a margin of error involved as you can perform offline installations and yes, there are alternative CFW's (which are mostly defunct now, so I defined "height of popularity" as a reference point) as well as modchips (complete abandonia at this point), but that still does not disprove my case because the inaccuracy required to prove your point would have to be astounding. Bulletpoints:
  • Pro CFW averages at around 1.5-2 million downloads per revision, some of those are duplicates and not unique downloads (I myself must've downloaded it 10 times testing various things)
  • There are aprox. 80 million PSP's in the wild
  • I define "substantial chunk of active units" at around 15-20 per cent of total units
  • 20% of 80 million is 16 million
Now, by your logic, offline installations and alternative methods are the margin of error. Pro CFW is downloaded about 2 million times, let's be generous for the sake of an argument, and it is the dominant method of PSP modification at present. Let's account for the alternatives by adding an even more generous 2 million of users who simply never updated or use different CFW's, or even modchips, we have 4 million users. Now, let's teleport to a perfect world where every download equals 1 installation or more (which it most certainly does not, but let's give this theory of yours the benefit of the doubt). Unless you can guarantee that every download was installed on at least 4 machines, we're not even reaching the 20% mark, which I would treat as substantial, and there's still 64 million completely unmodified systems in the wild.

Can you see what I'm saying now?
What a load of rubbish. :rofl2:
43.5% of all people don't know that 87.23% of all percentages on the internet are just pulled out of a hat to try substantiate claims
 

Foxi4

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43.5% of all people don't know that 87.23% of all percentages on the internet are just pulled out of a hat to try substantiate claims
This was really just an exercise in futility - the claim that piracy ruins systems or causes "lost sales" is outlandish in and out of itself. :rofl2:
 

Foxi4

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Lol at those that think piracy ruins consoles :rofl2:
Here's how the cookie crumbles - people who pirate don't buy games. If they do, they buy them sporadically and only go for major releases. Your average pirate simply won't invest in a system on which he/she can't pirate, that's just logical. Arguing otherwise is like arguing that people allergic to tomatoes cause "lost sales" in the vegetable business by not buying tomatoes.
 
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Deleted-355425

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this topic is getting way off topic! some of you guys need to just sit back and relax.

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