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Ryu wrote:
i think you just TRICKING RP, on the ps3, that your using your linked to the ps3, PSP, to make the connection
form a different type of device, right
Yup... exactly. The PS3 has no idea that the RP client isn't a PSP. For ORP to work, you must first import settings from a PSP that's been previously registered.
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Great work in this. I have a question. Would it be possible to do it the other way around? Fooling the PSP that it's connecting to the PS3 and having it connect to a PC for example via Remote Play...
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Happy Hump Day!
So Wednesday is here and this is where we're at:
Spent all of yesterday playing with the MinGW ("Minimalist GNU for Windows" http://www.mingw.org) tool-chain with good results. I can run Windows XP in a virtual machine, but I thought I would try to simplify the build process, I'm lazy like that.
So using MinGW I successfully compiled ORP, the GUI, and all the dependant libraries. This ORP GUI runs perfectly on a Windows box, but I'm having two issues with the player. The audio thread tanks somewhere in SDL_OpenAudio, and the video thread tanks inside of FFMpeg just after emitting this error:
Compiler did not align stack variables. Libavcodec has been miscompiled and may be very slow or crash. This is not a bug in libavcodec, but in the compiler. You may try recompiling using gcc >= 4.2. Do not report crashes to FFmpeg developers.
Seems that my compiler is too old. Tried upgraded to GCC 4.3, but haven't been successful and I don't want to waste too much time. So I'll build ORP inside a WinXP virtual machine instead.
Haven't started the OSX port yet, but I should be getting my hands on a Macbook tonight. That's where I'm at, wish me luck!
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dashhacker wrote:
That's where I'm at, wish me luck!
good luck. are you going to release the mac port at the same time as the windows version?
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so what does this exactly do?
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uzman1243 wrote:
so what does this exactly do?
Allows you to remotely control the PS3 like with PSP, but from another device BESIDES the PSP. If Sony sees a security risk, they'll patch it up with a firmware update... If they do, that means they saw a threat, don't see it, but you know Sony...
Maybe you should read the entire thread...
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jenkosz wrote:
good luck. are you going to release the mac port at the same time as the windows version?
Yup, it's actually the windows port that's slowing things down. The Mac port was painless, it just works ![]()
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Kick ass! I believe some celebratory beers are in order. Is it me or is there just something to celebrate every day? Congratulations on all you've accomplished D@5hh@X0r! ![]()
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just a thought, you adding fullscreen support?
also kickass good job.
only thing that sucks about it is its such an easy thing for sony to patch.
there gonna do it just to be dicks.. you know they will.
anything that makes there systems cool they always take away from there customers.
even if it doesn't hurt anything.
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You could potentially use this to black box the ps3 to figure out how the PS3 does heap allocation. It probably only accepts bit fields though for controller states post authentication via a thread and buffer, and probably throws a flag and kills the session if the data is over sized during either state(authentication and/or interrupt monitoring.)
If you could send back any buffer size through any state really big you could keep expanding it to see if the PS3 uses vram and proper heap allocation. It probably wont lead to anything and you'd need to do data logging on the RAM bus to actually see where things are loaded, locked, and pointed like they did with the x360.
The PSP is actually playing the same role as a chip on the board in a way. If the PS3 handles data correctly on this thread and buffer though the most advanced thing you could do is make custom controllers and interfaces; which can already be done through the other interfaces,
question: anyone researched what the other keys are for?
Last edited by 0m1kr0n (2009-05-07 16:22:04)

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levone wrote:
just a thought, you adding fullscreen support?
also kickass good job.
only thing that sucks about it is its such an easy thing for sony to patch.
there gonna do it just to be dicks.. you know they will.
anything that makes there systems cool they always take away from there customers.
even if it doesn't hurt anything.
For the BETA release, I may not get full-screen support in, but it will be implemented along with double-size windowed mode. The code is capable to support this, just hasn't been a top priority. I'm really working hard to build a multi-platform release.
As far as Sony releasing a firmware update to block ORP, I wouldn't be surprised. There are two reasons why this will be difficult for them however. Number one, they'll have to update both the PS3 *and* the PSP firmware at the same time. Number two, the PSP is a hacked platform... so it's really futile. I'll always be able to reverse-engineer the authentication/cryptography system provided I can run a debugger on the PSP. Looks like that'll be the case for some time. Even if they update the PSP (as is rumoured), then they'll have to lock-out existing PSP owners from Remote Play. I *highly* doubt they're prepared to piss off millions of existing customers. Even for Sony, that would seem very unlikely.
BaXpAcE wrote:
Kick ass! I believe some celebratory beers are in order.
w00t! Tonight I should have a package for OSX - certainly worth celebrating with many beer![]()
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dashhacker wrote:
levone wrote:
just a thought, you adding fullscreen support?
also kickass good job.
only thing that sucks about it is its such an easy thing for sony to patch.
there gonna do it just to be dicks.. you know they will.
anything that makes there systems cool they always take away from there customers.
even if it doesn't hurt anything.For the BETA release, I may not get full-screen support in, but it will be implemented along with double-size windowed mode. The code is capable to support this, just hasn't been a top priority. I'm really working hard to build a multi-platform release.
As far as Sony releasing a firmware update to block ORP, I wouldn't be surprised. There are two reasons why this will be difficult for them however. Number one, they'll have to update both the PS3 *and* the PSP firmware at the same time. Number two, the PSP is a hacked platform... so it's really futile. I'll always be able to reverse-engineer the authentication/cryptography system provided I can run a debugger on the PSP. Looks like that'll be the case for some time. Even if they update the PSP (as is rumoured), then they'll have to lock-out existing PSP owners from Remote Play. I *highly* doubt they're prepared to piss off millions of existing customers. Even for Sony, that would seem very unlikely.BaXpAcE wrote:
Kick ass! I believe some celebratory beers are in order.
w00t! Tonight I should have a package for OSX - certainly worth celebrating with many beer
Did you reverse the protocol or did you write software on an existing API?

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0m1kr0n wrote:
Did you reverse the protocol or did you write software on an existing API?
I reverse-engineered the authentication and content encryption system using a debugger (psplink) on a hacked PSP. The protocol itself is simply HTTP and anyone can read and understand that. The only part of the protocol that took a few hours to learn was the pad (input) data. Every button press on the PSP results in a 128 byte block of data being sent to the PS3 via HTTP POST (up to 60 times before a new POST header is sent).
In terms of APIs, I chose highly portable libraries to facilitate rapid development. For HTTP I'm using libcurl, audio is being decoded with libfaad, video is being decoded with libavcodec (FFmpeg), audio and video output along with user-events and thread support is being handled by libSDL. The GUI was written using wxWidgets.
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Will the psp app, that gets the keys work with ChickHEN?
so you can get the keys with ANY psp
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dashhacker wrote:
0m1kr0n wrote:
Did you reverse the protocol or did you write software on an existing API?
I reverse-engineered the authentication and content encryption system using a debugger (psplink) on a hacked PSP. The protocol itself is simply HTTP and anyone can read and understand that. The only part of the protocol that took a few hours to learn was the pad (input) data. Every button press on the PSP results in a 128 byte block of data being sent to the PS3 via HTTP POST (up to 60 times before a new POST header is sent).
In terms of APIs, I chose highly portable libraries to facilitate rapid development. For HTTP I'm using libcurl, audio is being decoded with libfaad, video is being decoded with libavcodec (FFmpeg), audio and video output along with user-events and thread support is being handled by libSDL. The GUI was written using wxWidgets.
Did you find out what the SHA1 keys Kid101skater mentioned where for?

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r3pek wrote:
Great work in this. I have a question. Would it be possible to do it the other way around? Fooling the PSP that it's connecting to the PS3 and having it connect to a PC for example via Remote Play...
just asking again ![]()
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0m1kr0n wrote:
Did you find out what the SHA1 keys Kid101skater mentioned where for?
I wouldn't take much of what he says too seriously... There are 3 static keys however, 2 of them are used for RP and I presume they were randomly generated by Sony. They could be SHA1 hashes of something, but who knows. How they were generated is irrelevant.
p3pek wrote:
Great work in this. I have a question. Would it be possible to do it the other way around? Fooling the PSP that it's connecting to the PS3 and having it connect to a PC for example via Remote Play...
Yes, that is completely possible to do. It would be a lot more work, but now that we have fully reversed the RP protocol, anyone with the drive and skills to do this could get it working.
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Ryu wrote:
Will the psp app, that gets the keys work with ChickHEN?
so you can get the keys with ANY psp
I don't know, haven't tried it yet... However, if homebrew runs on a PSP-3000, then I can't see why not.
Last edited by dashhacker (2009-05-20 11:06:35)
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Do you have any planned release date for the PC (Vista, XP) version?
Great job with the Release of the Mac OSX version. It's a Big + to the PS3 Community.
Thanks.
Last edited by ZereoX (2009-05-08 23:43:40)
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Very nice! One question though: At what stage are you going to release the source? From what you say it sounds like it would work on Linux now, just with a recompile.
Alternatively, you could just dynamically link it and hope everyone's system is set up like yours (which most will be)
(what distro are you running anyway?)
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Very nice! Dashhacker 1 question. Can you make a video and upload it on youtube
? i'm verry interested but i haven't a mac.
Thanks.
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A little hung-over...
If Windows had a sane development environment like Linux and OSX, then there wouldn't be a delay. A Windows build is coming... and then a source release, so the community can do what they want with it.
Yes it runs on Linux, it was developed on Linux first. Thanks to GregCube for lending me the Macbook. This was the first time I worked with a Mac, and I'm *very* impressed.
Muzer wrote:
(what distro are you running anyway?)
Personally, I run Gentoo which is installing XP via VMware at the moment...
ricardog wrote:
Very nice! Dashhacker 1 question. Can you make a video and upload it on youtube
? i'm verry interested but i haven't a mac.
Someone already has here, here, and here.
Last edited by dashhacker (2009-05-09 13:46:52)
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