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Thread: UPDATE 2 : PSL1GHT - A lightweight PS3 SDK - Open Source
  

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  1. #1 Thumbs up UPDATE 2 : PSL1GHT - A lightweight PS3 SDK - Open Source 
    Irvysan's Avatar
    Irvysan is offline Registered $ony Abuser
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    PSL1GHT

    PSL1GHT is a lightweight PlayStation 3 homebrew SDK, provided as a temporary way to compile user apps to run from the XMB using the open-source PS3 toolchains available.

    I've been up to a lot of game hacking recently, but more on that later.
    Anyone interested in an open SDK?
    Update:

    It's pretty lacking right now, but at least it compiles and runs stuff!
    I'll move Kammy and r3volution over to it soon.
    Environment:

    A GCC toolchain that supports the PowerPC 64bit architecture is required to build PSL1GHT and its samples.

    This is the only toolchain that I test with and can guarantee support for.

    PS3Chain probably works just as well, as should marcan's AsbestOS toolchain.

    Some toolchains will probably already use newlib, and will make the included newlib unnecessary.

    Building:

    Run make install in the psl1ght directory to build it all, and make sure to set the environment variable $PSL1GHT to the folder where you wish to install it to, for example...

    Code:
    cd /path/to/psl1ght.git
    export PSL1GHT=/path/to/psl1ght.git/build
    make
    make install
    ... for a local build of it.
    Ensure that $PSL1GHT is set when you are building any of the examples or other apps that use PSL1GHT.

    Status:

    At the moment, PSL1GHT has basic libc support, with stdout debugging, file access, etc.

    You can call lv2 syscalls and do some fun stuff with that, but it doesn't link to PS3 dynamic libraries yet which is where all the exciting functionality comes in.

    Also, a make_fself equivalent is still missing.

    GitHub: AerialX's PSL1GHT

    News Source: AerialX's Twitter


    UPDATE :

    Kammy is now the first PSL1GHT app! Check out the readme for a cool way to debug PSL1GHT apps over ethernet:
    Kammy

    Kammy is a system for loading patches to lv2 (PlayStation 3's Game OS) from a user application, using PSGroove or any other implementation of the exploit that adds the peek/poke syscalls. Kammy was inspired by Treeki's Nintendo Wii game patching system, Kamek.

    Building:

    Building Kammy requires PSL1GHT installed to build. This includes needing one of the supported PS3 GCC toolchains. Besides PSL1GHT, you will need the following utilities:

    xxd: Creating patch bin files requires the xxd tool to be installed.
    dd: Also required for building the patch bin files.

    With these dependencies installed, you can build Kammy by simply cd'ing to the loader directory and running:

    Code:
    make clean
    make
    Usage

    Kammy must be used with a payload that supports poke/peek. This includes PSGroove and most of its forks - including my own - among others. To apply a Kammy patch, a loader application must be started on the PS3. This is usually done from XMB from an installed package, or from USB using my PSGroove fork's apploader payload (or PL3's payload_dev).

    Ethernet Debug Example :

    The example loader included in Kammy installs a hook into lv2 that sends debug messages over the ethernet cable of the PS3. This is useful for getting data from the PS3 and lv2 (you get crash reports, and some info from different apps). It's also a useful way of seeing printfs from any applications you write and test, including ones built with PSL1GHT.

    This setup has three requirements to work properly:

    1. Your PS3 must be connected to a router by ethernet cable. Wireless must be disabled in the PS3 network settings.

    2. The PC that you're retrieving the info with must be connected to the same router as the PS3. Alternatively you can connect the PS3's cable directly into your computer to get the output.

    3. Your PC must have the socat program installed, so you can run the following command:
    Code:
    socat udp-recv:18194 stdout
    A ready-to-run pre-compiled ethernet debug loader is provided in the Downloads Section (.self attached to this post)

    Customizing

    Kammy is made up of three main components:

    lv2: This folder contains the lv2 patches to be built. See the ethdebug patch for an example. It is up to the patch to apply any hooks it needs to lv2.

    libkammy: This is the basic library that handles the loading of Kammy patches. Altering it should not be necessary.

    loader: This folder contains an example that shows how to use libkammy to load kammy and another patch bin from the lv2 folder

    Notes

    Internally, Kammy obliderates syscall 11, so try not to run it with payloads that provide that syscall


    GitHub: AerialX's Kammy

    News Source: AerialX's Twitter

    Updated Again, See also this thread : http://psx-scene.com/forums/f6/ps3lo...-uh-ps3-69832/ (PS3Load - Wiiload for, uh, the PS3!)

    I didnt see this posted and thought it was worthy news
    Attached Files
    Last edited by Irvysan; 11-01-2010 at 06:11 AM.
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  2. #2  
    KiasuKiasiMan is offline Member
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    Edit: An open SDK less than 2 months into the PS3 scene. Steam is really picking up gast with the homebrew. Good work to AerialX
    Last edited by KiasuKiasiMan; 10-20-2010 at 05:34 AM.
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  3. #3  
    matchung is offline Registered User
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    something wrong with Makefile in my ubuntu

    install: all
    @mkdir -p $(PSL1GHT)/{include,lib,bin}
    @cp linker.x stub/{crt0,crt1}.o $(PSL1GHT)/lib/
    it will create a directory with "{include,lib,bin}" under $PSL1GHT. so the linker.x line too. suppose it should create those 3 directories.

    the Makefile in template dir too..
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  4. #4  
    [C*] is offline Running 3.55 Waninkoko v2.
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    So soon we should be seeing a wave of apps
    Quote Originally Posted by xiaNaix
    Mathieulh claims he's known about it for ages. He also, coincidentally, invented the internet, the wheel, and discovered America.
    Nothing against Math (legend). Next quote irrelevant to above lol.
    Quote Originally Posted by sabin1981 View Post
    OH FOR THE LOVE OF GOD! It didn't even take TEN posts before some twat bitched about something.
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  5. #5  
    joneSi is offline Registered User
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    Ok, so here we go. Now I am interested...an SDK that we are allowed to use

    j
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  6. #6  
    ultragoregrind's Avatar
    ultragoregrind is offline Mean A**hole
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    this is a most welcome addition to the ps3 scene!
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  7. #7  
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    i keep getting

    ppu-gcc -Iinclude -c stub/crt0.S -o stub/crt0.o
    stub/crt0.S: Assembler messages:
    stub/crt0.S:21: Error: junk at end of line, first unrecognized character is `@'
    make: *** [stub/crt0.o] Error 1
    when trying to build has any one successfully built this yet?
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  8. #8  
    nastro's Avatar
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    can some1 explain a n00b what this REALLY means for the avarage joe like me
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  9. #9  
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    Stupid Question:
    Do you still need the Sony SDK, or does this finally make legal apps for the ps3?
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  10. #10  
    yoshi314's Avatar
    yoshi314 is offline linux junkie
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    it's an development toolkit to write ps3 software. and a legal one. it's very rudimentary and basic at the moment.

    there was already ps3sdk in the works on ps2dev.org, not sure how it fares.

    Do you still need the Sony SDK, or does this finally make legal apps for the ps3?
    at the moment official sdk is much more feature complete, and unfortunately illegal.

    when the free sdk gets into usable shape it will be perfectly fine to distribute homebrew packages built with it.
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