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{{Wikify}}
[[Category:Software]]
''this page needs cleanup and proper formatting''


= PSN Handshake Signup =
= PSN Handshake Signup =
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On finalize auth ps3 request profile settings is xml based process  
On finalize auth ps3 request profile settings is xml based process  


request profile with auth encoded with base64 and sends to a server with this :
request profile with auth encrypted to base64 and sends to a server with this :


Headers:
Headers:
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*Get profile need's other certicate to auth ssl connection in this case Dnas root 05
*Get profile need's other certicate to auth ssl connection in this case Dnas root 05


= Patching the PSN Ingame Login Message Dialog =
This was taken from MGO2.SELF, and reversed by SaveMGO2 guys, so credits to them.
<pre>
.text:0000000000AA08E8                li        r0, 1
.text:0000000000AA08EC                stw      r0, 0xC0+var_40(r1)
.text:0000000000AA08F0                b        loc_AA08F8
</pre>
<pre>
.text:0000000000AA08F8                addi      r3, r1, 0xC0+var_44
.text:0000000000AA08FC                bl        _cellNetCtl_cellNetCtlNetStartDialogLoadAsync # int cellNetCtlNetStartDialogLoadAsync(const struct CellNetCtlNetStartDialogParam *param)
</pre>
cellNetCtlNetStartDialogLoadAsync is the function that determines if the title is an online game, or offline game.
We found this out after a while, we have an 8 byte array that is passed onto the function by address.
We found out that if we change the byte array from:
<pre>
00 00 00 0c 00 00 00 01
</pre>
to
<pre>
00 00 00 0c 00 00 00 00
</pre>
then the title is an "offline" game, and doesn't require a log in.
After a while, I realized we didn't have to do weird stuff with our own functions and messy stuff, it's created in the assembly and stored in the address that is read.
So all we have to do, is change the immediate value from a 1 to a 0:
<pre>
li        r0, 1
</pre>
to
<pre>
li        r0, 0 
</pre>
Which will do what we need.
== How to ==
You find the offset where it is calling cellNetStartDialogLoadAsync(),
this will read in a struct:
-size
-type
-cid
type 0 = Network Game
type 1 = PSN required network game.
You can simply change it to a 0 and it will keep network libraries loaded, but will not require a login via PSN. You will have to go through the rest of the binary and fulfill all NP related library calls or patch them out as well... or it will reference library calls that have not been loaded.


= PSN Store =
= PSN Store =
To get installable packages you have downloaded to your console go to /dev_hdd0/vsh/game_pkg
the name will be garbled, so you'll be safer doing it one at a time.


== PSN INFINITY v2 - Open Beta ==
== PSN INFINITY v2 - Open Beta ==
App made by SKFU + iQD, source: http://streetskaterfu.blogspot.de/2012/03/psn-infinity-v2-open-beta.html<br />
App made by SKFU + iQD, source: http://streetskaterfu.blogspot.de/2012/03/psn-infinity-v2-open-beta.html<br />
Dependencies are OpenSSL + VC Redists: http://www.slproweb.com/products/Win32OpenSSL.html<br />
Dependencies are OpenSSL + VC Redists: http://www.slproweb.com/products/Win32OpenSSL.html<br />
https://web.archive.org/web/*/http://ps3devwiki.com/files/NP/infinity.zip<br />
http://www.ps3devwiki.com/files/NP/infinity.zip<br />


== PSN JSON Parser for PC ==
== PSN PS3MFW TCL 4.11 only PS3 CFW 3.55 - Open Beta ==
This simple script parse the online store json to an readable text.
The json is here: (you need to connect to store.sonyentertainmentnetwork.com, to see the data)
<pre>https://store.sonyentertainmentnetwork.com/kamaji/api/chihiro/00_09_000/gateway/store/v1/users/me/internal_entitlements?fields=drm_def</pre>
* [https://gist.githubusercontent.com/wargio/24af527aaa53a8781438/raw/57d7e090f22ea41b8ceecc8be8d398ec0480efc8/ps_store_json.sh ps_store_json.sh]
<pre>
Usage: ./ps_store_json.sh <internal_entitlements.json>
      Login into 'https://store.sonyentertainmentnetwork.com'
      Save the page 'https://store.sonyentertainmentnetwork.com/kamaji/api/chihiro/00_09_000/gateway/store/v1/users/me/internal_entitlements?fields=drm_def'
      Give the page to this script './ps_store_json.sh internal_entitlements.json
      it will return something like:


      ContentID:        UP0001-000000000_00-0000000000000000
      Content Name:    Game Name
      Content Size:    XXX Mb
      Content URL:      http://zeus.dl.playstation.net/cdn/xxxxxx/000000000_00/yyyy...yyyyyyy.pkg
      drmContentType:  n
      drmType:          m
      Publisher Name:  Game Publisher
      Title Name:      Game Name Demo
      Img URL:          https://image.api.np.km.playstation.net/images/......
</pre>
== PSN PS3MFW TCL Task - 4.11 only PS3 CFW 3.55 - Open Beta ==
It is one patch for PSN 4.11 IN CFW 3.55 RETAIL Beta using PS3MFW 0.2.1. Use with your responsibility.
It is one patch for PSN 4.11 IN CFW 3.55 RETAIL Beta using PS3MFW 0.2.1. Use with your responsibility.


<pre>#!/usr/bin/tclsh
Contents:
#
} {
# ps3mfw -- PS3 MFW creator
#
# Copyright (C) Anonymous Developers (Code Monkeys)
#
# This software is distributed under the terms of the GNU General Public
# License ("GPL") version 3, as published by the Free Software Foundation.
#
 
# Created By Boludoz
 
# Priority: 700
# Description: Patch PSN Activator
 
# Option --allow-activating-psn: PSN Spoof 4.11 (requiere sproof 4.11)
 
# Type --allow-activating-psn: boolean
 
namespace eval ::patch_vsh_psn {
 
    array set ::patch_vsh_psn::options {
        --allow-activating-psn true
    }
 
    proc main { } {
         set self [file join dev_flash vsh module vsh.self]
         set self [file join dev_flash vsh module vsh.self]


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             catch_die {::patch_elf $elf $search 20 $replace} "Unable to patch self [file tail $elf]"
             catch_die {::patch_elf $elf $search 20 $replace} "Unable to patch self [file tail $elf]"


             log "WARNING: activating PSN requires SPROOF 3.41" 1
             log "WARNING: activating psn content offline requires reActPSN application" 1
         }
         }
     }
     }
}</pre>
}
 
 
{{Reverse engineering}}<noinclude>[[Category:Main]]</noinclude>
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