Posted in Nintendo Wii on February 10th, 2010 by triggerftu
» Nintendo Wii

That’s right guys if yeall remember the new super mario bro’s was leaked all over the web really early. well Nintendo wasn’t to happy about this, so what did they do? they hunted the leaker down.


Nintendo confirms the settlement of a Federal Court action against an individual in Australia for illegally copying and uploading to the Internet the first game file of Nintendo’s highly-anticipated video game, New Super Mario Bros. Wii for the Wii(TM) console. The game file was first made available for illegal download worldwide on 6 November, 2009, a week prior to its official release in Australia.

This legal proceeding was commenced to protect the creative rights and innovation of game developers, and to combat the growing international problem of Internet piracy. Under Australian law, copying and distributing games without the permission of the copyright holder is a breach of the Copyright Act.

The legal proceeding resulted in a settlement in which the individual will pay to Nintendo the sum of $1.5 Million dollars by way of damages to compensate Nintendo for the loss of sales revenue caused by the individual’s actions.

Upon the game being uploaded to the Internet, Nintendo was able to employ the use of sophisticated technological forensics to identify the individual responsible for illegally copying the file and making it available for further distribution. On 23 November, 2009, Nintendo obtained a Federal Court search order in respect of the individual’s residential premises. This led to the seizure of property from those premises in order to gain further evidence against the individual.

Nintendo guards its intellectual property rights in order to protect the interests of its valued consumers, its own interests, as well as the interests of game development companies. Nintendo will pursue those who attempt to jeopardise our industry by using all means available to it under the law.

Nintendo has been working to combat piracy for approximately 20 years. Piracy is a significant threat to Nintendo’s business, as well as over 1,400 game development companies working to provide unique and innovative games for the Nintendo platform. Fewer sales of Nintendo’s hardware and software systems means fewer resources that Nintendo, its licensees, developers and publishers have to create and market new video game products which is ultimately to the detriment of video game enthusiasts. When there is a decrease in game development, there is also a decrease in the number of jobs in the industry. The existence of piracy jeopardises the strength of the video game industry overall.

$1.5 mill OUCH!
glad i’m not that guy.

source

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Posted in Playstation Portable on February 5th, 2010 by Pirata Nervo
» Playstation Portable

It’s true, pspjoke and n00b81 have found a save game exploit(in a game I whose name I won’t publish) which seems to work on all psp models and firmwares.

I will soon try the European version of the game on my 3000 and if it works, it should work on all PSP models.
It is a user-mode exploit thus it won’t allow you to install custom firmware.
However, an eLoader is in the works so you will be able to play homebrew on your PSP Go!

Do not PM me neither PM pspjoke to get access to it as you won’t get it for sure.
Keep tuned for more info!

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Posted in Playstation 3 on February 4th, 2010 by Pirata Nervo
» Playstation 3

Jeremy Dunham has announced that today (still tomorrow for some of you maybe?) a Patch for MAG will be released.
They will also perform some server maintenance during their usual window of 1am Pacific/ 4am Eastern/ 9am GMT and 3am Pacific/ 6am Eastern/ 11pm GMT, so you’ll probably experience a downtime today.

MAG Patch v1.01a

Graphics

  • Resolved issue that caused banding and/or artifacts in the sky.

Server

  • Server performance enhancements with a focus on reducing lag issues.
  • Lowered chances of encountering 5:5 errors
  • Added additional statistics-focused servers
  • Added additional servers for Japan.
  • Reduces the amount of time after a game finishes before stats post to account.

Release notes can be found here.

Source: MAG Blog

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Posted in Site News on January 28th, 2010 by Pirata Nervo
» Site News

Hi everyone,

This contest is the 2nd one operated by Console World, but there’s only one Grand Prize: $50 USD for the winner.

As the title says, it’s a Signature of the Month contest, that is you have to create and design your best signature in February to be judged.
The contest starts on 1st February 2010 at 00:00 GMT+00 and ends on 28th February 2010 at 23:59 GMT+00.

Requirements
You must have at least 10 posts.
You must have a PayPal account.

Participating
To enter a signature, create a new thread here with the title: “[SOTM Contest #1] ANYTHING YOU WANT GOES HERE”
You can create as many signatures as you want and ask for suggestions or anything else (in a separated thread, here).
However, you must clarify the signatures you are entering. You can only enter up to 3 signatures max.

If you have entered three but want to replace one of them with another one, you may change them before the end date only.

Prize
$50 USD to the winner which are sent through PayPal.

Judging
There are three factors in judging, two judges and a public poll.
[list]
Judges
[*]jo3_sum and I, Pirata Nervo, will award points to each signature, with a scale of 0-5.

Poll
[list]
[*]A public poll is going to be posted as well where users will be able to vote for their favourite entry.
[*]Participants can vote for their own signatures.
[*]Once the poll is closed, the 1st place will get 3 points, the 2nd will get 2 points and the 3rd will get 1 point. (remember that no cheating is allowed)
[/list]

[*] 13 possible points for a competitor to earn. The points are received 2 x 5 from the judges and 3 from the poll.
[*]These points will be summed to the points given by jo3_sum and me and the signature’s owner with the largest amount of points will be awarded the prize.
[*]In a rare case of a tie, the judges, jo3_sum and I, will decide the winner.
[/list]

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Posted in Playstation 3 on January 27th, 2010 by Pirata Nervo
» Playstation 3

Following the release of the Sample PS3 Linux Isolated SPU Loader Code, GeoHot has released the exploit and explained how it works.

To quote GeoHot:

In the interest of openness, I’ve decided to release the exploit. Hopefully, this will ignite the PS3 scene, and you will organize and figure out how to use this to do practical things, like the iPhone when jailbreaks were first released. I have a life to get back to and can’t keep working on this all day and night.

Please document your findings on the psDevWiki. They have been a great resource so far, and with the power this exploit gives, opens tons of new stuff to document. I’d like to see the missing HV calls filled in, nice memory maps, the boot chain better documented, and progress on a 3D GPU driver. And of course, the search for a software exploit.

This is the coveted PS3 exploit, gives full memory space access and therefore ring 0 access from OtherOS. Enjoy your hypervisor dumps. This is known to work with version 2.4.2 only, but I imagine it works on all current versions. Maybe later I’ll write up how it works :)

This is a good article for what it means for the less technical.

Good luck!

How it works
geohot: well actually it’s pretty simple
geohot: i allocate a piece of memory
geohot: using map_htab and write_htab, you can figure out the real address of the memory
geohot: which is a big win, and something the hv shouldn’t allow
geohot: i fill the htab with tons of entries pointing to that piece of memory
geohot: and since i allocated it, i can map it read/write
geohot: then, i deallocate the memory
geohot: all those entries are set to invalid
geohot: well while it’s setting entries invalid, i glitch the memory control bus
geohot: the cache writeback misses the memory :)
geohot: and i have entries allowing r/w to a piece of memory the hypervisor thinks is deallocated
geohot: then i create a virtual segment with the htab overlapping that piece of memory i have
geohot: write an entry into the virtual segment htab allowing r/w to the main segment htab
geohot: switch to virtual segment
geohot: write to main segment htab a r/w mapping of itself
geohot: switch back
geohot: PWNED
geohot: and would work if memory were encrypted or had ECC
geohot: the way i actually glitch the memory bus is really funny
geohot: i have a button on my FPGA board
geohot: that pulses low for 40ns
geohot: i set up the htab with the tons of entries
geohot: and spam press the button
geohot: right after i send the deallocate call

In the readme, GeoHot says “The PS3 is hacked, its your job to figure out something useful to do with it.”, looks like StreetskaterFU was wrong (?).

This guy is a genius in my opinion, now let’s hope someone makes a great use of this exploit.

Download: PS3 Exploit
Source: GeoHot’s Blog

Discussion Thread
2 Comments »
Posted in Playstation Portable on January 25th, 2010 by Pirata Nervo
» Playstation Portable

Looks like FrEdDy (a PSP hacker?) has found a way to “display” Hello World on PSP Firmware 6.20.

Hello world on psp 6.20!

FrEdDy’s and dark-smn 6.20 tiffcrash!

By reading the comments in the source source thread, I hardly doubt this is true thus I’ve put it under Rumours.
However, I’ll let you know if any kind proof is given.

Source: LAN.ST

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Posted in Playstation Portable on January 24th, 2010 by Pirata Nervo
» Playstation Portable

To those that like to watch consoles being disassembled, here’s a nice video for you from the guys at TechRestore.

Definitely worth watching.

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Posted in Playstation Portable on January 24th, 2010 by Pirata Nervo
» Playstation Portable

Homebrew coders Kreationz, Salvy6735 and the rest of the DaedalusX64 team have released a new version of the popular Nintendo 64 Emulator for the PSP.

Change log:

  • Revision 459:
    • [~]Cleaned up prior commit
    • [+]Removed excess logic when entering the Dynarec
  • Revision 458:
    • [!] Corrected regression from 457 which caused several games to crash.
  • Revision 457:
    • [-] Removed Disable Culling Hack – No longer needed, Fixes 445 Regression (Salvy)
      Note: CullDL disabled completely as it needs .Rej uCode detection implemented
    • [-] Removed legacy code from MoveMem (Salvy)
    • [!] Properly transfer palletes to Video Memory after loading texture – Fixes annoying spots (Salvy)
    • [+] Add Forced Filtering, can be changed on Global Settings (Salvy and Kreationz)
    • [!] Fixed regression introduced in Revision 449 (Kreationz)
    • [+] Detect if ms0:/n64/SaveSates exists and use it for SaveStates (Kreationz)
      Note: If ms0:/n64/SaveSates exists the old directory will be ignored completely as not to create conflicts.
      It won’t be created if it doesn’t exist however.
  • Revision 456:
    • Forgot the libs
  • Revision 455:
    • Finished Refresh of SVN.
    • Checkout for code is: https://daedalusx64.svn.sourceforge.net/svnroot/daedalusx64/trunk
    • Checkout for PSP folder (previews, ini, txt files, etc..) is: https://daedalusx64.svn.sourceforge.net/svnroot/daedalusx64/data
  • Revision 454:
    • Restructuring SVN to Make data and code separate projects.

Download: DeadalusX64 Alpha Rev459
Source: DaedalusX64.com

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Posted in Nintendo Wii on January 23rd, 2010 by triggerftu
» Nintendo Wii

ok every one i know i skipped rev 16 and the real rev 15 but for good reason. rev 17 is one alot of people have been waiting for. with DVD-DL, compatibility again 002 error fix fixed up, the list of things as continues. check the changelog.


+———–+
| CHANGELOG |
+———–+

[ CIOS38 rev 17 ]:

- DIP plugin improved (some code has been rewritten).
- More error 001 bug fixing.
- DVD+DL bug fixed.
- FFS plugin fixed.

[ CIOS38 rev 16 ]:

- Error 001 bug fixed.
- NSMB proper fix added.

[ CIOS38 rev 15 ]:

- DVD+DL support fixed.
- DIP plugin improvement (NSMB may work a bit better).
- ES plugin optimized.
- FAT module bugs fixed.
- FFS plugin bugs fixed.
- EHCI module optimized.
- Fixed bug in Installer.
- Miscellaneous changes.

now. for heads up i take no responsibility for how you use this application. there are a bit of homebrew apps, and games that use CIOS so this is good to have around as long as you use it properly.
2nd if you brick (99% chance you won’t unless you have gamecube parts attached. memory cards)

now without further waiting and reading this crazy news thread by me have fun!

cIOS38_rev17-Installer

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Posted in Playstation 3 on January 23rd, 2010 by Pirata Nervo
» Playstation 3

It seems that GeoHot, the one who first hacked the iPhone, has finally manage to hack the Playstation 3.

To quote his post:

I have read/write access to the entire system memory, and HV level access to the processor. In other words, I have hacked the PS3. The rest is just software. And reversing. I have a lot of reversing ahead of me, as I now have dumps of LV0 and LV1. I’ve also dumped the NAND without removing it or a modchip.

3 years, 2 months, 11 days…thats a pretty secure system

Took 5 weeks, 3 in Boston, 2 here, very simple hardware cleverly applied, and some not so simple software.

Shout out to George Kharrat from iPhoneMod Brasil for giving me this PS3 a year and a half ago to hack. Sorry it took me so long :)

As far as the exploit goes, I’m not revealing it yet. The theory isn’t really patchable, but they can make implementations much harder. Also, for obvious reasons I can’t post dumps. I’m hoping to find the decryption keys and post them, but they may be embedded in hardware. Hopefully keys are setup like the iPhone’s KBAG.

A lot more to come…follow @geohot on twitter

This guy is a genius in my opinion. Props to him!
Now let’s hope it doesn’t bring piracy to the Playstation 3.

Source: GeoHot’s Blog

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