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NoPsmDRM plugin for the Vita released – Bypass DRM protection on all PSM titles!

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After a little over 2 years since the PSM service completely shut down in September 2015, we got a way to re-access those games (unless you were one of the people who still had their PSM titles from many moons ago). Thanks to NoPsmDRM of ‘frangar‘, all DRM protection on PSM titles can be bypassed in a a way similar to NoNpDRM.

 

What exactly is NoPsmDRM?

In a few words, NoPsmDRM is a plugin that totally takes out DRM protection on PSM games so all license checks on them are completely disabled! It has the following features:

  • It has the ability to export PSM content license keys as fake licences.
  • NoPsmDRM can also bypass expiration of PSM game licenses.
  • With this plugin, you can share your PSM games across multiple devices by generating fake licenses.
  • Without a doubt, this will be used for piracy but it may be inevitable for most people to play these, otherwise lost, titles. NoPsmDRM lets you play PSM games on any activated (https://twitter.com/frangar/status/919196249739464705) PSVita/PSTV console which means you don’t have to legally own the games to actually play them. The problem is that PSM games haven’t been obtainable for over 2 years and since they’re digital downloads (congrats to online stores that shut down!), you can’t buy a used copy from somebody else so the only way to actually play them is to well.. illicitly obtain them unless you bought them over 2 years ago. Wololo does not endorse piracy in any way, shape or form and discussion of NoPsmDRM for piracy purposes shall not be discussed on Wololo /talk forums.

NoPsmDRM lets you play a new, previously lost, set of games (in a somewhat illicit fashion for most) but it has some limitations too:

  • It doesn’t allow modifications to the games/applications that you use with it.
  • You can’t run PSM games without a valid or fake license.
  • You can’t use the PSM SDK to develop new titles with right now (some people say it was easy to develop with) but frangar is working on fixing that.  (https://www.reddit.com/r/vitahacks/comments/76c4g2/nopsmdrm/dodgqxs/)

Some, otherwise lost, PSM titles that this plugin sheds a light on again:

  • Life of Pixel

    Life of Pixel, one of the games that NoPsmDRM resurrects from the dead!

  • Super Crate Box
  • Sixty Second Shooter Deluxe
  • and many other titles. As you can see, PSM titles are sort of successors to the PSP’s minis.

Conclusion

Without a doubt, this plugin will mostly be used for piracy bar the legitimate use cases (such as sharing across your own devices for those who bought PSM games over 2 years ago) so it is up to you to decide what to do with it. Make sure you fully grasp how the plugin works so read the README twice before using this (it works in a similar way to NoNpDRM however). Special thanks go to motoharu, TheFlow, various beta testers and of course team Molecule for this plugin. Make sure you backup everything inside tm0 and ux0:/psm before using this plugin if you have legitimate PSM games on your Vita.

Source: https://twitter.com/frangar/status/919164146620534784

A 25 game list of PSM games for the Vita: http://www.vitaplayer.co.uk/top-25-playstation-mobile-games/

The post NoPsmDRM plugin for the Vita released – Bypass DRM protection on all PSM titles! appeared first on Wololo.net.


PS4: Homebrew & backups running on firmware 4.55, technical details coming soon (but there’s a catch)

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Hacker Flat_z recently shared a video (see below) showcasing the installation of homebrews and backups on PS4 firmware 4.55, through the use of a kernel exploit. He shared the video in an interview with Russian hacking scene member Imaginary Monster.

In the video, the developer is shown running an exploit through the PS4’s webkit browser, which ends up with an error message. In the background, the exploit installs or unlocks the “Debug settings” menu, which then lets them install custom pkg files. In the video, the hackers shows a “hello world” simple homebrew application being launched, followed by the installation of PS4 game “The Last Guardian”.

It is not clear in the video if that last part is actually pirated content, or a regular pkg file for which the account has the license. Flat_z’s description however compares this to the recently revealed piracy technique on PS4 firmware 1.76, which does allow to install “backups”. He also mentions bypassing security measures as part of the process, in the interview. This seems to imply this technique on firmware 4.55 also allows to install and run pirated content, in a much easier way than what exists today on 1.76.

The video description states that a write up on how to achieve this will be published soon.

Of course, there’s a big catch to all of this: this process requires a kernel exploit, and flat_z has made it clear in the interview that he will not release one. He stated (rough translation from the original Russian text):

Let’s hope that someone will release a kernel exploit on 4.xx (or at least 3.xx), I myself can not do it, because I am not the original author of the 2.xx + exploits and I do not want to release someone else’s work.

So the direct usefulness of this technique, for the general PS4 hacking community, will be pretty much non existent.

That is, until a hacker releases an exploit for recent firmwares, which so far seems unlikely.

The full video, and description, below:

Installation of custom and repacked PKG files on a retail PS4 with a kernel’s exploit. A totally different and more bullet-proof method in comparison with the one from 1.76. A write-up on how to achieve this will see the light soon (and again, kernel exploit is needed for that, also porting to other firmwares is possible and shouldn’t be hard).

A full transcript of the interview (google translated, see original in source link below)

In connection with the latest events on the PS4 scene, our admin Imaginary Monster turned to the famous and perhaps the only Russian developer of the playstation scene behind which there are not a few really important developments for PS3 consoles with custom and official firmware.And as it became known, at the moment Flatz is busy with an active study of the PS4 system that proves a new video that without a doubt will go down in the history of hacking PS4 and will become a real sensation of the playstation scene.

Imaginary Monster: Flatz, what do you think about the latest developments, about this recently merged way of launching games on the firmware 1.76? Your opinion about what is happening.

Flatz: My opinion is long overdue. I would not say that I do not like their method, it is complex and looks like a crutch. On the PS4, it is possible to implement an alternative method that will be compatible with the usual way we install through the Package Installer and launch through XMB, which I have been doing from time to time in the intervals between work, i.e. in fact, the same thing as on the PS3, where they install and run PSN games and repacks, although it’s on the PS4 its complexity …

Imaginary Monster: And this simplified alternative method that we see on your video also works only at 1.76 as well as the one that is freely available? Or is it possible on later firmware?

Flatz: Specifically, their method works at 1.76, because It is written under it, of course, it can be ported to other firmware, too. the code is pretty big, then it will make it difficult. The simplified way that I do is working up to 4.55 and will work even higher (of course, if there is an exploit), although it will have to be ported, too. the displacement of different data varies from firmware to firmware (this is and was always), but in my case it’s just a few patches. I plan to write about it later, most likely, even with code examples, although I’m surprised that no one realized it earlier, because it came to mind first when the goal of launching own applications appeared. Unfortunately, I can not afford to port it myself to all the firmware (at the moment it is meant on 1.xx, since I have a console with 1.62, and for people, mostly 1.76).

Imaginary Monster: Is there a chance that your simplified method that you showed today in this video with the installation of games through pkg and launch through XMB will work at 5.00?

Flatz: Yes, as I said, the method is based on the standard system functionality except for a number of patches that you need to do to bypass some of the security restrictions. But again, again, the method works only in conjunction with the kernel exploit and as far as I know, all consoles (including Slim and Pro) to 4.55 inclusive can be hacked (although there is a chance that someone has exploits and under the firmware above). Let’s hope that someone will lay out an exploit for the kernel on 4.xx (or at least 3.xx), I myself can not do it, because I am not the original author of 2.xx + exploits and I do not want to merge someone else’s work.

Imaginary Monster: Recently, a certain Synergy promised an exploit for the latest firmware. But then he disappeared. You do not know this?

Flatz: Another troll. As I said, I know several people who actually have exploits, but they are recognizable to a large number of people. 🙂 Unfortunately, at the moment the most important heart of the system is still impregnable (read – there is no complete hacking), and therefore any current hack is easy to patch and I understand people who are taking care of their work and are afraid to spread it, I’m not sure who Something just wants to bury his work in the ground. It is also possible that a small number of people still have code and keys, but I assume that they used the hardware method of hacking SAMU (dismantled the processor and took out a boot).

Imaginary Monster: About vitu. It was hacked only on one firmware. This is not a complete hacking.

Flatz: And with the PS3 was the same story. It was completely hacked only on 3.55 firmware (and below), and now it is in fact hacked only on this firmware, but in the case of PS3, protected modules with keys and other junk were also cracked. Vita was hacked right up to the very firmware on which the release of Henkaku took place, but for the time being there was no hacking of protected modules that run on a separate processor, so in the beginning people dumped decrypted games and “stuck together” the code and resource segments, so that later it was possible to run the game. In fact, at the moment with the PS4 the same story is possible and an option for the type of Henkaku, only you need a moment, so that someone released an exploit and the mechanism spun. And by the way, a primitive analog of Enso on PS4 is also possible, because after the hibernation mode, if you go back, then all the patches made by the exploit remain hanging in the memory, the main thing is not to reboot and shut down the system completely if you do not want to restart the exploit again.

Imaginary Monster: Yes, something like Henkaku, just a lot of people are waiting for this on the PS4.

Flatz: In general, in my opinion, the ideal option, not counting wonders like full CFW, which, as I said earlier, in my opinion on the PS4 will not be, it’s when after the launch of the exploit PS4 “rebooted” into a completely custom firmware that would consist of patched (and decrypted) system modules. I think that you could even force the OS to boot over the network, say, from a shared network partition with a PC. And in this case, the risk of briquet is minimal, because in fact, we do not change the system files on the USB flash drive (unless you really screw it up at all). For example, you have a 4.55 firmware with an exploit, but after activating the exploit, it “replaces” its native files with decrypted files from the latest firmware and this is a full-fledged custom 5.00 firmware (here it must be said that since 4.0 Sony started to change the keys in different versions of the firmware, so to get the files from 5.00 you need to first exploit this version).

Imaginary Monster: And what about the decoding of games? Let’s say Henkaku will be released on PS4, how will the games, patches, DLC be decoded?

Flatz: If the game supports the firmware for which there is an exploit, then there are several options. Suppose that someone who has already bought the game, with an activated exploit copies it, for example, via FTP, and then, as it was on Vitka, an image from the finished files is glued together. If, however, you have the keys of the image (or the passcard used by the developers to generate the keys), then you unpack the ready image with the game with these keys and then repack again with your keys. I even wrote a utility for this, which in the future, if an exploit appears, I plan to post it. It generates a gp4 project from the finished pkg-file to build the game again into a pkg-file, but which can already be started by my method in the presence of an exploit. I had to hurry a bit to make it generate the image that the developers saw it (read – which will be launched, and not crash at startup). Here it is necessary to mention that we can not use the original debugging key for the new pkg, because on Sony’s retail consoles does not allow these keys to decrypt debug images, so we change the key to our own, put it into our exploit and rejoice. The funny thing is that now Sony can not decipher our images until the exploit code is reversed. By the way, with patches, you can also work and the principle is almost the same (unless patches, in which the bots are signed with new keys, will stop working).

Imaginary Monster: What about the hombre?

Flatz: You make your project, compile with some SDK, then create an image, write the files there, the pkg-file is packed with our keys and you can install it later via the Package Installer if there is an exploit. In my video, by the way, by the start of the flip floppy, the Guardian also has an example of a simple homebrew that renders text on the screen.

Imaginary Monster: And maybe a hombreu like a multiman? To be able to mount images and run games from an external hard drive?

Flatz: And why is it needed on the PS4? The games will be in the library, just like the usual ones bought in PSN, and it’s easier to run via XMB. But, if desired, I think a multiman can be done. Concerning the launch from external disks, I do not think this will be a problem, because if there is access to the kernel, then you can write a driver that will mount the game from an external hard disk (although in 4.x there is a similar official functionality, in a way).

Imaginary Monster: The last one. What do you think, when will we see all this and will be able to use what is shown in your video? When will all this appear in public access?

Flatz: It all depends on people who have exploits, although recently interest in hacking PS4 on the stage has fallen. I have already spoken about this earlier, but I hope that we will see the light at the end of the tunnel.

Imaginary Monster: Indeed, more than six months on the stage there was a lull, before that basically trolling and fake. But let’s hope that your video and this story with the recently merged launch of dumps on 1.76 firmware as it stimulates the developers of the scene. Flatz, thank you so much for the conversation. It was very interesting. Good luck with your new developments!

Flatz: Thank you, I was also glad to talk)

Source: vk.com, via psxhax

The post PS4: Homebrew & backups running on firmware 4.55, technical details coming soon (but there’s a catch) appeared first on Wololo.net.

Basilisk II for the PSVita/PSTV properly released! – Play SimCity 2000 and other games with touch controls on the go!

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The day has finally come, one of my favourite homebrew on the PSP, Basilisk II got properly released on the PSVita! This means that the game library on the Vita now got much larger since you can play computer (Mac) games on it!

 

What’s Basilisk II and why did it only get properly released now?

Simcity 2000 on the Vita - Basilisk II

SimCity 2000 in your hands (with touch controls)!

Basilisk II is a 68k Macintosh emulator that’s available on various platforms and systems such as the PSP, Windows, Linux and MacOS computers among others. With Basilisk II, you can run Mac OS (System) 7.0 – 8.1 on a 68000-series machine as Basilisk II emulates a Macintosh II or Quadra 900 with a 68020/30/40 processor.

The PSVita port was originally released by ‘meetpatty’ on 11th March 2017 BUT it was quite tedious to set up to the point that I wasn’t even able to set it up after many attempts. Now, it has a GUI that’s on par with the PSP version of the emulator so you can easily set it up if you have the required files.

The GUI preference editor that makes life much easier!

What are its features and how do I get it up and running?

The Vita’s port has the following features:

  • Ability to use the touchscreen as a normal touchscreen. This means when you press on something, the cursor automatically gets moved there and a click is registered. No dragging on the screen is needed to change the cursor position, just point and click (well touch)! Pointing may still be done with the analogue stick. This may be a good homebrew to use with a stylus.
  • Sound support.
  • An elegant UI preferences editor.
  • Bluetooth keyboard and mouse support
  • Some other features and hopefully, more to be added soon! (hopefully, an on screen keyboard gets implemented but you could always use Key Caps (Mac OS’s On-screen keyboard) for text entry / A way to map keys to the front buttons would also be great!)

The files needed are a classic Macintosh ROM file (it can’t be legally obtained unless you have a classic Mac but that’s up to you) and a hard drive image containing a bootable version of Mac OS 7.0 – 8.1.

I personally recommend ramping up the Vita’s CPU to 444MHz (max frequency) and running System 7.5.3/5 for the best performance and application compatibility. Mac OS 8.1 does slow down the system quite a bit so you should avoid it (use

Appearance Manager with System 7.5.3/5 if you really want the Platinum UI)

Conclusion

Basilisk II on the Vita – Based on Chilly Willy’s great PSP port and ported by meetpatty!

I hope that you have fun playing late 80s and early/mid 90s games on your PSVita and games that only require the mouse (such as SimCity and SimEarth) work really well! This is the best way to experience computer games of that era on the go on the PSVita as the MS-DOS core of RetroArch is still in its infancy.

If you have any problems, report them to ‘meetpatty’ on GitHub in the Issues tab.

Basilisk II 0.3 for the Vita download: https://github.com/meetpatty/basiliskii-vita/releases/tag/v0.3

Setup guide for Windows (good place to start and copy the files to your Vita afterwards): http://www.emaculation.com/doku.php/basilisk_ii_setup

The post Basilisk II for the PSVita/PSTV properly released! – Play SimCity 2000 and other games with touch controls on the go! appeared first on Wololo.net.

SwitchView UI publicly released for the Vita – Give your Vita’s UI an uplift!

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Have you ever got tired of the same UI provided by LiveArea on your PSVita/PSTV? If so, you’re in luck as VitaHEX released a great game launcher that changes things up a little bit in a Nintendo Switch-like way!

 

What’s SwitchView UI?

As the name suggests, it’s a game launcher that mimics the Nintendo Switch in terms of the UI design. It has the following features:

  • A great looking and sleek design that looks quite close to the actual Nintendo Switch launcher. I bet you could fool somebody into thinking your Vita is a Switch if they’re not too tech-savvy!
  • The ability to launch homebrew applications and Vita/PSP games. As of right now, launching system applications (browser, photos, gallery etc) returns error C2-12570-5 so don’t be freaked out. Hopefully, this’ll be fixed in a future update.
  • The ability to display your application/game icons without them losing much of their quality so they still look great (no visibly upscaled low-quality icons will be served so don’t worry!). Icons for system protected applications and nonpdrm games aren’t shown (even the icons of official PSN applications like LiveTweet) don’t show up but most other applications show up fine.
  • A time/battery indiciator. Some shortcuts at the bottom which lead to system apps so unfortunately, they don’t work just yet.

    Adrenaline Bubble Booter bubbles in SwitchView UI!

Apart from the above mentioned limitations (some due to how the Vita and LPP work), there are some others which are a tad annoying:

  • The application gets closed when you open (most) other applications so you’ll have to reopen it to launch another application which is a little tedious. Hopefully, someone will implement a way to stop applications from closing (like system apps do) and a way for applications to automatically exit to SwitchView UI rather than LiveArea.
  • When you open an application, SwitchView UI quits and the application is opened through LiveArea which makes it feel less seamless.
  • There’s no way to have application folders which makes scrolling through every applications a little time consuming.

While it has some limitations, it’s still a great homwbrew that I’d like to see developed further! It’s also a good idea to use with AutoBoot for a more authentic feel!

Conclusion

SwitchView UI, an application with lots of potential that I hope gets devloped much further!

Hopefully, someone could step in and implement multitasking for it and application qutting to the app. If someone does do that, this launcher could be considered a worthy replacement to LiveArea but for now, unfortunately, it can get a little annoying as you have to reopen it every time you exit it.

 

To get the homebrew, just follow the link below or get it from VHBB when it’s uploaded to VitaDB. It requires unsafe permissions (duh) so get it from a safe source. If you have any issues, report them to VitaHEX on the Wololo /talk thread below. Remember, this is a version 0.1 release so don’t expect it to be bug free!

Wololo /talk thread (download link + more info): http://wololo.net/talk/viewtopic.php?f=116&t=48629

VitaHEX’s Patreon Page (he really deserves a few bucks for his hard work if you can afford it!): https://www.patreon.com/vitahex

 

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Release Roundup: MicroChip, SwitchView UI 0.1.1, Basilisk II 0.3.1 and updates to ZeldaROTH/3T

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Sometimes, weeks come by in which there’s a lot of activity in the Vita community. That means that not all homebrew releases and updates can get an article so “Release Roundup” articles are here to keep you updated on what’s happening at the side.

 

MicroChip – S/CHIP-8 emulator released for the PSVita

The games for the Atari 2600 are quite primitive in the graphics and game play department but they still work pretty well. Games developed with the CHIP-8 interpreted programming language for the Telmac 1800 and other machines are much more primitive. While something being primitive isn’t a bad thing, I personally think that the S/CHIP-8 is a tad too primitive for today considering it was used for mid-1970s microcomputers with a full 4K of memory!

MicroCHIP for the Vita released

MicroCHIP for the Vita – A full emulator written in Lua (now that’s a feat!)

If you want a blast from the past (about 40 years ago), you can grab the emulator from the link below. It’s pretty interesting to check out with some ROM sets that can be easily found online. You won’t be wasting much space on your Vita since the ROMs are about a kilobyte large at most

Rinnegatamante’s emulator is pretty feature packed so you can mess around with save states, key bindings and even use a debugger. Any issues should be reported to Rinnegatamante.

Basilisk II Vita 0.3.1

With Basilisk II 0.3.1, the following has been added:

  • You can now use ‘imaps’ to map the Vita’s buttons to keys on the emulated Mac. While this is great, it’s a little complicated to set up so hopefully, meetpatty will find a way to make it easier to configure the mapping files by creating a small application to generate them on a computer or on the Vita itself.

    Basilisk II now lets you change floppies/CDs and key maps on the fly! Hopefully, a keyboard is incoming.

  • The emulator can now change floppy disks/CDs (ISO files) on the fly by just press the ‘SELECT’ key. Key maps can also be changed in this way so you can have different key maps for different games if you figure out how to actually create them.

To download the updated version of the homebrew, follow the link below. There’s also a link on how the key maps work.

Any issues should be reported to its porter, meetpatty.

Updates to ZeldaROTH/3T

ZeldaROTH 1.1 brings the following:

  • Performance was improved so now you get better frame rates!
  • Downloading extra data files isn’t needed any more as the needed files are now in the (~25MB) VPK file itself.
  • A new keymap got implemented.

Zelda3T 1.1 has got the following:

  • More memory leaks were fixed.
  • The data files are now integrated into the (~27MB) VPK file so you don’t need to worry about downloading extra data files.

To get these homebrew game ports, just follow the links below. Any bugs should be reported to their porter, usineur.

SwitchView UI 0.1.1

SwitchView UI, the Nintendo Switch-esque game launcher for the Vita, got two of its major bugs patched up:

  • You can now open system applications thanks to a fix provided by SKGleba.
  • System protected and nonpdrm games now show their icon thanks to a fix by MyLegGuy.

Hopefully, the launcher becomes able to fully multitask so you won’t need to re-open it everytime you open a game.

PSN applications like LiveTweet and Paint Park now show their icon in SwitchView UI.

To get

the updated version, follow the link below. Any issues should be reported to VitaHEX.

 

MicroChip /talk thread (download link + more info): http://wololo.net/talk/viewtopic.php?f=116&t=48620

Basilisk II Vita 0.3.1 download link: https://github.com/meetpatty/basiliskii-vita/releases/tag/v0.31

ZeldaROTH 1.1 /talk thread (download link + more info): http://wololo.net/talk/viewtopic.php?f=116&t=48619

Zelda3T 1.1 /talk thread (download link + more info): http://wololo.net/talk/viewtopic.php?f=116&t=48604

SwitchView UI 0.1.1 /talk thread (download link + more info): http://wololo.net/talk/viewtopic.php?f=116&t=48629

Information on how to set up Basilisk II’s key bindings (scroll down for the actual post by “J.F.”): http://paczkowski.dk/mirror/forums.ps2dev.org/viewtopicd6ca.html?t=3741&postdays=0&postorder=asc&start=390

The post Release Roundup: MicroChip, SwitchView UI 0.1.1, Basilisk II 0.3.1 and updates to ZeldaROTH/3T appeared first on Wololo.net.

kuriimu 1.0.1.0 released – game translation toolkit for authors of fan translations

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Kuriimu’s text editor

Kuriimu is a generic series of software tools for people who want to work on fan translations* for their favorite game systems. It’s been updated to version 1.0.1.0.

Kuriimu consists today in 3 pieces of software: kuriimu, a text editor; kukkii, an image converter; and karameru, an archive manager.

So far, people have used the tool for fan translations on the PSP and 3DS consoles, but there is no theoretical limit as to what devices you could use kuriimu for. This window-based toolkint can be extended through user-contributed DLLs, according to the authors. In particular, existing plugins add support for various games file formats.

This week, IcySon55 and the team behind kuriimu have updated their software to version 1.0.1.0. This new version brings the following updates (from the official changelog):

Features

  • Cetera can now handle some PVRTC encoded images. (Not currently in use by any plugins.)

Plugins

  • Improved ANMC image plugin compatibility.
  • Added a new image plugin for the VCG/VCL/VCE format. (Prototype)
  • Added a new archive plugin for the INF/VIW format. (Prototype)
  • Improved TEXI image plugin compatibility with Save.
  • Added a new archive plugin for the PACK (DQIX) format.
  • Added a new archive plugin for the VAP format.
  • Added a new image plugin for the IOBJ format.
  • Added a new image plugin for the PICARG4 format.
  • Added a new text plugin for the BMD/MSG1 format. (Load only)
  • Improved T2B text plugin compatibility.
  • Improved PCK archive plugin compatibility.
  • Improved CGFX image plugin compatibility. (Mipmaps)
  • Added a new text plugin for the BF format. (@Megaflan)
  • Added a new archive plugin for the RGSSAD (RPG Maker) format. (@Sn0wCrack)
  • Improved ARC (MT) archive plugin compatibility. (Mobile MT)
  • Added a new image plugin for the TEX (Mobile MT) format. (Prototype)

Changes

  • Patched a bug in some back-end code that was breaking MSBT and possibly other formats.
  • Changed the encryption and decryption filename behaviour:
    • When decompressing, “.decomp” will now be added between the filename and the existing extension.
    • When compressing, “.decomp” will be removed and the original filename will be used.
  • The enter key can now be used to both perform a search and close the dialog and select the text entry in the Kuriim Search dialog depending on the focused control.
  • Corrected a severe bug present in v1.0.8 that broke MSBT and possibly other formats.

Download Kuriimu 1.0.1.0

kukkii, the image converter

The Kurriimu software toolkit can be downloaded on the project’s github page here.

Source: GbaTemp, via @IcySon55

* On the topic of fan translations, a note from the authors of Kuriimu:

These tools are aimed at users with a basic understanding of romhacking, they do not and will not ever help you disassemble game executables.
Games use different engines with different file formats, just because one game is working doesn’t mean another is.
We only add support for new file formats as people bring them to us. We are not actively seeking out new formats. If you are waiting for your game to be supported without ever talking to us, you’ll be waiting a long time.
If you have questions, please be as specific as possible. We can’t read your mind.

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Chain mini-game for the PSVita released! – Set a chain of explosions with your touchscreen

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Do you like mini-games or as Svenn, the creator of this game, calls them ‘toilet games’? Well, this one is a great way to pass a few minutes in a pretty fun and creative way! Chain is quite a simple but addicting game that Wololo /talk user ‘svenn’ made for the Vita.

What’s Chain?

It gets quite chaotic on later stages (which there aren’t enough of!)

As the name suggests, it’s a game in which you must trigger chain reactions so that you complete levels. Other similar games called Chain Reaction exist for various platforms such as the Nokia N900 and even HTML5 to play in your browser. In this game, you trigger an explosion somewhere so that small pogo balls hit the explosion radius, explode and then more balls explode until you hit the number you’re asked to explode in that particular level.

Setting off some chain reactions!

The game currently has 15 levels and while it starts easy with 5 balls per screen, it gets up to 40 balls without any major performance issues. To trigger the initial explosion, just press the position where you want to trigger it and then, all you have to do is wait for more balls to explode. While it sounds simple, it’s pretty easy to fall short of the target amount and then you just need to restart the level. Lua Player Plus is used to interpret (run) the game code as the game’s written in Lua.

Right now, it’s in a bit of an early stage so there are only 15 levels but more features/levels will come soon!

How do I get it?

To get it, you can either download the VPK from the link below or get it directly from VHBB since it’s already uploaded on VitaDB. If you have any issues, report them to Svenn on the GitHub link below!

Wololo /talk thread (more info + download link): http://wololo.net/talk/viewtopic.php?f=116&t=48660

GitHub download link: https://github.com/svennd/vita-chain/releases

The post Chain mini-game for the PSVita released! – Set a chain of explosions with your touchscreen appeared first on Wololo.net.

OpenTitus ported to the PSVita – Play some Titus the Fox on the go!

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Titus for the Atari ST (it was released for many platforms)

As more time goes by, the PSVita is getting more homebrew and lots of this is in the form of open-source game ports. This is especially great as they’re the only way to play some DOS and fanmade games on the go with a good way to actually control them (cough smartphones cough). This time around, OpenTitus got ported to the Vita by ‘usineur’ of Wololo /talk forums.

 

What’s OpenTitus?

OpenTitus is an open-source implementation of the game engine that drives the DOS version of Titus the Fox and Moktar. The game was originally released as ‘ Lagaf’: Les Aventures de Moktar — Vol 1: La Zoubida’ (Moktar) in France in 1991 and then got released in 1992 with Titus (the fox) as its protagonist rather than Lagaf (the French comedian the original game featured).

The plot of the game is that Titus’s beloved Suzy was kidnapped in the Sahara desert and he must go through 15 levels to get her back (Quite a Super Mario-esque story if you ask me). The game is a side scrolling game in which you’ll encounter various enemies such as dogs, giant bees, construction workers and others.

OpenTitus running on the Vita!

The control scheme is pretty straightforward although you need to do this trick to pause it:

  • PS Button – Pause the game! (just press Continue from LiveArea to keep on playing)

How do I get it?

To get this homebrew, you need to do the following:

  • Install the VPK file linked below on your Vita. There’s a VPK for the international Titus version and for the French Moktar version.
  • This game doesn’t include data files so you need to provide them yourself. The game’s still sold on GOG so you could buy it that way but whether you choose to get it from ‘abandonware’ sites or not is up to you.
  • After getting the files whatever way you please, copy the *.SQZ files to ux0:/data/titus (or ux0:/data/moktar for the French version). You also need to copy “music_ttf.bin” (or “music_mok.bin”) to the same folder for this to work. The music files are required for the game to work so make sure you get yourself proper data files or else the game will crash.
  • Open the game and enjoy!

If you have any issues, report them to ‘usineur’ on GitHub by following the link below. The game port is also available on VHBB (VitaDB) but the data files aren’t included so you still need to provide them yourself.

OpenTitus Wololo /talk thread (download + more info): http://wololo.net/talk/viewtopic.php?f=116&t=48673

GitHub page (more info): https://github.com/usineur/opentitus/blob/vita/README.md

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New PSVita Homebrew, PKGi

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A new PSVita homebrew, PKGi, has been published on GitHub by mmozeiko. The code is open source and installs the .pkg files directly from the console with your NoNpDRM fake license files.

The program requires you to create your own NoNpDRM keys, but all that would be needed to make this a tool for Pirates is a website that hosts keys and a modified version (remember, open source) to copy the remote db. file. This is also how Freeshop for the 3DS works.

Currently DLC/Updates are not supported, but installed Titles can be directly updated from the LiveArea.

Installation:

There are installation instructions on the GitHub page at https://github.com/mmozeiko/pkgi#setup-instructions

It is a bit confusing to install if your not very advanced, but the instructions are well explained.

Usage:

Using the app is pretty easy, X to install the selected title triangle to sort, filter and search. This will open up a context menu. Press triangle again to confirm the changes, or O to cancel any changes.

Screenshots:

As you can see, the first screenshot is of the clean looking interface and context menu, and the second is the download screen. As I said, the interface is very clean and nice looking.

 

That’s pretty much everything we know so far, but you can check the links below for more info.

https://gbatemp.net/threads/release-pkgi-0-04-install-games-directly-on-vita-similar-to-freeshop.487586/

https://www.psxhax.com/threads/pkgi-download-unpack-ps-vita-pkg-files-directly-by-mmozeiko.2955/

See you in the next post!

The post New PSVita Homebrew, PKGi appeared first on Wololo.net.

PSVSD available for order from SphereSolid – Get cheap storage for your 3G OLED Vita!

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Disclaimer from Aurora: Neither I nor Wololo are involved with SphereSolid and this article is simply here to bring light to their offering to the community. Wololo isn’t responsible for any purchases influenced by this article as you’re expected to do your own research beforehand. Neither SphereSolid nor Srident are affiliated with Wololo therefore the links are simply being shared for the reader’s benefit!

 

A few months ago, Yifan Lu made a somewhat large production run of PSVSD that consisted of a few hundred crowd funded adapters. After those ran out (which didn’t take long), there was no way to acquire a well-built PSVSD adapter till SphereSolid stepped in!

 

What’s PSVSD?

The PSVSD is a microSD card adapter for Vita OLED 3G (11xx) models since it connects via the miniPCIe slot on the motherboard. This means that the PSVSD adapter is NOT COMPATIBILE with Vita 1000 (OLED) WiFi-only models nor is it compatible with the whole PSVita Slim line (all of the models are WiFi-only) or the PSTV. Obviously, this only works on Firmware 3.60 with taiHEN.

SphereSolid's PSVSD adapters

Decent PSVSD adapters can now be bought from SphereSolid!

To install this adapter, you need to open up your PSVita but according to Yifan Lu, it’s only as complicated as replacing the battery so it’s nothing the average end-user can’t do if they’re careful enough. You can make your life easier by following iFixit guides!

After Yifan Lu’s production run of a total of 500 boards were sold out, getting one of these adapters became quite difficult. Aftwerwards, they were being sold by a seller on AliExpress but it was reported they were of poor quality. Now, SphereSolid is producing some decent boards for the community to enjoy.

What’s SphereSolid actually offering?

SphereSolid is offering the following:

  • PSVSD adapters that have been properly tested one by one to make sure they work.
  • A black adapter with copper fill ENIG to give off a nice look and more importantly, a durable adapter.
  • The adapters cost $15 and PayPal is the payment processor used. This means that you could easily ask for buyer protection and receive a full refund if things don’t work out!

As you can see, this is the best (and only) way to get a high-end PSVSD adapter for your Vita 3G. If you have a Vita 10xx (WiFi only OLED) or Vita 2xxx (Slim), you should look into SD2Vita adapters that can be slotted in via the game card slot (they can be had on eBay for not much or through trusted sellers such as Srident for a little more).

SphereSolid’s website (more information): http://spheresolid.com

More information about the PSVSD adapter (official page by Yifan Lu that has great installation instructions): http://psvsd.henkaku.xyz

Srident’s SD2Vita adapters (for the game card microSD adapter – SD2Vita): http://srident.com/product/sd2vita-catridge/

The post PSVSD available for order from SphereSolid – Get cheap storage for your 3G OLED Vita! appeared first on Wololo.net.

VitaShell 1.76 released for the PSVita/PSTV – Important bug fix and license restoring features

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Earlier today, TheFlow’s famous VitaShell utility got updated to version 1.76 which makes the 1.7x series of VitaShell the longest version series to date. VitaShell 1.76 brings about some bug fixes and some other features having to do with application (game) licenses by VitaSmith.

 

What’s VitaShell?

VitaShell is the most popular homebrew utility for the PSVita since it’s installed on almost every HENkaku-enabled PSVita/PSTV. It was originally developed by ‘TheFlow’ for Rejuvenate and it won the Wololo PS Vita Revitalize competition as it was determined “Best homebrew” back in 2015. Now, it’s become a Swiss Army for the PSVita since it can do many things such as:

  • Let you start an FTP server to copy files to your Vita. You may also use it to copy files to your Vita via USB from your computer.
  • Read QR codes and even install VPKs from them if they lead to one.
  • Sort/Delete/Create files and folders.
  • Extract and create ZIP files.
  • Read and display various files such as music files (MP3), pictures, SFO files and much more.
  • Use themes for maximum customisation
  • Many other features!

What got updated in VitaShell 1.76?

VitaShell 1.76 brings about the following:

  • The ‘C2-12828-1 error’ was fixed. These seemed to affect some users when doing normal file operations (copying/deleting/moving) in VitaShell 1.75. This seems to have had something to do with a malloc problem with File I/O. https://github.com/TheOfficialFloW/VitaShell/issues/298
  • License database refresh, a feature developed by VitaSmith, was added.
  • DLC refresh and restore license from an Sqlite DB database were added. These features were also developed by VitaSmith.

    VitaShell 1.76 in action

The features by VitaSmith are aimed at making it easier to restore or reinstall your legally owned content straight from Sony’s own PKG files. VitaSmith’s DLC feature also makes it easier to install DLC from ux0:/addcont.

For more information about VitaSmith’s added features, check out the link below. They do need a more straightforward explanation on how to actually use them in my opinion.

How do I get it?

VitaShell has an auto-update feature so it will automatically notify you of new updates if you’re connected to the internet. If you can’t connect to the internet on your Vita/PSTV, you can install VitaShell 1.76 by grabbing the VPK from the link below, copying it to your device and installing that on your Vita/PSTV.

Make sure you get the VPK from a trusted source to avoid installing any potential malware as this is, quite obviously, unsafe homebrew (it needs extended permissions since it needs extra permissions such as access outside ux0:/data). If you have any issues, properly report them to TheFlow on GitHub in the Issues section but make sure you’re not re-reporting any ‘open’ issues!

VitaShell 1.76 changelog + VPK download link: https://github.com/TheOfficialFloW/VitaShell/releases/tag/1.76

Information about VitaSmith’s new features (These need a better explanation in my opinion): https://github.com/TheOfficialFloW/VitaShell/pull/310

The post VitaShell 1.76 released for the PSVita/PSTV – Important bug fix and license restoring features appeared first on Wololo.net.

Xerpi makes the PSVita work as a UVC device to stream its display over USB to your computer – Still in PoC stage

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Developer xerpi, who’s given numerous great contributions to the scene, such as ds3vita/ds4vita/libvita2d and so on, has now decided to share with us some more of his great work. This time around, it’s a plugin he’s working on that lets you stream your Vita’s screen to your computer through USB!

 

What does making my PSVita work as a UVC device mean?

It seems that xerpi is quite interested in the ‘SceUdcd’ module for the Vita since it lets you use the USB port on the Vita as any USB device. Xerpi has already exploited this module to do some interesting things with it; an example is VitaStick which is a program for the Vita that lets you use it as a game controller on your computer (or any device letting you connect a USB device to it)  via USB.

This time around, xerpi decided to start working on the laborious task of making the ‘SceUdcd’ module function as a UVC (USB Video Class) device. Some examples of UVC devices are webcams and USB video capture cards but in this case, it is being used to send data from the Vita’s screen to your computer through, of course, USB.

Use your Vita as a UVC device to stream its screen to your computer!

The plugin in action! Image by Reddit user ‘dic1911’

Awesome! How can I benefit from it?

As the title of this article states, it’s still in PoC (Proof of Concept) stage so don’t get your hopes up too high just yet. Right now, it’s not exactly fast since it uses inefficient code and only works with LiveArea (the UI of the Vita in which you choose bubbles).

Remember, this plugin needed lots of reverse engineering work (which is not an easy task) to get it to this stage so don’t expect it to output 60fps 960×544 (Vita’s screen resolution) to your computer any time soon! That being said, xerpi could possibly continue developing it to a more useable state as he mentioned that the Vita’s hardware colorspace converters and image encoders could be used to make the plugin much more efficient as

What happens if you don’t load the plugin in taiHEN’s config.txt! Image by reddit user ‘dic1911’

everything’s being done via the CPU now.

As for now, the only thing you can do is to test out a pre-alpha version of the plugin by following the link below. Please don’t pester ‘xerpi’ about his work or ask for an ETA!

Reddit thread with more information (+ download link for the pre-alpha plugin): https://www.reddit.com/r/vitahacks/comments/79mrmv/poc_psvita_as_a_uvc_usb_video_class_device/

VitaStick (Xerpi’s other homebrew that uses the ‘SceUdcd’ module): https://github.com/xerpi/vitastick

In a nutshell, you need to install a VPK,  copy the plugin to specific directory, add the plugin to taiHEN’s config.txt (load it by a reboot) and open the installed VPK to be able to test it. Reddit user ‘dic1911’ reports it worked for him with VLC’s Video Capture.

 

The images used for this article are by ‘dic1911’ on Reddit.

The post Xerpi makes the PSVita work as a UVC device to stream its display over USB to your computer – Still in PoC stage appeared first on Wololo.net.

Reddit user successfully mods Final Fantasy X HD textures on the Vita – Patch coming soon!

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As more time passes, more PSVita games get patches and hacks thanks to the freedom that HENkaku allows us. This time around, Reddit user “NickRoxNRX” has decided to poke at Final Fantasy X HD remaster’s textures for the Vita and came up with some interesting findings, that he says could be turned into a patch that adds some cool stuff!

 

What’s Final Fantasy X HD?

Final Fantasy X was originally released for the PlayStation 2 in 2001 (NA & Japan) and in 2002 (Europe & Australia) and quite obviously, it’s the tenth installment of the Final Fantasy series that originally started with ‘Final Fantasy’ (I) for the NES in 1987. The game was later on, in 2013, released as an HD remastered version for both the PS3 and PSVita along with Final Fantasy X-2; it was also released for the PS4 and PC in 2015 and 2016 respectively.

In-game screenshot with modded menu and battle portraits!

It’s the first game in the series to use fully rendered 3D areas rather than pre-rendered ones. You play as Tidus in a world called Spira who joins Yuna in his quest to destroy Sin. The game runs at 720×408 but with some tinkering with a MaiDump dump, it may be possible to increase that to the Vita’s native resolution (960×544).

What are these mods about?

Reddit user “NickRoxNRX” a few days ago started tinkering with Final Fantasy X on the Vita and found out that the GXT textures used were much harder to work with when it came to modding the game but he was able to push through with some work. With some tinkering, he was able to import Paine’s Sword from FFX-2 in Final Fantasy X and was able to replace some textures. While not everything worked out, he was able to find out more things about how the game works and has decided to showcase some of his modding work.

He was able to do the following:

  • Reskin some characters with all 3 detail levels.
  • Change menu and battle portraits.
  • Change textures of various items such as the Dark Yevon Brotherhood which he replaced with a red version.
  • Import weapons from FFX-2.
  • Make ‘unused’ weapons usable.

    Some pictures of the modded game. Notice the Brotherhood sword that’s red instead of the default blue

NickRoxNRX plans to release a patch so that everybody could enjoy his mods and he also plans to write a tutorial on how to mod the game yourself in the future! To apply the patch, one will have to use NoNpDRM’s unencrypted patch feature so no MaiDump/Vitamin dumps will be necessary.

 

Reddit thread (source + more info): https://www.reddit.com/r/vitahacks/comments/7atrt4/ffx_hd_texture_mod_success_please_see_first/

Earlier thread about his work: https://www.reddit.com/r/vitahacks/comments/796u52/ffx_vita_mods_any_interest_please_read_first/

The YouTube video below is there to showcase NickRoxNRX’s mods and is linked from the Reddit thread. The featured image of this article is from the video below.

The post Reddit user successfully mods Final Fantasy X HD textures on the Vita – Patch coming soon! appeared first on Wololo.net.

Tutorial: How to input all keyboard keys on Basilisk II with rsn8887’s imap file

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Basilisk II on the Vita works pretty well so it’s the only way to properly play older (late 1980s-mid 1990s) PC games that don’t have a console/Vita native port. Games like SimCity 2000 that have lots of menus also work pretty well thanks to the fact that you can control the pointer with the touchscreen. Now, thanks to rsn8887, you can input text directly from your Vita like DosBox on the PSP.

Text entry without Bluetooth peripherals!

 

How do I put this on my Vita? What’s the advantage of using this?

Basilisk II for the Vita, ported by meetpatty, works really well but it’s got one major drawback and that is the lack of keyboard input unless you use a bluetooth keyboard. This imap (key layout) file by rsn8887 that’s used for this tutorial lets you use different button combinations to insert specific letters, numbers and special characters. Some keys are hard to input but most are fine if you have something to remember them with.

To install this keymap, do the following:

  1. Download the Source Code (zip file) from the link below.
  2. Extract it and copy the ‘morekeys’ file (no file extension) to ux0:/data/BasiliskII/imaps via FTP or USB through VitaShell.
  3. Open Basilisk II on your Vita, let Mac OS boot and press SELECT. You’ll get the options in the screenshot.

    The options you get when you press SELECT. You can also change floppy and cdrom images with it while BasiliskII is running.

  4. Press right till you choose the ‘morekeys’ keymap file and press ‘X’ to activate it.
  5. You’re done! For reference, just use the key reference (linked below) on another device. In the PSP days, I had a small piece of paper with all button combinations for DosBox so you could also do that.

Conclusion

To get the keymap file, just download the Source Code (ZIP) from the link below. If you have any problems, report them to rsn8887 on GitHub. Some button combinations (especially for special characters) are quite awkward on the Vita 1k due to a hard to press SELECT and START button but it’s not like you’ll be using the special characters very often. Hopefully, this will be included in a future release of Basilisk II for the Vita!

Download link (+ key reference): https://github.com/rsn8887/basiliskii-vita-imap-files/releases

The post Tutorial: How to input all keyboard keys on Basilisk II with rsn8887’s imap file appeared first on Wololo.net.

Hydra Castle Labyrinth port released for the Vita/PSTV – Yet another great side scroller to play on the go!

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Thanks to Rinnegatamante, the maintainer of VitaDB and creator of lots of homebrew/ports, the PSVita got another port of a great open-source game. This time around, it’s Hydra Castle Labyrinth, an indie side-scrolling platformer which should be checked out by fans of Commander Keen, Knightmare II: The Maze of Galious (Metroidvania games) and other side scrollers!

 

What is Hydra Castle Labyrinth?

Playing Hydra Castle Labyrinth

As the title suggests, in this game you explore a large dungeon in which you must find tools and keys that let you progress in the game. Along the way, you’ll also have to fight some bosses but don’t worry, there are some equipment upgrades you can get that will make your character stronger! The game is a side scrolling platformer that controls very well with the Vita’s controls and excellent d-pad so you should get a highly enjoyable experience while playing this game.

The life bar conveniently changes its position to the bottom of the screen when the player is in the top-left corner!

The game was created by E. Hashimoto (Buster) and was originally released in 2011 entirely in Japanese but fortunately, some months later an English patch for it was released which meant that it could be enjoyed by Western audiences! Now, Rinnegatamante decided to port it to the PSVita with the help of EasyRPG Team (developed the audio decoder which was used for the audio code of the game) and some others. Trust me, the BGM (background music) is great in this one so it was worth the wait to have the audio code properly implemented (Rinnegatamante had the port finished without the audio code a few days ago)!

In addition to the normal release, this release gets 4 great screen borders that were created SwItChBlAdEfUrY‏ and Brandonheat8! These screen borders make the game look nicer as you won’t get a black border around the 4:3 game area! The game also has an exceptionally nice LiveArea screen shown here.

Hydra Castle Labyrinth port for the Vita released!

The exceptionally nice LiveArea screen of this port!

How do I get it?

To get the game, all you need to do is open VHBB and get it from there since it’s on VitaDB. Alternatively, you can download the VPK from VitaDB on your computer/mobile device and install the game along with the data files. If you have any issues, report them to Rinnegatamante on GitHub or on the Wololo /talk page below!

Wololo /talk thread (more info + download links): http://wololo.net/talk/viewtopic.php?f=116&t=48707

GitHub page (source code + place to report issues): https://github.com/Rinnegatamante/HCL-Vita

Rinnegatamante’s Patreon: https://www.patreon.com/Rinnegatamante

The post Hydra Castle Labyrinth port released for the Vita/PSTV – Yet another great side scroller to play on the go! appeared first on Wololo.net.


ZeldaNSQ: Navi’s Quest ported to the PSVita – Yet another great Zelda fangame to enjoy on the go.

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With more time that goes by, one thing’s becoming more clear on the PSVita. That thing is that it’s becoming the best portable device to play free open-source games on (as it can also play PSP homebrew)! This time around, it’s a port called ZeldaNSQ for Legend of Zelda lovers.

 

What’s ZeldaNSQ?

Some gameplay from ZeldaNSQ on the Vita!

ZeldaNSQ: Navi’s Quest is yet another port of a fan-made Zelda game to the Vita. When it comes to story, it’s placed after Vincent Jouillat’s Zelda fanmade trilogy (that is ZeldaOLB, ZeldaROTH and Zelda3T; all of which have PSVita ports). The storyline is that Link saved Hyrule (once again) in the previous game triology and now, instead of living in peace, he decides to go find more adventure and after lots of travelling, he hears some talk about Fairy Island and decides to go there but in the way, he was attacked by a sea monster!

The initial story is told by cutscenes!

In the graphics department, it looks like a SNES/GBA so you should surely check it out if you like Zelda games from those eras (maybe it’ll get some screen filters to make it look even better someday).

The PSVita version was ported by usineur who also ported ZeldaROTH and Zelda3T so it uses a similar control scheme (that functions very well with the Vita’s controls) and works just about the same. If you need to extract any saves, they can be found in ux0:/data/znsq/saves.

How do I get it?

To get ZeldaNSQ, you have to download the VPK from the link below, copy it to your Vita (FTP/USB) and install that on your Vita through VitaShell. No extra data files are needed! This homebrew will probably be available on VitaDB soon enough so you’d be able to get it through VHBB directly on your Vita then.

If you have any issues, report them to ‘usineur’ on GitHub or on the Wololo /talk thread linked below!

ZeldaNSQ Wololo /talk thread: http://wololo.net/talk/viewtopic.php?f=116&t=48710

GitHub release page (last version is 1.01): https://github.com/usineur/ZeldaNSQ/releases

GitHub readme (control scheme): https://github.com/usineur/ZeldaNSQ/blob/vita/README.md

The post ZeldaNSQ: Navi’s Quest ported to the PSVita – Yet another great Zelda fangame to enjoy on the go. appeared first on Wololo.net.

PS3 4.81 exploit: IDPS Dumper released, and latest status of the exploit

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Last week, PS3 Developer esc0rtd3w announced that he has been working on a PS3 exploit for the latest firmware 4.81 (also codenamed PS3Xploit), and was aiming for a release around Christmas.

Unfortunately, part of the hacker’s work got leaked soon after the announce. In a strange act of unity for a usually drama-fed scene, it seems most PS3 scene sites tried to contain the leak by not sharing any download links. For those who got access to the leaked content, it was clear that the leak was real, but not the full thing.

In spite of the leak, the dev team behind the 4.81 exploit have confirmed they are still working on it. Since the leak, they have released an IDPS Dumper for 4.81, and shared a few details on what’s to come, on PS3 scene site psx-place.

IDPS Dumper for PS3 OFW 4.81 released

First of all, the team released an  IDPS dumper running on the latest 4.81 firmware. The most recent version of the tool, 0.2.1, is compatible with all models of the PS3 including the Super Slim.

The IDPS is a unique console identifier, and has been used among other things to “unban” a PS3 (by flashing a different idps), or to decrypt the encrypted contents of the console’s hard drive.

A word of warning: because the IDPS uniquely identifies your console, do not share it with other people, in particular on forums or in public channels. Other people might take your idps, potentially use it to get their own console unbanned, and this could be bad news for you.

You can download the 4.81 IDPS dumper at the source article on psx-place.

Additional details on what’s to come: software downgrades for cfw compatible consoles, “HEN” kind of hack for others.

The team behind the PS3Xploit (W, esc0rtD3w, and bguerville) have given lots of details on the stuff they’re working on. There’s a lengthy article over at PSX-place giving some practical details. Specifically:

  • A Flash memory dumper should be released soon for all models
  • Software downgraders could become a reality for PS3 4.81, for consoles that are CFW compatible (basically non super slims)
  • Current expected release date is now Q1 2018 for the initial hack (versus Christmas as initially announced), which will allow for downgrades on compatible models
  • People with newer consoles (Super slims and some models of Slims) cannot install CFW or downgrade, but the team expects to work on a “HEN” kind of in-ram exploit for those models. ETA to start on that work is March.

Specifically, bguerville says (emphasis mine):

For now the main project we are working on will not jailbreak all consoles.​

It will enable flash dumps from all consoles but flash write only to all consoles up to 25xx, so consoles that are are not cfw compatible will not really benefit just yet, except for dumping flash & idps but not for JB.​

For those with cfw compatible consoles on ofw, once flash is overwritten with a db ofw copy, a user can reboot then install the cfw of their choice. Hardware flashers being then obsolete.. You could also overwrite the flash memory in more recent consoles but that would result in a brick due to metldr2.

It’s only after that flash management project is done, in hopefully March that we will begin working on exploiting lv2. If we get the results we wish, we should be able to make a TaiHEN type of hack for all consoles including superslims.​

Note from wololo: 25xx are the PS3 Slim from 2010. in 2011, a newer 30xx model of Slim was released.

Do not update your PS3 past 4.81

PSX-Place are advising people to not upgrade beyond 4.81.

The recent leak has probably given Sony enough information to know what to patch for this exploit. The developers behind PS3Xploit had to release some of their work following the leak, before a full hacks is made available. This will give Sony an opportunity to patch (at least partially) the exploits, and release a new firmware.

It is likely, if Sony still care about the PS3, that a new firmware will be released to patch the upcoming exploits. anyone willing to hack their console should stay on as low a firmware as they possibly can.

The post PS3 4.81 exploit: IDPS Dumper released, and latest status of the exploit appeared first on Wololo.net.

Basilisk II Vita updated to add Danzeff OSK support and SDLPoP updated to 1.3!

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Thanks to the hard work of a couple of developers, homebrew for the PSVita is still getting regular updates to make them even better. This time around, Basilisk II got a much needed update and the Prince of Persia Port got an update that makes it even better!

 

What is Basilisk II Vita and what got updated?

Basilisk II is an emulator of older 68k Macintosh machines and currently, the best way to play desktop games from the late 1980s to mid 1990s on your PSVita as DosBox doesn’t work that well yet (and I’m not very hopeful it will ever). The update, version 0.32, bring along this much needed feature:

  • Support for Danzeff OSK keyboard. This means that you don’t need to either use hard-to-remember button combos with an IMAP file (as per my tutorial) or an external Bluetooth keyboard to input keys. It can be triggered by pressing the ‘START’ button on your Vita.

    Danzeff OSK makes life much easier when using Basilisk II!

The Danzeff OSK works very well with the PSVita’s controls and you could make it bigger by pressing left or right on the d-pad based on where the OSK is (on the left or right; if it’s on the right, press right and if it’s on the left, press left).

What is SDLPoP and what got updated?

SDLPop is an open-source port of Prince of Persia, the classic fast paced game from 1989 that was released on various platforms such as MS-DOS, Apple II and the SNES among others. This port (SDLPoP) was created by reverse-engineering the MS-DOS version so it’s very faithful to the original game!

Version 1.3 brings along:

  • An update code base which brings the latest features and enhancements from the SDLPoP project.
  • An toggle to enable full screen mode got added.
  • Some effort was also put into aspect ratios so if you don’t like stretched pixels, you can do some adjustments in the Customization section of the port.

    Playing Prince of Persia on the PSVita!

Conclusion

To get both homebrew, all you need to do is download them off VHBB (which uses VitaDB as its source) directly on your Vita! For more information about the homebrew, follow the links below. If you have any issues, report them on the respective GitHub page.

Basilisk II Vita 0.32 (download link + changelog): https://github.com/meetpatty/basiliskii-vita/releases/tag/v0.32

rsn8887’s mod of Basilisk II Vita 0.32 (version 0.32a with added OSK keys): https://github.com/rsn8887/basiliskii-vita/releases

SDLPoP 1.3 (download link + more info + control scheme): https://github.com/usineur/SDLPoP-Vita/releases/tag/vita-1.3

rsn8887’s mod to SDLPoP 1.3 (version 1.3a with an added sharp-bilinear-simple shader): https://github.com/rsn8887/sdlPop-Vita/releases

Note: Basilisk II was ported to the Vita by ‘meetpatty’ and SDLPoP by ‘usineur’.

The post Basilisk II Vita updated to add Danzeff OSK support and SDLPoP updated to 1.3! appeared first on Wololo.net.

Cookie Clicker released on the PSVita – More time wasting opportunities just in!

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As more time goes by, the PSVita keeps on getting more ‘important’ homebrew games from Vita Doom to Tetromino. Now, thanks to ‘Creckeryop’, we also have Cookie Clicker which, in my opinion, is one of the best games to use the touchscreen with!

What is Cookie Clicker?

    Cookie Clicker before the action starts. Make sure you always exit by pressing SELECT so that your game is saved!

Unless you’ve been living under a rock, you probably know what cookie clicker is. It was originally released in 2013 to play on browsers and probably wasted countless hours of many people. In the game, you click the cookie and buy buildings that click the cookie automatically themselves! With cookies, you can buy buildings that produce more and more cookies per second thus making Cookie Clicker into somewhat of an addictive game even though it doesn’t have much of a goal, especially in the Vita version.

In the full browser version, you can buy upgrades, anger grandmas and do all sorts of other crazy stuff but for now, the Vita version is a little limited although still fun!

Cookie Clicker

Cookie Clicker on the Vita in action!

Currently the Vita version (which is at v0.1) has the following features:

  • Ability to save the game. Save files are in ux0:/data/.
  • Touchscreen controls for everything so now the touchscreen is more useful!
  • All buildings up to Prism. That means you have every building except the Chancemaker.
  • Ability to buy and sell in bulk (10/100).
  • A design that’s quite faithful to the browser version.

The homebrew is written in Lua and interpreted by Lua Player Plus (by Rinnegatamante) so you could easily fiddle around with the code if you want to add something yourself.

How do I get it?

To get this homebrew game, you can download it directly off VHBB (since it’s on VitaDB) or through the links below. If you have any issues, report them to Creckeryop on the GBATemp thread or GitHub link below! This is a v0.1 release so bugs are bound to be present!

Download link (VitaDB): http://vitadb.rinnegatamante.it/#/info/351

GBATemp thread (future plan for the game is included which has some cool stuff!) : http://gbatemp.net/threads/wip-cookie-clicker-vita.489060/

GitHub page (source code + way to report issues): https://github.com/Creckeryop/CookieClicker-Vita/releases

The post Cookie Clicker released on the PSVita – More time wasting opportunities just in! appeared first on Wololo.net.

Final Fantasy X mods for the Vita progress further – Orignal PS2 music brought back and more

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While HENkaku has brought us a lot of great homebrew and plugins which made a sizeable amount of us remember the PSP days, game mods haven’t been too common (with the exception of some translations to English). Thanks to ‘NickRoxNRX’ of Reddit, the official HD remastered version for the Vita is getting some special treatment!

 

What are these mods about? What’s been modded?

In the past few weeks, NickRoxNRX of Reddit has delved further and further into the Vita version of Final Fantasy X HD thanks to the liberty that HENkaku gives us. He was able to make some interesting discoveries and even managed to change some textures in the game. He also had limited success with importing some weapons from FFX-2 HD for the Vita which shows the extent of his tinkering!

Now, he’s been able to mod the game further as he came out with the following:

  • He was able to import the original PS2 game music to the Vita game which, quite obviously, is of higher quality. The music was ripped from the PC version and only takes an extra 90MB in your Vita. NickNoxNRX has hand-repacked the music into some loops because it was too large for the Vita. The music mod is fully tested so a release may come soon!
  • He was also able to import Shuyin’s (the main antagonist of FFX-2) costume onto Tidus (the protagonist of FFX) through some tedious work with the textures.

    Modding Tidus’ costume

Conclusion

These FFX HD mods are pretty interesting and NickRoxNRX has said that he should release a patch with some goodies soon (and a tutorial explaining it all). Hopefully, an original music patch will be out soon as he seems to have most of that already done. As always, don’t ask for ETAs please!

Reddit thread about the music: https://www.reddit.com/r/vitahacks/comments/7dhib7/ffx_vita_perfectly_modded_with_original_ps2_music/

Reddit thread about importing Shuyin’s costume: https://www.reddit.com/r/vitahacks/comments/7d5fkp/ffx_dark_yevon_mod_it_lives_please_read_first/

Earlier article about NickNoxNRX’s work (more in detail about some aspects): http://wololo.net/2017/11/06/reddit-user-successfully-mods-final-fantasy-x-hd-textures-vita-patch-coming-soon/

The post Final Fantasy X mods for the Vita progress further – Orignal PS2 music brought back and more appeared first on Wololo.net.

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