Please help me for PS3 developing.

ThisIsMe_NoBody

Forum Noob
I may be asking a lot of questions on this form site, but really quick and point-blank answers are very useful. Question of the day:

I'm looking for a development tool for PS3 with a pkg file and a good UI with html and js files in it. I've spent 9 hours on this since yesterday. I tried unity, but it requires crack software. I have no intention of downloading moded files that are not clear what happened to my computer. I chose unity because I could put html and JS in his assets folder and write in C#. Besides, I could easily get online help where I hang out. The Unity plan fell through. Do you know any program(s) for developing apps like that? I installed the PS3 SDK.
 
It really doesn't matter how much you prod about the PS3 SDK, people here will not help with that subject because they could get themselves or the website into trouble. MANY PEOPLE can acquire the SDK but they usually have to figure it out themselves. That, or maybe you'd have better luck in a forum that discusses "illegal topics".

You will not find any good "development" tools unless you have paid for them or errr... pirated them.

I have no intention of downloading moded files that are not clear what happened to my computer.

Well, I'm glad you think that, even after downloading a PS3 SDK from an untrusted source, acting like SONY gave it to you... :distant:

Lastly, what are you even trying to "develop"? There is not much you would even be able to create with the SDK. If you are trying to build a SPRX menu I can tell you it's not even worth it and whatever you are trying to build has probably been done 100 times over already. Like, there is literally nothing more that you could put into SPRX menus for the most popular PS3 games that every other dev hasn't done already.
 
I guess you're right. I've already downloaded a non-original PS3 SDK(PSL1GHT) to my computer. It's sad for developers, safe for users, that it makes things so difficult to do on the PlayStation platform. Besides, since I work for entertainment on PS3, it never crossed my mind to join the developers of legal developers.

I didn't have anything in my mind to do mod right now. I wanted to run exploits after installing hen, such as v3han tools on ps3xploit. This means that you can run exploit files locally from the assets directory to comply with a good UI.
 
I guess you're right. I've already downloaded a non-original PS3 SDK(PSL1GHT) to my computer. It's sad for developers, safe for users, that it makes things so difficult to do on the PlayStation platform. Besides, since I work for entertainment on PS3, it never crossed my mind to join the developers of legal developers.

I didn't have anything in my mind to do mod right now. I wanted to run exploits after installing hen, such as v3han tools on ps3xploit. This means that you can run exploit files locally from the assets directory to comply with a good UI.

Perhaps someone here could better explain how to use the PSL1GHT SDK as I am not familiar with it.

There are 2 things that I can tell you

1. foreign development on PS3 is just a general P.I.T.A. Setting up the SDK and proper Visual Studio is enough to frustrate nearly anyone.

2. The problem could be that you are trying to do "CFW-Styled" things on a HFW Superslim. I don't know how well debug functions can be handled on the Superslim. I own one myself (CECH-4001C) and it is basically useless to me, being that it can only do HFW and will probably never see a CFW exploit, not for another 5-10 years at least. Then again, metldr2 may never get cracked.

Now, if you bought a Slim with REBUG on it, you would probably have none of the issues that you are always getting. You could switch between CEX/DEX modes, run nearly any type of mod plus not having to worry about firmware updates as I am still using D-REX 4.84.2 to play online with my CECH-2501A. HFW tools are fundamentally useless compared to CFW, I mean not really but there is no good purpose for hybrid tools on a truly jailbroken console and it is often said to not use HFW Tools on CFW. The same applies to running CFW on HFW.

Just be careful... I don't wanna see anyone brick their PS3 & your Superslim's not worth bricking if it's 500GB like mine, HFW ain't worth it.
 
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1. Psl1ght SDK is all you need to develop for PS3. There is a detailed documentation, some samples, some essential libraries & Visual Studio integration for those who cannot cope with CLI. Installation of both VStudio Community edition & the psl1ght plugin for VStudio integration is very simple & straightforward.
The only limitation of psl1ght resides in its inability to compile prx projects, prx compilation support was planned & work to that effect began years ago but it was never completed so prx projects still require the official sdk.
2. Personally I develop all my html & js in Notepad++. I don't see much of a need for an IDE to do the kind of exploitation related work that ps3xploit tools require.
3. To debug PS3 code, you need to work in DEX mode & hook up a debugger like ProDG or IDA using the DECI3 plugin.
4. To research & implement exploits, you will need to reverse engineer the PS3 OS code. To do that, you will need to use IDA or Ghidra & you will have to learn ppc (PowerPC assembly language).
5. Before trying to make or modify exploits for PS3, you need to feel comfortable with the basics of C/C++ programming & have some understanding of the architecture you are working on.


Regarding metldr2 exploits & CFW for superslims, those never happened simply because nobody cared to make them happen. No other reasons.
 
3. To debug PS3 code, you need to work in DEX mode & hook up a debugger like ProDG or IDA using the DECI3 plugin
.

There he is! haha I have DEX and ProDG but even I have my paranoia about tinkering in those fields...

Regarding metldr2 exploits & CFW for superslims, those never happened simply because nobody cared to make them happen. No other reasons.

Really? because I seem to recall reading/overhearing on multiple occasions that the metldr2 was much more encrypted than the SYSCON found in Slims and Fats. Like, people were saying that the encryption could be cracked but that someone would have to sit there for years while the keys were decrypted to said PC? I definitely remember hearing about this

But just as i figured from the start, it's possible? Though no one is willing to spill that can of beans...
 
There he is! haha I have DEX and ProDG but even I have my paranoia about tinkering in those fields...



Really? because I seem to recall reading/overhearing on multiple occasions that the metldr2 was much more encrypted than the SYSCON found in Slims and Fats. Like, people were saying that the encryption could be cracked but that someone would have to sit there for years while the keys were decrypted to said PC? I definitely remember hearing about this

But just as i figured from the start, it's possible? Though no one is willing to spill that can of beans...

1. There is no paranoia to be had, using a debugger in DEX isn't a risky procedure. If it were, game developers would have their hands full all the time lol
The debugger exists to aid development, not to make it easy to brick a console.
There is no risk directly associated to app & game development, any changes you might make with the debugger are userland memory based. Even if you made changes to the kernel or the hypervisor memory at runtime using custom code or exploits, those will disappear after reboot.
That's exactly what happens with HEN actually.
The only thing that may be risky would be to make changes to the NOR/NAND based CoreOS files or per console regions, stuff like that. This kind of exploitation work does require having a hardware flasher handy just in case BUT that's not the type of work that 99.99% of developers do & it cannot be done with a debugger anyway as it only has access to userland memory so as long as you don't use the sys_storage_write syscall (1 syscall out of the hundreds available) in your custom code, there is nothing to worry about.
As to modding /dev_flash based binaries, the risk is mostly a soft brick, fixable with a hdd wipe on NOR. NAND/emmc consoles can be a little more problematic. But again, modding those system binaries is not exactly typical development work.

2. metldr2 keys are not the be all & end all of ps3 exploitation & exploiting its code is not the only way to get a CFW running on superslims.
Sure, attempting to bruteforce the new ecdsa keys isn't a really viable option but there are various potential entry points in the boot sequence, the day someone finds a vulnerability in those & releases an exploit breaching the chain of trust on boot, because of its design, sony will never be able to fix it on any of the console's already produced (same as what happened for pre 3.60 consoles) & as they no longer manufacture ps3 consoles, on that day all ps3 models will be CFW compatible.
Ultimately nobody cared to do it but it's not because it is impossible or too difficult. Hackers do like a challenge but I think that the generation of hackers that got us CFWs on up to 25xx models simply lost interest in the ps3 & moved on to greener pastures including other consoles that were still unbreached at the time, never looking back.
Then about 3 years ago, a bunch of learning amateurs (esc0rtd3w & I lol) initiated the ps3xploit work & from there, well you know the story & the contributors. Hopefully, the ps3xploit work will continue & new contributions will be made, no matter who makes them.
 
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@ThisIsMe_NoBody i think what you are looking for is a "game engine"... you know, the kind of toolkit that is fully pimped with tenths of editors, to create side quests using some scripting language, to create FX, physics, to deal with polygons, materials, textures, etc, etc, etc, etc, etc, etc, etc, etc, etc, etc, etc, etc, etc...

With the official PS3 SDK it was included one named "phyre engine", but yeah is restricted under license, also it was not much successfull (not a single serious game was made with it, only a few "indies")
Also, if you are going to enter in that forest to learn about game engines i think is a lot better to focus your efforts in learning something that is future proof
Unity falls in that category because is popular... but personally i think is going to be a lot more satisfactory to learn "unreal engine"
 
Thank you @bguerville'a for this thoughtful expression. It's full of information and it seems to be very helpful. I don't have a DEX. I guess I'll have to try and do something without Debug. It's like walking down this dark corridor without light. @sandungas recommended Unreal Engine. I actually prefer game engines to use the languages of the game engines that are applied exactly on all platforms except to make games. I don't have much experience in Unreal Engine, and therefore I can't say much about it, but how logical it is to make software with a game engine is another matter. I'm a little busy these days so I can't try these things this times but I will try them on two days later maybe. I can make feedback when I try them.
 
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