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I've been trying to find something but can't now. I'm sure I've read it in multiple places but basically he says that he's found tons of gpl code ripped off by Sony without giving any credit to the original authors.
EDIT: Found a bit in this thread http://psx-scene.com/forums/f6/sce-f...04/index4.html (SCE forcing german PS3 Break buyers to sign a cease and desist letter)
Interesting.
IF a lot of the SDK is GPL (and with the GPL that might apply to more of it than Sony would like you to believe) then not only does Sony have the obligation to distribute source code to anyone they have given the SDK that asks, but Sony also have no recourse to stop them distributing both binaries and source to anyone they like after that.
They may be able to stop dealing with them - one of the Linksys WRT hackers was this sort of asshole, built everything off GPL and charged a subscription fee to get access to it (just fine) then anyone found to be redistributing was banned, their membership revoked and no new versions would be made available to that person.
I think that's the most extreme example I've ever seen of GPL source abuse that was still, just about, within the law.
So what we need is an official sony developer who no longer cares to be an official sony developer, to demand the GPL source and distribute it.
Anyway, by now I've wandered offtopic from the original announcement, which is still a good thing. If the scene an go fully legal with no confrontation with Sony, all the better.
That said - if there *are* any GPL violations, like any GPL software on the PS3 itself for instance, then it would be interesting to pursue.
that depends on how that gpl code is included in the sdk.
surely, it contains gcc and binutils, but i think there are already public patches for cell cpu for these. and there is absolutely no problem building proprietary software with these.
other than that, i don't think there is anything else gpl in the sdk.
there are sometimes games that include some gpl libraries, but i am pretty sure sony takes copyrights seriously, especially in their sdk.
I got that with ooPo's toolchain. I got the HACKERCHANNEL toolchain to sort of work, but needed to build newlib first:
and then ld segfaults when I try to build an ELF. Looks like getting this to actually work might be Hours Of Fun.Code:cd psl1ght/newlib ./newlib.sh make make install
edit: things work better after updating and rebuilding ooPo's toolchain.
Last edited by Ex-Cyber; 10-21-2010 at 11:25 AM.
OP Updated![]()
I wonder how does this SDK actually work, say the file access part, without linking to sony's libraries?
And what is created as a result of the compilation, an elf file, a pkg file?
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:
With these dependencies installed, you can build Kammy by simply cd'ing to the loader directory and running:Code:xxd: Creating patch bin files requires the xxd tool to be installed. dd: Also required for building the patch bin files.
UsageCode:make clean make
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:
Your PS3 must be connected to a router by ethernet cable. Wireless must be disabled in the PS3 network settings.
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.
Your PC must have the socat program installed, so you can run the following command:
A ready-to-run pre-compiled ethernet debug loader is provided in the Downloads Section.Code:socat udp-recv:18194 stdout
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.
Source: GitHub (can't post link lulz)
btw: my first post, greetz to the community![]()
Oh sure, I was just speculating on whether there were GPL bits in other sections of the SDK really. If it's just the compiler and toolchain then it's not really relevant, unless there are any useful compiler enhancements, butit sounds like things are going ok without that.
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