Random Homebrew: EReader
book reader/comic viewer with chm, mp3 and zip support, made by aeolusc
Friends: Coding 'n Cracking - Nymphaea - PS3 Forum - darkforestgroup - daxhordes.org - Tgames - coldbird - gopsp.it - pspstation.org - prometheus - hgoel.info - MakeSmartTV - ps vita

Porting HBL by hands

Post crashes / information about (potential) security issues over here! Sensitive information might be deleted without notice.

Re: Porting HBL by hands

Postby wololo » Fri Jun 08, 2012 12:31 pm

When you have the UID (0x04AB0431) you need to find it in user memory. The position where you will find that uid value is the FREEMEM_ADDR value you are looking for.

Also, just to state the obvious, your uidlist and your memdump must be done in the same game session because UIDs change everytime you restart the game
I have a few US PSN codes to sell for a reasonable price (cheaper than pcgamesupply). PM me if interested, 1st come 1st serve basis..

Looking for guest bloggers and news hunters here at wololo.net, PM me!
wololo
Site Admin
 
Posts: 4641
Joined: Wed Oct 15, 2008 12:42 am
Location: Japan

Re: Porting HBL by hands

Postby frostegater » Fri Jun 08, 2012 12:52 pm

wololo wrote:Also, just to state the obvious, your uidlist and your memdump must be done in the same game session because UIDs change everytime you restart the game

know but I use just
Code: Select all
modinfo @name
.

wololo wrote:When you have the UID (0x04AB0431) you need to find it in user memory. The position where you will find that uid value is the FREEMEM_ADDR value you are looking for.


host0:/> modinfo @mod
UID: 0x04AB0431 Attr: 0000 - Name: mod
Entry: entry_addr - GP: 0x00000000 - TextAddr: 0x08804000
TextSize: text_size - DataSize: data_size BssSize: bss_size

I want entry_addr? It is in a umem, but != addr founded by tool. What is not rigtht?
Ugly planes don`t fly. © Alexey Tupolev
frostegater
Guru
 
Posts: 422
Joined: Mon Jan 24, 2011 1:54 pm
Location: Russia, Magadan

Re: Porting HBL by hands

Postby wololo » Fri Jun 08, 2012 1:09 pm

it is not entry_addr
I have a few US PSN codes to sell for a reasonable price (cheaper than pcgamesupply). PM me if interested, 1st come 1st serve basis..

Looking for guest bloggers and news hunters here at wololo.net, PM me!
wololo
Site Admin
 
Posts: 4641
Joined: Wed Oct 15, 2008 12:42 am
Location: Japan

Re: Porting HBL by hands

Postby frostegater » Sat Jun 09, 2012 5:19 am

m0skit0, I guess what we can't use "move" with the stack operations.
Ugly planes don`t fly. © Alexey Tupolev
frostegater
Guru
 
Posts: 422
Joined: Mon Jan 24, 2011 1:54 pm
Location: Russia, Magadan

Re: Porting HBL by hands

Postby FrEdDy » Sat Jun 09, 2012 7:59 am

Frostegater wrote:m0skit0, I guess what we can't use "move" with the stack operations.

Code: Select all
sw $src, $sp(imm)
pushes the word contained in register $src into $sp + imm
Code: Select all
lw $dst, $sp(imm)
pops the word at $sp + imm into $dst
If this is what you mean.
https://github.com/freddy-156
<@n00b81> FREDDY CUTTIES
User avatar
FrEdDy
HBL Collaborator
 
Posts: 349
Joined: Mon Sep 27, 2010 7:08 pm

Re: Porting HBL by hands

Postby frostegater » Sat Jun 09, 2012 11:38 am

FrEdDy wrote:
Frostegater wrote:m0skit0, I guess what we can't use "move" with the stack operations.

Code: Select all
sw $src, $sp(imm)
pushes the word contained in register $src into $sp + imm
Code: Select all
lw $dst, $sp(imm)
pops the word at $sp + imm into $dst
If this is what you mean.

should be correctly..

pushing:
Code: Select all
sw $src, imm($sp)


pops word:
Code: Select all
lw $dst, imm($sp)
Ugly planes don`t fly. © Alexey Tupolev
frostegater
Guru
 
Posts: 422
Joined: Mon Jan 24, 2011 1:54 pm
Location: Russia, Magadan

Re: Porting HBL by hands

Postby FrEdDy » Sat Jun 09, 2012 2:01 pm

Frostegater wrote:
FrEdDy wrote:
Frostegater wrote:m0skit0, I guess what we can't use "move" with the stack operations.

Code: Select all
sw $src, $sp(imm)
pushes the word contained in register $src into $sp + imm
Code: Select all
lw $dst, $sp(imm)
pops the word at $sp + imm into $dst
If this is what you mean.

should be correctly..

pushing:
Code: Select all
sw $src, imm($sp)


pops word:
Code: Select all
lw $dst, imm($sp)

Yes, sorry, I totally messed that up :lol:
https://github.com/freddy-156
<@n00b81> FREDDY CUTTIES
User avatar
FrEdDy
HBL Collaborator
 
Posts: 349
Joined: Mon Sep 27, 2010 7:08 pm

Re: Porting HBL by hands

Postby m0skit0 » Sat Jun 09, 2012 10:30 pm

Yes, it's LW and SW instructions, sorry :oops:
I wanna lots of mov al,0xb
Image
"just not into this RA stuffz"
User avatar
m0skit0
Guru
 
Posts: 4785
Joined: Mon Sep 27, 2010 6:01 pm

Re: Porting HBL by hands

Postby wololo » Sun Jun 10, 2012 10:30 am

m0skit0 wrote:
Frostegater wrote:hmm.. and user_main also? I guess what loaded h.bin stores in user_main thread.

I don't remember now if HBL is spawned in a new thread, but I think not, since we had problems doing so. So you're right, user_main should not be killed.

We *do* spawn a new thread, and yes user_main needs to be killed, but not before the hbl thread is started
I have a few US PSN codes to sell for a reasonable price (cheaper than pcgamesupply). PM me if interested, 1st come 1st serve basis..

Looking for guest bloggers and news hunters here at wololo.net, PM me!
wololo
Site Admin
 
Posts: 4641
Joined: Wed Oct 15, 2008 12:42 am
Location: Japan

Re: Porting HBL by hands

Postby jigsaw » Sun Jun 10, 2012 12:00 pm

wololo wrote:
m0skit0 wrote:
Frostegater wrote:hmm.. and user_main also? I guess what loaded h.bin stores in user_main thread.

I don't remember now if HBL is spawned in a new thread, but I think not, since we had problems doing so. So you're right, user_main should not be killed.

We *do* spawn a new thread, and yes user_main needs to be killed, but not before the hbl thread is started


A jal to entry of loaded module should be fine. I've tested that. So it's not necessary to start a thread to run loaded module.
jigsaw
 
Posts: 255
Joined: Sat Dec 18, 2010 12:49 pm

PreviousNext

Return to Security

Who is online

Users browsing this forum: No registered users and 1 guest