Recent content by StarmanX32

  1. StarmanX32

    PS3 Vertex with TMAPI experimentation

    So I've been working on Vertex lately, testing TMAPI on it. The progress so far looks like that: In Vertex, I've added the capability that plugins can bring their own config UI through an abstraction in the API. So far, initialization, connection and get process list function work. Attachment...
  2. StarmanX32

    PS News [RELEASE] Vertex - Dynamic SRE

    Hello guys! I've been working on this project for a longer time now. Vertex. A software focused on dynamic reverse engineering essentially. Currently it only supports dealing with Windows programs, but since it features a Plugin API, it could be extended to support Playstation devices through...
  3. StarmanX32

    PS3 Modern .NET Wrapper Library for CCAPI

    Hi, I've created a new .NET Wrapper for CCAPI as an effort (yes I've had a few other efforts that are still not finished.. :)) to modernize a few codebases of PS3 projects and to enhance my C# skills. Anyways, this library is written in C# and uses modern techniques and enhanced algorithms to...
  4. StarmanX32

    PS3 PS3MAPI lib (psl1ght)

    @bucanero Hi again, it‘s already been 2 years and regarding the CCAPI issue, still not exactly sure how Enstone exactly did it and I wrote a theory on CCAPI‘s section almost 2 years ago about that. It also provides code from RouLette on how to call CCAPI functions with this address that I‘ve...
  5. StarmanX32

    PS3 Any dlopen/dlsym equivalent on PS3?

    Hi, Does anyone if there is a dlsym, dlopen or LoadLibrary and GetProcAddress equivalent on PS3?
  6. StarmanX32

    PS3 Custom C Standard Library Implementation for PS3

    I‘ve made a few progresses. However, I can‘t really implement functions that do internal calls to malloc right now, there seems to be a syscall 348, which performs a memory allocation and is probably internally called by sony‘s malloc implementation, it makes the most sense for me. But I can‘t...
  7. StarmanX32

    PS3 Custom C Standard Library Implementation for PS3

    I assume the stdc stub in WMM is for the VSH only, is it verified to work on other SELF applications? If yes, my bad. But still, my version can be used on all SPRX project that get loaded by all sorts of SELF application. That‘s one reason I started this project [emoji28] Gesendet von iPhone...
  8. StarmanX32

    PS3 Custom C Standard Library Implementation for PS3

    The problem with Sony‘s implementation is, that, for whatever reason, you can‘t use it in SPRX based projects. It always throws linker errors that the references are undefined. Psl1ght can‘t compile SPRX if I‘m not mistaken, I‘m not sure if they rely on Sony‘s implementation or if it‘s also...
  9. StarmanX32

    PS3 Custom C Standard Library Implementation for PS3

    I am back from the dead and I've made a project a month ago. This is a custom and open-source implementation of the C Standard Library for the PS3, keep in mind it's not finished yet. So far, I've implemented most of the string.h functions and a small amount of stdio functions. I assume some...
  10. StarmanX32

    PS3 LV2Bridge - Payload and VSH Module that allows communication between VSH and LV2

    @bguerville We're gonna migrate the code to Cobra in the PS3MAPI section. I'll get back to you guys once we've migrated the code base to Cobra and tested the code.
  11. StarmanX32

    PS3 LV2Bridge - Payload and VSH Module that allows communication between VSH and LV2

    No no, I meant making it a part of Cobra but with its own opcode rather than being a part of PS3MAPI, beacuse of the differences of the bridge and PS3MAPI. ;) There are still minimal changes to Cobra and would probably not require any other project to be updated for this (well except they choose...
  12. StarmanX32

    PS3 LV2Bridge - Payload and VSH Module that allows communication between VSH and LV2

    Would it be also possible to make it its own API with its own opcode? I mean I don‘t have an issue with it being a part of PS3MAPI but PS3MAPI is like mostly focused on Process Memory functions, IDPS/PSID, peek poke and system info retrieving functions and lv2bridge is about making VSH function...
  13. StarmanX32

    PS3 LV2Bridge - Payload and VSH Module that allows communication between VSH and LV2

    @bguerville IPC also works through sockets, they‘re aren‘t just used for remote connections, I think Unix in general even has a socket type that‘s meant to be used between processes in one system. Implementing IPC through sockets is the easiest way, but idk honestly about performance when an...
  14. StarmanX32

    PS3 LV2Bridge - Payload and VSH Module that allows communication between VSH and LV2

    Thanks for your feedbacks @bucanero and @bguerville. We‘re gonna develop both components and see how far we can get and provide some samples then. @bguerville I initially had this idea about this bridge project. If I‘m not mistaken, applications and their corresponding modules are isolated by...
  15. StarmanX32

    PS3 LV2Bridge - Payload and VSH Module that allows communication between VSH and LV2

    Thanks for your opinion. The goal here is to easily access VSH functions from any type of project. From different SPRX Modules (Mod menus for example) to homebrew applications that do not hook any module to the VSH. The server/client strategy was suggested by me as I‘m not really familiar with...
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