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无语了国服强行长草一周又把第五章时间砍半第五章攻略AP略算 日服南丁池子池子是独占11天和黑贞重叠3天 国服才7天 第五章主线一共22章其中前21章给圣晶石*1,22章给圣杯+3星萨满 其中1~10章每小节19AP 第1章2小节;第2章4小节;第3章2小节;第4章2小节;第5章2小节;第6章1小节;第7章3小节;第8章3小节;第9章1小节;第10章3小节 共21小节需要19X21=399 AP11~22章每小节20AP 第11章4小节;第12章5小节;第13章5小节;第14章2小节;第15章3小节;第16章2小节;第17章2小节;第18章4小节;第19章2小节;第20章2小节第21章3小节;第22章4小节; 除去不给圣晶石的第22章,11~21章共36小节 需要36x20=720AP 拿其主线21颗圣晶石共需要1119 AP 完成整个第五章主线需要1199 AP free本一共14个 17AP本 5个 18AP本6个 20AP本2个 21AP本1个 所有free通关三次给圣晶石*1共需 762AP 拿其第五章35颗圣晶石共需要1961AP。 第五章还会解锁芬恩、马克罗伊、俄里翁的宝具本 都不给圣晶石7天每天自然回体288AP一共2016 AP 如果每天不做任何日常本勉强够拿全36颗圣晶石 如果每天只做每个40AP日常本只做一次 7天可供攻略第五章的AP为 1296AP 如果每天只做每个40AP日常本只做一次 无Qp本时做一个30AP本一次 7天可供攻略第五章的AP为 1206AP 本来照搬日服进度共从阿三池的第四天到开黑贞池一个共15天轻度刷日常本第五章拿完所有圣晶石绰绰有余,这次直接砍半请大家按自己需求取舍日常本。 碎石大佬请无视
IGN报道 Switch 不支持网页浏览器,视频 音乐播放 据国外媒体IGN报道,任天堂新主机Nintendo Switch即将在今年3月3日发售。许多人把这款设备和平板电脑进行类比,不过任天堂公司CEO君岛达己在接受采访时表示,Nintendo Switch将不会内置网页浏览器。这款机器主打游戏功能,不过也有人认为任天堂的这种做法是为了防止破解。不是平板!任天堂NS将不会内置浏览器(图片来自于Engadget) 君岛达己在接受采访时候提到:“我们竭力把Nintendo Switch作为一款专用的视频游戏平台,所以至少在发布初期不会支持这项功能。”不仅仅是网页浏览器,流媒体视频应用也将不会出现在Nintendo Switch上。因此,想拿这款机器当作平板电脑的用户就不要做过多期待了。 去年10月,任天堂正式对外公布代号“NX”的新主机——Nintendo Switch。Switch主机主要采用可拆卸的手柄+平板显示屏的设计,既能接入电视成为主机,也能拿在手上成为掌机。目前,任天堂官方已经宣布,全新Switch主机将在3月3日正式发售。其售价299美元,港版2340港币(约合人民币2081元)。 任天堂在日本正式发布了Nintendo Switch之后,美国分布也组织了试玩活动并进行了TreeHouse直播。任天堂美国区总裁兼首席执行官Reggie Fils-Aimé在接受采访时表示,为了保证玩家们的需求,Nintendo Switch首月的出货量将保持在200万台。 尽管这一出货数字看起来并不少,不过考虑到这款主机要在全球大部分地区发售,所以这一数据看起来就捉襟见肘了。Reggie并未透露将如何分配库存,若是买家需求太旺,缺货肯定会持续很长一段时间。美国大型游戏零售商Gamestop透露,他们放出的Nintendo Switch主机已经预订完毕,足见这款主机的人气。
【1月23日】破解消息3.36系统PSP模式漏洞游戏公布啪嗒砰1、2 【1月23日】破解消息3.36系统PSP漏洞游戏公布啪嗒砰1、啪嗒砰2 The next upcoming Exploit game for PS Vita firmware 3.36 is… BY THE Z · JANUARY 23, 2015 A lot of people have requested a new release of a PS Vita Half Byte Loader (VHBL) for the new firmware 3.30+, and today we are proud to announce that there will be a release of a new exploit game for PS Vita firmware 3.36. Qwikrazor was so kind to release this exploit, and the exploit will mainly be used for setting up Custom Bubbles on your PS Vita. The required Exploit games (you only need one of these 2) are the well known and famous games Patapon 1 andPatapon 2.Keep in mind that Patapon 1 only works in its European version, and that Patapon 2 works in its European and North American version. There is also a Japanese version of Patapon 2, and it might be exploitable too, but we are currently still investigating if this is the case or not. The Japanese and North American version of Patapon 1 is not exploitable, this is only the case with the European version of Patapon 1. Please buy Patapon 2 if you are not using an European PSN store account. Patapon 1 and Patapon 2 are rather cheap games (7,99/9,99$) and are not too big, but also not too small (~300MB & 380MB). Be sure to buy the game and download it onto your PS Vita as soon as possible, because Sony will most likely remove this game in near future. If you buy the game, but forget to download the game, then keep in mind that you will not be able to download it (despite buying it) after Sony has removed the games from the PSN store! We also want to apologise that we were not able to notify the registered members of Wololo.net/talk ahead of this news (like it is usually the case), because this is a sudden choice of release and its main focus lies on the Custom Bubbles, instead of the exploit for Patapon itself.Another important fact is that you need to own a PSP game, that is not one of the firmware 3.18 exploit games, to use as a base for the proper VHBL custom bubble. Patapon and the firmware 3.18 exploit games can not be used for these proper bubbles, since internal patches exist to limit these games (1 MB file size limit). For the same reason we only use Patapon to set up a proper VHBL custom bubble. In the end I would like to say thank you to Qwikrazor for yet another exploit of his, and that this exploits main purpose is setting up Custom Bubbles on and for firmwares 3.30, 3.35 and 3.36. The necessary exploit savedata files will be released soon~ish, so be sure to buy the game, download the game, be patient and wait until we decide to release the files for Patapon 1 (EU) & Patapon 2 (EU, NA & maybe JP).
【1月14日】破解消息 3.36系统推送自定义再见泡沫 3.36可以使用在升级前创建的自定义泡沫但是3.36系统本身不能创建自定义泡沫 Mandatory PS Vita firmware 3.36 is now available! – Good bye Custom Bubbles?! BY THE Z · JANUARY 14, 2015 Sony has just released a new firmware for the PS Vita. This new firmware is mandatory for using the online services, such as the Playstation Store, Trophies and other services. Firmware 3.36 can now be downloaded onto your PS Vita 1000, PS Vita 2000 or PSV TV. If the firmware is not available in your region yet, wait a few hours and try it again. Since the numeral difference between 3.35 and 3.36 is small, no new features are expected. But what does firmware 3.36 actually change? Well… I’ve just updated my PS Vita from firmware 3.35 to firmware 3.36 and I have to say that barely anything has changed. The custom bubbles are still working, which is a relief, but Sony did change something in firmware 3.36, a change we do not like. Prior to firmware 3.36 you were able to modify content inside of the /PSP/GAME/…/ folders, if you renamed the /PSP/ folder into /PSP2/, since this circumvented this protection. As of firmware 3.36 you are unable to rename the /PSP/ or the /PSP/GAME/ folder, which pretty much stops you from setting up new custom bubbles.Since you have to rename a folder to set up a new custom bubble, you are not able to do this from firmware 3.36. This also prevents cloning bubbles, since these also require some folder renaming. Thats pretty much it. We will tell you if we’ve found anything else in firmware 3.36. Stay tuned!
【1月11日】破解消息 自定义泡沫的详细教程 How to: Detailed tutorial about creating Custom Bubbles for PS Vita BY THE Z · JANUARY 11, 2015 After the release of the custom bubbles a few weeks ago, a lot of people asked us for a tutorial as help. Even though we provided those, people still had problems (connecting to CMA, renaming EBOOT.PBP files, the bubbles themselves, and much more) and we’ve decided to make a very detailed, but also very long tutorials. This tutorials includes the installation of OpenCMA (QCMA would work too), preparation of files, creating the fake signed EBOOT.PBP files, actually moving those to the right place, and much, much more… Tutorial #1: Creating custom bubbles The first tutorials covers the tasks of setting up the first bubble on your own. All the required things are either listed in the video, the video’s description or are listed somewhere else.It is worth to mention that you need to have access to an exploit in the first place to set up your very first bubble. An eCFW (TN-V/ARK) on firmwares ≤3.20 or a VHBLon firmwares 3.30+ is required, since access to the memory stick is necessary. After you are done with setting up a bubble, you won’t have to have an exploit game anymore. This is convenient, since creating a bubble on ≤3.20 will then enable you to update to 3.35 without requiring an exploit game for that firmware to set up even more bubbles (as long as you have set up a working VHBL or FTP bubble prior to updating). It is also pretty important to mention that some games should not be used as a “base game” for this bubble trick, since some specific games will have either limited or even strictly limited capabilites, which renders the bubbles pretty much useless, if one of these games was chosen. If you intend to update to 3.30+, then be sure to not choose any of the 3.18 exploit games as a “base game” for your bubbles and also do not choose Minis, since those have limited capabilities since firmware 3.10. A normal PSP game (or even a PSP demo, if it is already installed!) would be the best choice. Since typing out everything I did in the video would make this news post at least 10 times longer, I am not going to do this and just ask you to watch the video. Every step was done slowly and carefully, so following should be no problem. If you successfully managed to create your first custom bubble, be sure to keep reading, since the last thing we are going to do is changing the icon and name of the bubble. Tutorial #2: Changing the bubbles’ appearances Changing the bubbles icon and name is an easy task. If we simply drop a modified PBOOT.PBP file into the folder of the original base game (the ‘&-folder’) and rebuild the database, the PS Vita is going to change the icon and name of the bubble to the ones of the PBOOT.PBP file.The PBOOT.PBP file has to be carefully placed into the ‘&-folder’, since usually PBOOT.PBP files have a write protection. Thanks to a trick we are able to move these files, though. It is also worth to mention that the PBOOT.PBP files have to be hex-edited to have the same Game_ID as the “base game” we have used for the bubbles. Once again I just ask you to simply follow the video. This one is shorter, since changing the bubbles appearances does only make sense if you successfully set up a working bubble in the first place. I hope you were successful in creating your own custom bubbles, and I hope that these video tutorials are enough for you to understand what you have to do. I could provide an additional text tutorial, but that is kind of a waste of time, in my opinion, since the videos should be sufficient.
GW没放出9.2破解 Dolphin团队开发的模拟器反倒出来了只能跑6帧 GW没放出9.2破解 Dolphin团队开发的模拟器反倒来了目前只能跑《塞尔达:时之笛》的开头而且只有6帧 3DS模拟器重大突破:PC启动《塞尔达:时之笛》 有趣的是任天堂3DS掌机之前的游戏机DS早就被模拟了。现在我们可以看到有大量的DS模拟器,玩家可以在PC上玩任天堂DS游戏机上的游戏,甚至在平板电脑或者是手机平台也能实现。而现在3DS又成了国外大神们技术攻关的重点对象。 自游戏机诞生以来,不少经典游戏作品只登陆了主机和掌机设备,跳过了传统的PC平台。在这种背景下,模拟器便出现了。通过模拟器,玩家就可以通过PC玩一些年代比较久远的老游戏了。然而,总是玩早就被别人遗忘的老游戏也没什么意思,于是现在国外有些人正在努力模拟当前的主机,而其中一个对象就是我们今天要说的任天堂3DS掌机。 有趣的是任天堂3DS掌机之前的游戏机DS早就被模拟了。现在我们可以看到有大量的DS模拟器,玩家可以在PC上玩任天堂DS游戏机上的游戏,甚至在平板电脑或者是手机平台也能实现。而现在3DS又成了国外大神们技术攻关的重点对象。 由于3DS采用的是新技术,这项模拟攻关并不容易,不过在技术人员几个月以来的努力下,这个月已经取得了相当大的进展。 技术人员开发出了一个叫Citra3DS的模拟器,而现在它可以启动经典游戏《塞尔达传说:时之笛》了。虽然离完美运行还有很长一段路,不过这是一个很好的开端。 下面是模拟器启动《塞尔达传说:时之笛》的游戏画面:Citra3DS模拟器加载《塞尔达传说:时之笛》的视频: 尽管在PC上游玩所有的HD 3DS游戏还有一段距离,不过上述游戏截图和视频告诉我们这已经不远了。 视频来自:http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fv.youku.com%2Fv_show%2Fid_XODY0NzI3OTQ4.html&urlrefer=c2567283a2522f1fd79a594b892d2bc0
海豚团队出了三屌丝模拟器雏形目前萨尔达开头只能跑6帧 视频是10倍速实际上只有6帧的速度 3DS模拟器重大突破 PC平台可启动游戏 自游戏机诞生以来,不少经典游戏作品只登陆了主机和掌机设备,跳过了传统的PC平台。在这种背景下,模拟器便出现了。通过模拟器,玩家就可以通过PC玩一些年代比较久远的老游戏了。然而,总是玩早就被别人遗忘的老游戏也没什么意思,于是现在国外有些人正在努力模拟当前的主机,而其中一个对象就是我们今天要说的任天堂3DS掌机。  有趣的是任天堂3DS掌机之前的游戏机DS早就被模拟了。现在我们可以看到有大量的DS模拟器,玩家可以在PC上玩任天堂DS游戏机上的游戏,甚至在平板电脑或者是手机平台也能实现。而现在3DS又成了国外大神们技术攻关的重点对象。   由于3DS采用的是新技术,这项模拟攻关并不容易,不过在技术人员几个月以来的努力下,这个月已经取得了相当大的进展。 视频来自:http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fv.youku.com%2Fv_show%2Fid_XODY0NTQzNjMy.html&urlrefer=828f3f99659b712b682938724f54ee32  技术人员开发出了一款名为“Citra3DS”的模拟器现在已经可以初步运行《塞尔达传说:时之笛3D》,虽然目前的破解进度仅可运行游戏开场,游戏主体尚不能运行。虽然离完美运行还有很长一段路,不过这是一个很好的开端,让我们静静等待吧。
转 国行PS Vita实测:向大哥PS4看齐 不锁区! 国行PS Vita实测:向大哥PS4看齐 不锁区!   作者:a9vg   本文转自:驱动之家   在国行PS4确认不锁区之后,索尼另一款将面向国内销售的游戏机PS Vita也在媒体的体验测试中传来好消息——不锁区!   国内玩家社区A9VG接连对国行PS4和PS Vita进行了初步的体验,发现两者都与国际版一样,对游戏和多媒体内容没有任何特定区域限制,国行主机一样可以访问国外应用市场和运行国外游戏作品。   有关国行PS4的体验报告我们已经在上一篇文章中进行了分享,下面我们再来看看PS Vita的表现。   以下是文章全文:   中国国行版PlayStation Vita售价1299元人民币,将与国行版PS4一同在2015年1月11日发售黑色版与白色版。订购PS Vita的玩家将获得《小小白日梦》免费游戏兑换卡,限量10000份。中国国行版PlayStation Vita亦将获得2年保修服务。   评测用国行版PS Vita,为即将在2015年1月11日于中国正式销售的中国国行版PlayStation Vita掌上娱乐机(PCH-2000)。通过其中的系统软件升级功能,已自行网络更新至系统版本3.35。参考用国际版PS Vita,为早先于台湾发售的亚洲版PlayStation Vita(PCH-1107)。同样,已自行网络更新至系统版本3.35。由于评测需要,为与国行版PS Vita对比,暂将欧美日亚统称为国际版。   所使用到的国行版PS Vita游戏软件仍在政府审核中。作为对比参考,所使用的国际版PS Vita游戏软件,则是许多玩家知名的游戏软件。国际版PS4游戏的所属地区主要有VCAS亚洲版、VLAS亚洲版、PCSE美洲版、PCSB欧洲版、VLJM日本版。  中国国行版PlayStation Vita 标有“索尼电脑娱乐(上海)有限公司” 品名“掌上娱乐机”   Q1. 国行版PS Vita是否可用国际版PS Vita游戏的实体卡进行游戏?   A1.是!   国行版PS Vita可以游玩国际版PS Vita游戏的实体卡。   Q2. 国行版PS Vita是否可用非中国区的SEN用户ID帐号登入?   A2.是!   非中国区SEN用户ID可以用于国行版PS Vita。   Q3. 国行版PS Vita是否可于非中国区PlayStation Store商店购入和下载数字版PS Vita游戏或应用软件?   A3.是!   国行版PS Vita能够运行非中国区PS Store的PS Vita游戏与应用软件。   由于中国地区的PlayStation Network尚待2015年1月8日正式启动,暂无法测试所属地区为中国的SEN用户能否登入国际版PS Vita。敬请期待A9VG在未来的评测更新。   Q4. 国行版PS Vita是否内置有仅供中国的特定内容?如应用软件或分享通道?   A4.否!   国行版PS Vita并无预置的中国特定内容。中国国行版PlayStation Vita说明书与保修卡
转 国行PS Vita实测:向大哥PS4看齐 不锁区! 国行PS Vita实测:向大哥PS4看齐 不锁区!   作者:a9vg   本文转自:驱动之家   在国行PS4确认不锁区之后,索尼另一款将面向国内销售的游戏机PS Vita也在媒体的体验测试中传来好消息——不锁区!   国内玩家社区A9VG接连对国行PS4和PS Vita进行了初步的体验,发现两者都与国际版一样,对游戏和多媒体内容没有任何特定区域限制,国行主机一样可以访问国外应用市场和运行国外游戏作品。   有关国行PS4的体验报告我们已经在上一篇文章中进行了分享,下面我们再来看看PS Vita的表现。   以下是文章全文:   中国国行版PlayStation Vita售价1299元人民币,将与国行版PS4一同在2015年1月11日发售黑色版与白色版。订购PS Vita的玩家将获得《小小白日梦》免费游戏兑换卡,限量10000份。中国国行版PlayStation Vita亦将获得2年保修服务。   评测用国行版PS Vita,为即将在2015年1月11日于中国正式销售的中国国行版PlayStation Vita掌上娱乐机(PCH-2000)。通过其中的系统软件升级功能,已自行网络更新至系统版本3.35。参考用国际版PS Vita,为早先于台湾发售的亚洲版PlayStation Vita(PCH-1107)。同样,已自行网络更新至系统版本3.35。由于评测需要,为与国行版PS Vita对比,暂将欧美日亚统称为国际版。   所使用到的国行版PS Vita游戏软件仍在政府审核中。作为对比参考,所使用的国际版PS Vita游戏软件,则是许多玩家知名的游戏软件。国际版PS4游戏的所属地区主要有VCAS亚洲版、VLAS亚洲版、PCSE美洲版、PCSB欧洲版、VLJM日本版。  中国国行版PlayStation Vita 标有“索尼电脑娱乐(上海)有限公司” 品名“掌上娱乐机”   Q1. 国行版PS Vita是否可用国际版PS Vita游戏的实体卡进行游戏?   A1.是!   国行版PS Vita可以游玩国际版PS Vita游戏的实体卡。   Q2. 国行版PS Vita是否可用非中国区的SEN用户ID帐号登入?   A2.是!   非中国区SEN用户ID可以用于国行版PS Vita。   Q3. 国行版PS Vita是否可于非中国区PlayStation Store商店购入和下载数字版PS Vita游戏或应用软件?   A3.是!   国行版PS Vita能够运行非中国区PS Store的PS Vita游戏与应用软件。   由于中国地区的PlayStation Network尚待2015年1月8日正式启动,暂无法测试所属地区为中国的SEN用户能否登入国际版PS Vita。敬请期待A9VG在未来的评测更新。   Q4. 国行版PS Vita是否内置有仅供中国的特定内容?如应用软件或分享通道?   A4.否!   国行版PS Vita并无预置的中国特定内容。中国国行版PlayStation Vita说明书与保修卡
【12月26日】破解消息Tom&mr.Gas公布制作自定义PSV泡沫方 Tom&mr.Gas的方法使用了伪造数字签名 Release: Tom & mr.Gas publish custom Bubbles trick for PS Vita! BY THE Z · DECEMBER 26, 2014 Even thought some of us told you that there won’t be a christmas present for 2014, since the leaked september files for the firmwares 3.18/3.20 were supposed to be this years christmas presents, some others decided that it would not be okay to leave you guys hanging without a christmas present and those guys are the french developer Tomtomdu80 and his good friend mr.Gas. Those 2 devs have decided to share one of the multiple methods we have to create and launch our own custom bubbles on the PS Vita. But how does it work? Well…Before we take a look at the tutorial of these guys, we have to take a look at the native side of the PS Vita and some of the starting parameters that are executed when launching content for the PSPemulator of the PS Vita. originalpath=ux0:pspemu/PSP/GAME/NPUG80318& selfpath=ux0:pspemu/PSP/GAME/NPUG80318/EBOOT.PBP& discid=NPUG80318&parentallevel=3&gamedataid=&appver=00.00& bootable=1&category=EG This is an example parameter of launching a PSP game on the PS Vita. We can see that the original path seems to be located in the ux0:/ part of the PS Vita, which then executed the PSPemulator alongside a file that will be launched inside of the PSPemulator, in this case it is the EBOOT.PBP file inside of the path/PSP/GAME/NPUG80318/. The game (Game ID: NPUG80318) is Loco Roco: Midnight Carnival by the way, but that is not important – any PSN game can be used for this trick, just as a little side notice.Additional starting parameters are added with an ampersand (the ‘and’ symbol –&). These starting parameters can be exploited with renaming a folder intoNPUG80318&, while having the original folder NPUG80318 alondside it. If you did this, and then dropped a fake_np signed EBOOT.PBP file, that uses the bought PSN game (any!) as a base, you will be able to launch your ‘fake signed’ game instead of the purchased PSN game. Oh, and the custom bubble appears after a quick database rebuild. A little summary how to do this: Rename a PSN games folder into (for example) ‘MyHomebrew&’. Now create another folder inside of /PSP/GAME/ and call it ‘MyHomebrew’. Drop a fake_np signed EBOOT.PBP into the ‘MyHomebrew’ folder. Rebuild the database to make the bubble appear (or change its appearance). That is basically it. Now I know that most of you will ask us ‘How to create a fake_np signed EBOOT.PBP file, that uses the PSN game as a base?’, and we have a solution for this! Just follow KanadeEngel’s video on creating the fake signed EBOOT.PBP file, and follow my Video on doing the necessary steps on your PS Vita. Keep in mind that the PSN games EBOOT.PBP file has to be bigger than the uncompressed content (GAME.ISO file) you want to sign! So compressing a “too big” game into .CSO, .DAX or anything else wont help you! Keep in mind that in order to rename a folder on your memory stick, you have to have access to at least a working VHBL exploit, which enables you to run a PSP homebrew to rename a folder on your memory stick. As long as you are using an older firmware with a working exploit (e.g. FW 3.18 or 3.20), then you are easily able to recreate this.For those of you currently running firmware 3.30+, you guys have to wait until someone releases a VHBL for those firmwares, unfortunally. But don’t be sad, we have good news! Our forums user Crownable has found an usermode exploit in a PSP game, and he said he is going to release it, if it can be used for a VHBL. With the custom bubbles around the corner, I bet (well, or hope…) that he is going to release this for the firmwares 3.30 – 3.35, instead of waiting for a new firmware like everyone else is currently doing. Once again thank Tomtomdu80 and mr.Gas for this awesome christmas present, and be sure to check our blog to not miss our upcoming tutorial for creating your own fake_np signed Homebrews! Merry christmas everybody!
【12月23日】破解消息 3.35破解现状如何? 3.35固件PSP模式 “泡沫”破解都是可行的,但是由于漏洞很容易堵上所以黑客不打算公布大概就是这个意思。 What’s the current status of the vita 3.35 hack? BY WOLOLO · DECEMBER 23, 2014 It’s been quite some time since the PS vita last saw a public exploit release. Firmware 3.18 now starts to being called the “golden” firmware, being both the last firmware to see an ePSP exploit, and the last firmware where the currentlyonly known “native” exploit (based on a vulnerability in the webkit browser) works. There isn’t a day where people on firmware 3.30 and 3.35 ask me if a new exploit is available for these firmwares. So what’s the status so far? Well, on the ePSP front, we know that VHBL, and potentially some TN-V/eCFW hacks are possible. This was revealed here and hinted here as well: The Z and several others already have access to at least VHBL on the latest firmwares, and have showed it several times in the past. Unfortunately, no public release of any of these exploits has been announced at this point. There’s no denying that the scene has caught some cold feet since the major leak that happened in September. The Z has re-stated recently on /talk that there is no plan for a release on firmware 3.35 (of the work he knows about) given that 3.35 is not considered as a “major” firmware, and releasing an exploit for it would be felt as a waste. Eventually the most promising hack was Qwikrazor’s “bubbles” hack, a hack that lets people launch homebrews (including, but not limited to, VHBL, TN-V, as well as PSP isos) directly from the Vita Live area. Qwikrazor initially stated he would release it, but I have since then learned from Qwikrazor himself that some components of the hack were not found solely by him, and he has no explicit permission to release those. He also fears that some of the tricks he uses are also used by people investigating the Native side of the Vita, so a release could do more harm than good. Keep in mind however that he hasn’t made a final decision about releasing or not. In parallel, efforts from the scene exist to try and reproduce his work, you can follow katsu’s progress on /talk in his thread “hubble-bubble“.Bottom line is, nothing “yet” for the latest PS Vita firmware in terms of eCFW hacks, and no known native vulnerability. But let’s not lose hope, and stay tuned
国行PS4游戏售价将全球统一 PSN账号是否全球通用还未定 国行版PS4/PSV在昨日已经正式公开,虽然2899/1299元的售价是个亮点,但是反观游戏阵容,依旧和国行Xbox One一个尿性:网游+小游戏,连索尼拿得出手的大作都没见到。而除去主机售价之外,中国玩家最为关心的还是游戏售价问题。添田武人 对此,PlayStation中国区负责人添田武人在昨天的发布会后接受采访时透露,有关PS国行游戏定价将与游戏机硬件一样,全球应该是一个统一的或者相近的售价,而不是在某个国家或者地区突然有价格上很大的差异,这对于消费者来说是不公平的。 以美国为例,PS4游戏的标准定价为59.99美元,而PS Vita游戏最贵为39.99美元,换算为人民币大概分别为370元和250元。国行版PS4亮相! 而至于PSN,添田武人也介绍称,索尼目前还没有就未来国服PSN账号是否全球通用达成决定,但基本的想法是跟在其他的国家策略是一样的,你可以注册我们为中国玩家准备的商店。至于其他的商店你是否也可以注册,要看我们接下来准备的情况。 说到商店就不得不提及支付,添田武人表示,中国与世界其他国家存在一些不同,国内玩家比较习惯用支付宝和银联进行付款,这些因素我们在PSN商店设计初期就已经考虑在内,因此中国玩家不会遇到支付困难。 售价3299元的中国龙版PS4:
国行PS4游戏售价将全球统一 PSN账号是否全球通用还未定 国行版PS4/PSV在昨日已经正式公开,虽然2899/1299元的售价是个亮点,但是反观游戏阵容,依旧和国行Xbox One一个尿性:网游+小游戏,连索尼拿得出手的大作都没见到。而除去主机售价之外,中国玩家最为关心的还是游戏售价问题。添田武人 对此,PlayStation中国区负责人添田武人在昨天的发布会后接受采访时透露,有关PS国行游戏定价将与游戏机硬件一样,全球应该是一个统一的或者相近的售价,而不是在某个国家或者地区突然有价格上很大的差异,这对于消费者来说是不公平的。 以美国为例,PS4游戏的标准定价为59.99美元,而PS Vita游戏最贵为39.99美元,换算为人民币大概分别为370元和250元。国行版PS4亮相! 而至于PSN,添田武人也介绍称,索尼目前还没有就未来国服PSN账号是否全球通用达成决定,但基本的想法是跟在其他的国家策略是一样的,你可以注册我们为中国玩家准备的商店。至于其他的商店你是否也可以注册,要看我们接下来准备的情况。 说到商店就不得不提及支付,添田武人表示,中国与世界其他国家存在一些不同,国内玩家比较习惯用支付宝和银联进行付款,这些因素我们在PSN商店设计初期就已经考虑在内,因此中国玩家不会遇到支付困难。 售价3299元的中国龙版PS4:
国行PS4游戏售价将全球统一 PSN账号是否全球通用还未定 国行版PS4/PSV在昨日已经正式公开,虽然2899/1299元的售价是个亮点,但是反观游戏阵容,依旧和国行Xbox One一个尿性:网游+小游戏,连索尼拿得出手的大作都没见到。而除去主机售价之外,中国玩家最为关心的还是游戏售价问题。添田武人 对此,PlayStation中国区负责人添田武人在昨天的发布会后接受采访时透露,有关PS国行游戏定价将与游戏机硬件一样,全球应该是一个统一的或者相近的售价,而不是在某个国家或者地区突然有价格上很大的差异,这对于消费者来说是不公平的。 以美国为例,PS4游戏的标准定价为59.99美元,而PS Vita游戏最贵为39.99美元,换算为人民币大概分别为370元和250元。国行版PS4亮相! 而至于PSN,添田武人也介绍称,索尼目前还没有就未来国服PSN账号是否全球通用达成决定,但基本的想法是跟在其他的国家策略是一样的,你可以注册我们为中国玩家准备的商店。至于其他的商店你是否也可以注册,要看我们接下来准备的情况。 说到商店就不得不提及支付,添田武人表示,中国与世界其他国家存在一些不同,国内玩家比较习惯用支付宝和银联进行付款,这些因素我们在PSN商店设计初期就已经考虑在内,因此中国玩家不会遇到支付困难。 售价3299元的中国龙版PS4:
如何获得PS3开发密钥 今天wololo在网站意外的发了篇关于破解PS3获取密钥的文章 [PS3] How to find the Dev’s KLicensee (by mysis) by wololo · December 11, 2014 Note from Wololo: This tutorial was initially published by /Talk member mysis, as part of our monthly tutorial contest. Mysis won the “Mods award” prize (a $10 PSN Code) for his entry, awarded by myself and the moderators. You can find the original post here. In this tutorial the aim is to understand how the klicensee is being set and a way is described on how to find it. Preamble: This merely should be giving a technical point of view on this topic. KLicensee stands for key licensee. Its part of the DRM system being used on the Playstation 3. Developers prepare content to be protected and define a 128 Bit key (KLicensee) that is responsible for proper access rights and part of the decryption of it. Content can be game files, prx modules or other game executables. Encryption is done by Sony, decryption by console. Reading encrypted content is possible once the klicensee has been registered via sceNpDrmIsAvailable-Api. Then we are accessing the content as if it was a regular file. The Identification is done via GameOS itself, decryption via appldr. Why do we need to find out about klicensee and why can this be useful? Examples: * Resigning content (for lower firmwares – i still like mine on 4.46 rebug, some even 3.55) * Modding protected game content * Hidden/externally set klicensee’s inside other files … If you know about reverse code engineering then you would simply fire up IDA, look for places where the api is being called and get the key. If not, then you might would use one of the bruteforcer tools outta there. But what if developers are hiding it? Or if it is not inside the game executable? That’s where this tutorial might give you an insight about. Understanding Klicensee Register Whenever an application/game calls SceNpDrmIsAvailable-Api it executes code from the SystemUtility Library “libsysutil_np” providing the key. (Here is a small print of the function – Example: Firmware 4.23)“sub_7D0C” then prepares a CXml-Document of this information and sends it over to VSH using the “NPDR”-Magic with created elements “drmrequest” and “reqtype” = 0. That means registering the key to the system and lower levels is not happening on the game side, but VSH-Side. When we take a look at VSH, specifically the “NPDR”-Handler, we see that it is indeed checking “drmrequest”-Element (@ 0xEC8F8) :The CXml-Document by now has been converted back into a regular Buffer of size 0x118, with the format as sent on game-side: +0x00 Game Process id +0x04 KLicnesee +0x14 NPDRM File Path Later in that code, when everything has been done, VSH creates an CXml-Document with a response to the game process. (0 = OK, ErrorCode when failed) But that is not interesting to us at the moment. We will now examine the “vshnet_5EE098BC”-Export a little bit more. Register r3 contains our 0 “reqtype” given as well from the game side.I broke it down to that much what interests us and removed other request Types from the picture: @ 0x24F234 : cmpwi cr7, r3, 0 # request Type == 0 @ 0x24F254 : is whats happening So, request Type 0 simply copies the buffer to VSH memory (0x715340, yellow highlighted) and then begins a Job (loc_24F330) with the function at stru_6C9F60. That performs various checks (time, license, ….) on klicensee with a supplied content file, as well as makes up a final structure for registering it to lower levels (Lv2kernel) with System Call 0x1D6. This is a quite generic process and independent to what the game developers did on their side to the klicensee, as they need to use sceNpDrmIsAvailable-Api once. Finding klicensee always again Now that we found where klicensee will be stored, we can always find it again. We only have to read the information stored at address 0x715340 – ingame, and again in this example firmware 4.23. Accessing VSH memory can be done via custom VSH-Plugins, either running via CFW or PRX-Loader. As Firmware to Firmware and VSH-Types offsets change the best would be to have something generic. You might have noticed the “drmrequest”-Function is provided as VSH-Export. That means we can simply get the function offset via its NID: (void*&)(vshnet_5EE098BC) = (void*)((int)getNIDfunc("vshnet",0x5EE098BC));int * func_start = (int*&)(*((int*&)vshnet_5EE098BC)); Next would be finding the memcpy and taking the destination address. But ….. we can actually take “dword_715338〃 at the function start ([i]see picture3 highlighted[/i]), because its only 8 bytes before our lovely buffer. Add 8 to it and we come to the buffer we want. seg001:000000000024F1BC 3D 20 >00 71< lis r9, dword_715338@h … seg001:000000000024F1D0 90 69 >53 38< stw r3, dword_715338@l(r9) npklic_struct_offset = (((*func_start) & 0x0000FFFF) << 16) + ((*(func_start+5)) & 0x0000FFFF) + (8 + 4); The first part of this code retrieves lower 16 bit (00 71) @ 0x24F1BC instruction bytes, second part retrieves lower 16 Bit (53 38) five instructions afterwards @ 0x 24F1D0 in order to build address 0x715338, ( +8 equals our 0x715340 at the memcpy!) Yet there only lies the [i]games process id[/i], +4 again and we are at where klicensee is stored! And here is basically my code for printing/logging it to file/console Output and showing it to the user: log("KLicensee: ");log(hex_dump(kl,npklic_struct_offset,0x10)); // char* hex_dump( char *, void *, size )log("\n");vshtask_A02D46E7(0, kl); /mysis
【12月12日】破解消息 如何获得PS3开发密钥 今天wololo意外的发了篇关于破解PS3获取密钥的文章 [PS3] How to find the Dev’s KLicensee (by mysis) by wololo · December 11, 2014 Note from Wololo: This tutorial was initially published by /Talk member mysis, as part of our monthly tutorial contest. Mysis won the “Mods award” prize (a $10 PSN Code) for his entry, awarded by myself and the moderators. You can find the original post here. In this tutorial the aim is to understand how the klicensee is being set and a way is described on how to find it. Preamble: This merely should be giving a technical point of view on this topic. KLicensee stands for key licensee. Its part of the DRM system being used on the Playstation 3. Developers prepare content to be protected and define a 128 Bit key (KLicensee) that is responsible for proper access rights and part of the decryption of it. Content can be game files, prx modules or other game executables. Encryption is done by Sony, decryption by console. Reading encrypted content is possible once the klicensee has been registered via sceNpDrmIsAvailable-Api. Then we are accessing the content as if it was a regular file. The Identification is done via GameOS itself, decryption via appldr. Why do we need to find out about klicensee and why can this be useful? Examples: * Resigning content (for lower firmwares – i still like mine on 4.46 rebug, some even 3.55) * Modding protected game content * Hidden/externally set klicensee’s inside other files … If you know about reverse code engineering then you would simply fire up IDA, look for places where the api is being called and get the key. If not, then you might would use one of the bruteforcer tools outta there. But what if developers are hiding it? Or if it is not inside the game executable? That’s where this tutorial might give you an insight about. Understanding Klicensee Register Whenever an application/game calls SceNpDrmIsAvailable-Api it executes code from the SystemUtility Library “libsysutil_np” providing the key. (Here is a small print of the function – Example: Firmware 4.23)“sub_7D0C” then prepares a CXml-Document of this information and sends it over to VSH using the “NPDR”-Magic with created elements “drmrequest” and “reqtype” = 0. That means registering the key to the system and lower levels is not happening on the game side, but VSH-Side. When we take a look at VSH, specifically the “NPDR”-Handler, we see that it is indeed checking “drmrequest”-Element (@ 0xEC8F8) :The CXml-Document by now has been converted back into a regular Buffer of size 0x118, with the format as sent on game-side: +0x00 Game Process id +0x04 KLicnesee +0x14 NPDRM File Path Later in that code, when everything has been done, VSH creates an CXml-Document with a response to the game process. (0 = OK, ErrorCode when failed) But that is not interesting to us at the moment. We will now examine the “vshnet_5EE098BC”-Export a little bit more. Register r3 contains our 0 “reqtype” given as well from the game side.I broke it down to that much what interests us and removed other request Types from the picture: @ 0x24F234 : cmpwi cr7, r3, 0 # request Type == 0 @ 0x24F254 : is whats happening So, request Type 0 simply copies the buffer to VSH memory (0x715340, yellow highlighted) and then begins a Job (loc_24F330) with the function at stru_6C9F60. That performs various checks (time, license, ….) on klicensee with a supplied content file, as well as makes up a final structure for registering it to lower levels (Lv2kernel) with System Call 0x1D6. This is a quite generic process and independent to what the game developers did on their side to the klicensee, as they need to use sceNpDrmIsAvailable-Api once. Finding klicensee always again Now that we found where klicensee will be stored, we can always find it again. We only have to read the information stored at address 0x715340 – ingame, and again in this example firmware 4.23. Accessing VSH memory can be done via custom VSH-Plugins, either running via CFW or PRX-Loader. As Firmware to Firmware and VSH-Types offsets change the best would be to have something generic. You might have noticed the “drmrequest”-Function is provided as VSH-Export. That means we can simply get the function offset via its NID: (void*&)(vshnet_5EE098BC) = (void*)((int)getNIDfunc("vshnet",0x5EE098BC));int * func_start = (int*&)(*((int*&)vshnet_5EE098BC)); Next would be finding the memcpy and taking the destination address. But ….. we can actually take “dword_715338〃 at the function start ([i]see picture3 highlighted[/i]), because its only 8 bytes before our lovely buffer. Add 8 to it and we come to the buffer we want. seg001:000000000024F1BC 3D 20 >00 71< lis r9, dword_715338@h … seg001:000000000024F1D0 90 69 >53 38< stw r3, dword_715338@l(r9) npklic_struct_offset = (((*func_start) & 0x0000FFFF) << 16) + ((*(func_start+5)) & 0x0000FFFF) + (8 + 4); The first part of this code retrieves lower 16 bit (00 71) @ 0x24F1BC instruction bytes, second part retrieves lower 16 Bit (53 38) five instructions afterwards @ 0x 24F1D0 in order to build address 0x715338, ( +8 equals our 0x715340 at the memcpy!) Yet there only lies the [i]games process id[/i], +4 again and we are at where klicensee is stored! And here is basically my code for printing/logging it to file/console Output and showing it to the user: log("KLicensee: ");log(hex_dump(kl,npklic_struct_offset,0x10)); // char* hex_dump( char *, void *, size )log("\n");vshtask_A02D46E7(0, kl); /mysis
9.3.0-21 已经封堵立方体忍者漏洞 黑客wololo的博客已经证实 9.3.0-21 已经封堵立方体忍者漏洞 3DS Firmware 9.3.0-21 is out, patches some critical components of Ninjhax exploit. BY WOLOLO · DECEMBER 9, 2014 3DS Firmware 9.3.0-21 is out today. Early reports confirm thatNinjhax does not work anymore on this firmware. @qlutoo confirmed that one of the several exploits required for Ninjhax to launch has been patched with this latest firmware. People who try to run ninjhax on their freshly updated 3DS will face a crash when trying to run the exploit. The behavior, more precisely, is that you will be taken to a facebook page, then the console might crash.Screenshot by @metalliphyll smealum has however confirmed that 2 of the exploits used for Ninjhax are not patched, although to the end user that doesn’t mean much, as you need the “full” sequence in order to run the homebrew launcher. What it means, however, is that if a new exploit was found, it would be “relatively” simple to adapt Ninjhax, compared to having to find several exploits again. still DO NOT UPDATE to 9.3. good news is at least 2 of the exploits used in ninjhax are still working so yay for that. — smea (@smealum) December 9, 2014 In parallel, several users have confirmed that the major flashcarts, that got recently updated to work up to firmwares 9.2.0, are still working on 9.3.0-21. Have updated my console to 9.3.0-21U, tested the r4i gold 3ds, dstwo and r4i sdhc dual core, r4i gold pro, r4i sdhc rts lite, ace3ds card, r5sdhc and sky3ds card can all work on the 3ds 9.3.0-21 directly. (source) On a side note, we recently published an article where we claimed that Asia update 9.3.0-16 would probably be patching ninjhax. Although we truly thought this would be the case, and other major websites have speculated the same, several 3DS veterans have called us out on this piece of news: it appears the Asia region has a slightly different update schedule than the rest of the world, and a “-16〃 update would most likely not contain any patch for a hack that worked on “-20〃. Although I am still slightly confused by the versionning mechanism on the Nintendo side of the force, I want to apologize: we strive to be one of the scene sites that actually don’t pull random stuff out of the blue, we verify our facts, and I can vouch for The Zett, who wrote this piece of news. That was an honest mistake here, and we’ll try to be more careful in the future. That being said, The Z has been properly punished, based on the suggestions made by our twitter followers.
【12月8日】破解消息 可以认为的第一个PS Vita的原生“自制软件 昨天BBalling1 (a.k.a. Codelion) 展示了,他的PSV模式自制软件利用PSV的陀螺仪控制PC端的蓝色方块。 Can this be considered the first PS Vita native “homebrew”? BY WOLOLO · DECEMBER 8, 2014 I was not really sure where to put the quotes in this title. Is this a “Vita” homebrew? is this a “native” homebrew? Is this even a “homebrew”? Depending on your definitions, your answer might vary. But the fact remains that BBalling1 (a.k.a. Codelion) showcased yesterday some homemade code running through the JSoS (Javascript on Steroids) framework, that we typically refer to as the “native vita exploit” these days. Regular progress is made on the native vita exploit, with Hyken recently releasing an attempt to unify the various ongoing efforts, under the nameVitasploit.Bballing1 hasn’t been resting either it seems, and if I were to guess, I’d say many people are now busy reverse-engineering the modules that have been dumped so far from the webkit process. Yesterday, BBalling1 showcased a video showing the Vita controlling a tiny cube’s position on his computer, with the use of the Vita’s gyroscope (video below). It’s worth mentioning here that the display logic is hosted on a computer, not on the Vita itself. Basically, the Vita’s now sending the gyroscope coordinates to the JSoS server. BBalling also credits @MrNetrix for the work on this. Yes, this is not a game, and yes, technically it is not fully running on the Vita since the rendering happens on a desktop. Still, this is pretty exciting. I’m wondering how close we are to running the obligatory pong fully on the PS Vita through the Webkit exploit
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