Hacking When is the PS4 HEN exploit coming to PS4 5.55?

kevin corms

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Qwertyuiop mentioned on his twitter that it’s entirely possible that the Kernel exploit that works on 5.55 still works on 6.0. If they aren’t able to find any more Kexploits than the one they have in private, and it’s continuing to work on higher firmwares and it’s not patched, you might not ever see one released.
Im sure they plan to release it eventually, but no hurry.
 

IwearHelmet4Bed

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There are plenty of other vectors to hacking a console.

Imagine if a game we could pinpoint searched for update pkgs, but didn't verify them before download..... yes:these games exist.... there is potentially no need for "HEN" in some cases, but still crypto.

Also failoverflow pointed out 3 alternatiive probable hack entry points.... how often are they wrong....

My point is this: the more devs on board the quicker these avenues can be explored. If anyone is waiting for "jellybrek" it would be quicker to dive in and at least try learn than wait for an uncertainty.

I’ve actually been reading some information regarding exploiting the PS4, CTurt has written about it, also Spectrdev. Fail0verflow seem to be making good progress with the PS4.. and their writeup about exploiting the PS4 is a very good read. I’m learning (albeit very slowly) on how they are finding exploits.. it’s going to take me a lot longer yet to get my head round.
I didn’t realise some of the pkgs for updates didn’t need to be verified... that’s interesting. Cheers for letting me know :)
 
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-----a

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Not to forget, a lot of developers like to try and save things for a console's end of life.

With the rumored PS5 on the horizon, the wait might not be as long as some fear.
 

KiiWii

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KiiWii I heard about people working on ppsspp and psx emulators.. have they begun and is it possible ?

Judging by the people behind them: yes and yes.

I haven’t heard much about PSX emu, other than trying to mod/add to ps2 classics bios, but as long as the emulators are the same base platform, if one can be ported: more can.
 

Wolcliff

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am I the only one having problems with the snes emu?

I want to play donkey kong country 2, but on snes station (basically a ps2 iso),
that game is pretty slow...

and I am totally looking forward to psx and psp emus as well, good to hear
 

Tomassi

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Anyone know if there will likely be an iteration of Retroarch for PS4 as there has been for pretty much every other hacked console in history?
 
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MostlyUnharmful

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Peer pressure... dooooo iiiiiiiit ( ͡° ͜ʖ ͡°)

It's not going to happen, I'm too lazy, I lose interest too fast and I have a gigantic pile of half started personal projects... ^O^

Anyone know if there will likely be an iteration of Retroarch for PS4 as there has been for pretty much every other hacked console in history?

Not without porting Mesa (OpenGL) to Mira/Hen.

If someone less lazy than myself would like to get his hands dirty, could try to port one of the Retroarch/Libretro Playstation One core to PS4, I would suggest to try with the PoC SDL frontend available on Github (https://github.com/heuripedes/sdlarch). Source: https://docs.libretro.com/tech/frontends/

Edit: For the lulz, I tried on my PC the sdlarch frontend. Compiled in a jiffy without errors, good start I thought.

I tried to lauchn the mednafen_psx_libretro.so: "The core failed to load the content." Mmh, BIOS missing maybe?

Let's try with something less demanding, bnes_libretro.so. Progress, there's an assertion failure but at least there's something to show:

CmJ5umc.png


Let's try with another core, quicknes_libretro.so: Bingo!

xzlI4oD.png

fse8MSC.png


Totally feasible. Any volunteer? ^__^

Edit 2:
scratch that. I looked at the code and the SDL frontend still uses a GL surface (OpenGL) for it's output. ;__;
Didn't want to spend time on it and yet I'm still here now reading the libretro documentation that's... hidden somewhere.

Anyway, libretro cores should target three output: OpenGL, Vulkan and framebuffer. The SDL frontend above share an OpenGL context with the core so it's not directly usable on PS4, but one that uses a framebuffer would works...
 
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MostlyUnharmful

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I think you misread my post.

I simply cloned that repository and tried it on my desktop. I naively assumed that the Libretro's SDL front-end used a plain framebuffer for rendering, but instead it creates an OpenGL context and passes it to the Libretro core.

It shouldn't be extremely difficult to do the same thing using a windowed frame-buffer, but I'm too lazy to play with it.
 
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