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

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  1. #21  
    subcon959's Avatar
    subcon959 is offline Member
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    Quote Originally Posted by mеdi01 View Post
    Huh? Open source means, if you buy the product (or legally obtain it some other way, say download from Sony site), you have right to demand the source. It does NOT mean it's free or it's sources should be released to the general public.
    Have a read of one of squarepushers rants (snes emu co-author) if you want to see why Sony might not pursue the SDK issue.
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  2. #22  
    mеdi01 is offline Banned
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    Quote Originally Posted by subcon959 View Post
    Have a read of one of squarepushers rants (snes emu co-author) if you want to see why Sony might not pursue the SDK issue.
    Care to link it?
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  3. #23  
    subcon959's Avatar
    subcon959 is offline Member
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    Quote Originally Posted by mеdi01 View Post
    Care to link it?
    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)
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  4. #24  
    RatAndDragon is offline Member
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    Quote Originally Posted by subcon959 View Post
    Have a read of one of squarepushers rants (snes emu co-author) if you want to see why Sony might not pursue the SDK issue.
    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.
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  5. #25  
    yoshi314's Avatar
    yoshi314 is offline linux junkie
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    Quote Originally Posted by RatAndDragon View Post
    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.
    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.
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    Ex-Cyber is offline Member
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    Quote Originally Posted by niai View Post
    i keep getting

    <"junk at end of line" error>

    when trying to build has any one successfully built this yet?
    I got that with ooPo's toolchain. I got the HACKERCHANNEL toolchain to sort of work, but needed to build newlib first:

    Code:
    cd psl1ght/newlib
    ./newlib.sh
    make
    make install
    and then ld segfaults when I try to build an ELF. Looks like getting this to actually work might be Hours Of Fun.

    edit: things work better after updating and rebuilding ooPo's toolchain.
    Last edited by Ex-Cyber; 10-21-2010 at 11:25 AM.
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  7. #27 Exclamation  
    Irvysan's Avatar
    Irvysan is offline Registered $ony Abuser
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    OP Updated
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  8. #28  
    mеdi01 is offline Banned
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    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?
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  9. #29 Smile  
    humi is offline n00b ^^
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    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:

    Code:
        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:

    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:
    Code:
         socat udp-recv:18194 stdout
    A ready-to-run pre-compiled ethernet debug loader is provided in the Downloads Section.

    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
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  10. #30  
    RatAndDragon is offline Member
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    Quote Originally Posted by yoshi314 View Post
    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.

    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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