CTurt reveals new PS4 and PS5 exploit "Mast1c0re" that can be used to run pirated games, and is unpatchable
Cturt has been exploiting PlayStation consoles for years now, and with the release of the PlayStation 5, the scene hacker rose to the challenge of trying to hack it, too. This led to Cturt discovering what he claims to be an "essentially unpatchable" userland exploit, and even submitted it to Sony's bug bounty program a year ago, with no fix in sight. In an in-depth article that details the process and how it works, Cturt explains that the hack, dubbed Mast1c0re, utilizes the PlayStation 2 emulator that both the PS4 and PS5 use, through JIT privileged code.
Having JIT privilege means that fully compromising the emulator, including the compiler co-process, would grant the ability to run fully arbitrary native code (not just ROP) on the PS4/PS5 without the need for a kernel exploit. This would be especially convenient on the PS5 because the newly introduced hypervisor enforces that code pages (both userland and kernel) are not readable, and I don't have the patience to try to write a blind kernel exploit again as I did when I ported BadIRET to the PS4 without a kernel dump.
The reasoning behind the exploit being almost impossible to patch, is due to the fact that if you own any backwards compatible PlayStation 2 title, it'd be difficult for Sony to revoke your access to it, players can easily downgrade the game even if it were to be patched, and PS2 games require using JIT to run, even on the PS5 where most JIT potential attacks have been patched up.
Furthermore, PlayStation has decided to double-down on this security model by not even removing the identified known-exploitable PS2 games from the store. Because of these reasons, I'm comfortable referring to this scenario as "unpatchable", even if it may not technically be fully accurate.
It's a fairly simple process, too; in order to hijack the PS2 game, Cturt needed to find a game that has a save game exploit which was simple enough, choosing Okage Shadow King. Getting the save file that would cause a buffer overflow required an already hacked PS4 console, though, as creating a PS2-on-PS4 memory card with the exploit needed to be encrypted, and signed for use with the right PSN account, and then imported to the target system through USB.
The next step was to look into reverse engineering the PS2 emulator, finding the right bug that would be vulnerable. A very technical breakdown explains how Cturt managed this, which in the end, resulted in the ability to run custom PS2 games that aren't normally available on the PS4. That's not all mast1c0re can do, either; Cturt says their next article will explain how to run arbitrary homebrew code, which could lead to even running pirated commercial PS4 games. Once that's written up, you can expect to see it on the blog writeup for the exploit here.
We could technically write "PS4-enhanced" PS2 homebrew applications that could use any native PS4 functionality, and so could behave essentially the same as normal PS4 homebrew (accessing the PS4 controller's touchpad, etc), but I really wanted to achieve fully arbitrary code execution for a more practical homebrew environment. This makes the next step attacking the compiler process
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