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Universal Media Server 2.5.1 released

Mar 18, 2013 - 12:30 PM - by GaryOPA
New version with new features

Universal Media Server for Playstation 3 has been updated to version 2.5.1.


Universal Media Server has been updated to version 2.5.1. The new version comes, as always, with new features and some bug fixes. The changelog below:

General:

- Improved subtitle support on non-PS3 renderers
- Made library/file loading faster
- Fixed 24-bit flac support with tsMuxeR
- Stopped using 2 database locations for media caching on Windows
- Allow library scanning to be stopped
- Library scanning interface improvements

Renderers:

- Added support for Sony Home Theatre systems
- Added support for Onkyo TX-NR717
- Improved Samsung AllShare compatibility
NEWS SOURCE: Universal Media Server 251 (via) Dekazeta

Our thanks to 'Robe24' for this news item!
  1 Reply | 422 Views
         

EXCLUSIVE: Team REBUG updates TOOLBOX and REX firmware

Mar 17, 2013 - 3:45 PM - by GaryOPA
As always Team REBUG has been very silent over the last few months but then they suddenly appear out of their secret BatCave after finish coding with a ton of new improvements with their REX firmware and TOOLBOX utilities, giving their loyal band of followers a bunch of new toys to enjoy on their Sony PS3 consoles, like for example now Toggle QA amazing enough works on all CFW's, and there is even an added xREGISTRY backup and restore function, plus lots more goodies!

RBG_TOOL.png

REBUG TOOLBOX 02.01.02MAR. 17TH 2013

Quote Originally Posted by Cyberskunk View Post

ADDED –
4.30 DEX Support
ADDED – Better Support for non-REBUG CFW
ADDED – Backup/Restore of xRegistry
ADDED – Toggle QA support for all 3.55/4.21/4.30/4.31 CFW
FIXED – Bug that stopped LV2 kernel from being reloaded more than once from dev_flash

Finally got Toggle QA up and running.. Sorry about the delay but because of the way lv1 has been patched in the recent 431 CFW's it causes certain parts of the hypervisor to be out by 0x1000 bytes and it was a bit of a pain in the ass to make it universal... BUT WE DID..

This also means that now users on minimum version 3.56/3.60 PS3's that used a flasher to install CFW can now enjoy the benefits of QA.
Red_Scorpion_3_sml.png

RELEASED REBUG 4.30.2 REX EDTIONMAR. 17TH 2013

Quote Originally Posted by Cyberskunk View Post
For all you REX lovers we have finally added 4.30 to the family. As usual it has all the features you have come to expect from REBUG FIRMWARE.

NOTE: Be sure to install Rebug Toolbox 02.01.02 that is included in the PUP for full compatibility in DEX mode.

Enjoy..
For more info and download links please visit their official site:

OFFICIAL SITE: Team REBUG

For direct support visit our Official Crunching PS3 Rebug threads below:

NEWS SOURCE #1: Latest REX by Team REBUG
NEWS SOURCE #2: Updated TOOLBOX by Team REBUG

Don't forgot to show your loyal Rebug support, by a quick donation to the Team!
  0 Replies | 1,476 Views

MiralaTijera Releases Cobra 6.0 Payload & PS2 Classic Keys

Mar 15, 2013 - 7:40 PM - by gDrive
MiralaTijera Releases Cobra 6.0 Payload & PS2 Classic Keys - at a time whereby this gaming generation is on its last legs



MiralaTijera has been on fire recently, with his CFW4.31 and his somewhat controversial DEX CFW 4.30, and now he has released the Cobra 6.0 payload, and the Sony PS2 Classic keys so that developers can make good use of them.

VMC 64 E3 0D 19 A1 69 41 D6 77 E3 2E EB E0 7F 45 D2

ATA SEED D9 2D 65 DB 05 7D 49 E1 A6 6F 22 74 B8 BA C5 08 83 84 4E D7 56 CA 79 51 63 62 EA 8A DA C6 03 26

ECDSA PUBLIC 62 27 B0 0A 02 85 6F B0 41 08 87 67 19 E0 A0 18 32 91 EE B9 6E 73 6A BF 81 F7 0E E9 16 1B 0D DE B0 26 76 1A FF 7B C8 5B

DataKey 10 17 82 34 63 F4 68 C1 AA 41 D7 00 B1 40 F2 57

MetaKey 38 9D CB A5 20 3C 81 59 EC F9 4C 93 93 16 4C C9

CEX

Mira Miraaaaaa Miraaaalaaaaaaa
DOWNLOAD LINK: Cobra 6.0 Payload - Sendspace

NEWS SOURCE: MiralaTijera Releases Cobra 6.0 Payload & PS2 Classic Keys - Elotrolado
  21 Replies | 4,542 Views

'PS2 Classics Algorithm' published by flatz

Mar 15, 2013 - 3:09 PM - by GaryOPA
Lots of useful info for scene developers.

flatz has decided to publish all the information he knows about the 'PS2 classics', which will surely be very useful for all PS3 scene devs out there.


Developer flatz has published tons of info about the 'PS2 Classics' and how they run on the PS3.

This will surely be useful for scene devs, and hopefully will allow us to properly play all of our PS2 backups on the PS3 (if someone else continues with his work, of course!).

Here's his full post:

Ok, guys. Unfortunately I forced to admit that I have no more time to work on PS3 stuff because I'm very busy lately. So I decided to publish all information related to PS2 classics as @JuanNadie did with the NPDRM algorithm one year ago. Firstly I wanted to say that he was the first who started reverse-engineering on this subject and when he left the scene I decided to continue his work to keep it from going to waste. And so I would like to thank @JuanNadie for his amazing contribution to the PS3 scene. Besides that, he gave me some piece of information on the subject.

All PS2 classics runs within the ps2_netemu.self which represents a different kernel for execution these PS2 games but before it started the VSH module loads your individual data for PSN/SEN (such as act.dat and .rif file for your game). It is absolutely the same process as used for usual PSN games and the goal of it is getting the key used for decryption of PS2 content which includes an optional CONFIG file, ISO.BIN.EDAT and ISO.BIN.ENC. The latest one is the actual encrypted disc image of the game. All mentioned files are encrypted with the same key (called klicensee) which is stored in encrypted form inside .rif file for your game and it decrypted with the specified key from key table stored in act.dat. When you get this key you can decrypt ISO.BIN.EDAT and see if it contains a game title (for example, SLUS-20062 for GTA 3). This will mean that key is correct. Since almost all the information regarding EDATs is known (see there and there) I will not going to explain it again.

Well, now there are two another formats along with EDAT. Let's call the first one as ENC (it represents the actual disc image) and the second as VME (encrypted virtual memory cards). They are encrypted using different algorithms. The ENC format is similar to EDAT and the VME format have a simple encryption layer.

As I said before, ENC file is similar to EDAT and it have the header like in EDAT (but with different magic) and composed of segments of 16384 bytes each (you can see it at the header). I just remind you that file header consists of file magic (PS2\x00), version number (major and minor: 01.01), license type (it always 0x02), application type (0x01), content id, QA digest (seems like to be a SHA-1 hash of the non-finalized file generated using the tool from SDK), CID-FN hash (an AES CMAC hash of concatenation of content id and file name using the third NPDRM OMAC key as CMAC key), header hash (an AES CMAC hash of the 0x60 bytes from the beginning of file using xored bytes of the first NPDRM OMAC key and the second NPDRM OMAC key as CMAC key), time information which includes start and end time of the validity period (they are usually zeroed, base ticks = 62135596800000000), file flags (always zeros), segment size (16384 bytes), data size of the file data, two unknown hashes of 16 bytes each, 40 bytes of unknown data (possible another unknown signature) and pair of an ECDSA signature (40 bytes using the second VSH curve and the VSH public key). I also remind you that two unknown hashes for EDAT case are known and represents meta data sections hash and extended header hash (an AES CMAC hash of 160 bytes from the beginning of file), both hashes uses the hash key as CMAC key and it depends on the file flags and keys). I don't know exactly what hashes are there for ENC format but when we zeroed them it seems like they are not checked on current firmwares. The file header ends at the offset of 256 bytes.

Segments are divided into two types: a meta data section and a file data section. Each meta data section can include 512 entries (max) of 32 bytes each (16384 / 32 = 512) and associates with a particular file data section. So if we have a meta data section which consists of 512 entries then it will mean that there are 512 file data sections after it and each file data section have size of 16384 bytes. Besides that, the first meta data segment located at the offset of 16384 bytes. I don't know what data are stored before it but we also tried to zero them (these bytes starting at the offset of 256 bytes and ending at the offset of 16384 bytes) and it works as usual. I guess that it can be the encrypted garbage because the alignment of file data should be equal to the segment size.

Now I will explain what keys are used and how they are obtained. ENC/VME files are decrypted using the ENCDEC device so the decryption process are more faster than at EDAT case. While vSH checks files for their validity period, CMAC hashes and ECDSA signature and obtains the key for decryption from .rif file and it makes a system call #475 to LV2 (on older firmwares it was #471) along with the NPDRM information, klicensee, act.dat key and encrypted rif key. LV2 gets your console ID, encrypts the NPDRM constant using it as a key, decrypts the key from act.dat using the encrypted NPDRM constant and finally decrypts klicensee from .rif using the decrypted key from act.dat. Now we have a klicensee which will be used for later decryption process. For EDAT case we can use free EDATs without .rif but for PS2 classics we should always use paid content and .rif file. So if you want to resign the game you need to generate .rif for the account on your console (I call this process as "personalization"). Don't forget that .rif file should be created for your act.dat (because it shares the account id) and console ID. Let's move on. When the PS3 gets the final decryption key it send a packet to the system manager inside LV1 which sets the inter-lpar parameter of type 3. This parameter contains a version information and the klicensee. A system manager catches this packet and sends a request to the storage manager inside SS server #1 which then configures ENCDEC keys used for later decryption. It should be kept in mind that keys for decryption differs between CEX and DEX consoles so the storage manager checks the device type and uses different key slots for ENCDEC. The configuration process started with running isolated SPU SB module which creates the final keys using klicensee as a key seed and send them back to the PPU which then send them to the device directly during the secure session. There are three types of keys: meta key, data key and vmc key and they are configured separately. The process of making keys consists of applying an AES 128 algorithm on the klicensee while using three different keys.

There are SHA-1 hashes of each of three keys (you should decrypt sb_iso_spu_module.self from 4.xx FW and find each of 16 bytes key by its SHA-1 hash):

For CEX mode:

Code:
1. Meta key: B9CACFF9E126F63634DC38AF61040BDF6F370A26
2. Data key: CB0BAECAAADF9E5C629522B11757F78C7CD5B23C
3. VMC key: EB03D83F96E3394A05BCE68F8645DA134CDA5545
For DEX mode (you actually don't need it but anyways):

Code:
1. Meta key: 4FCFB6683AC46E73FFFCE49895E3F303A117BE8C
2. Data key: AEC7A9C13A4023FE268A163FFDC8382F45496928
3. VMC key: B41AEE9D3B6C54292469C9C754AE8FE75ACBE958
Now we have all keys which are required to decrypt all files. So what we should also know?

ENC encryption uses an AES algorithm in CBC mode and the initialization vector of all zeros. The actual process of decryption of CONFIG and ISO.BIN.ENC started at seeking to the offset of 16384 bytes. There is a first meta data section so we should use the meta key as key for AES and decrypt the entire segment of 16384 bytes. As I said before each meta data sections contains of some entries and each entry have a size of 32 bytes. Each entry contains a SHA-1 hash (20 bytes) of the corresponding entire encrypted file data section and all these sections are located after this meta data section. After the SHA-1 hash we can see the section index of the corresponding file data section (4 bytes). The rest is padded of zeros. After decryption of the meta data section we can decrypt all file data sections after it. Now we should use the data key! Before the actual decryption we can check the SHA-1 hash of each encrypted file data section and see if they matched to the hashes at entry table of the meta data section. If the actual file size of the disc image is not a multiple of 16834 bytes then we have less entries inside the latest meta data section. After we finished the decryption of first 512 file data sections we can started decryption of the second meta data section and set of 512 file data sections after it and so on. I recommend to write decrypted meta data entries to another file than in the same file as file data section. It will make a process more easier. After decryption you should truncate your actual file to the data size specified at the header. Now you got an UDF disc image and you can mount it on your PC, for example.

So what is the next step? The next step is the decryption of encrypted virtual memory cards. Each PS2 classics package contains two empty encrypted virtual memory cards which located at SCEVMC0.VME and SCEVMC1.VME. As far I see they are identical for all games so we can use templates for all new virtual memory cards but only encrypts them with the new klicensee. To decrypt virtual memory cards you need to read an each segment of 16384 bytes and apply an AES encryption in CBC mode too but for this case you should use the VMC key. After decryption you should see Sony PS2 Memory Card Format 1.2.0.0 at the top of file.

Well, I attached a draft script for decryption of ENC/VME files. It was written for Python 2.7 and requires CryptoPlus (can be downloaded from: http://repo.or.cz/w/python-cryptoplus.git) and "ecdsa" (use EasyInstall or another package manager) libraries. I intentionally left all keys as SHA-1 hashes because of legal issues but you can find all keys by yourself using my hints. My script uses CONFIG/ISO.BIN.ENC/SCEVM0.VME/SCEVM1.VME file and klicensee file as input parameters. I hope that someone will create tools for that.

To use the script you need to create a file with name vsh.curves and put the contents of the curve table from VSH (get it from http://ps3devwiki.com/wiki/Keys at vsh pub + curvetable) and replace all hashes of keys by their real values (see FIXME comments). Also replace three NPDRM OMAC keys and VSH public key by their values from http://ps3devwiki.com/wiki/Keys.

I think that creation of PS2 remastering tool can lead us to getting the fully working games on our consoles but it requires testing. I recommend to create a static klicensee which can be used to encrypt all images in the same manner (static klicensee can also be implemented by patching VSH/LV2 at runtime, for example). After generating a klicensee you should create all keys based on it.

To build an encrypted disc image you should dump the original disc image and then append zero bytes to the end to make it multiple of 16384 bytes. Then you need to encrypt each of 512 segments using the generated data key. Then you should calculate SHA-1 hashes of each encrypted segment and generate meta data section for each pair of segment hash and segment index. After this you need to encrypt meta data section and so on. At the end you need to write an original disc image size to the header, write a content id for it and generate hashes at the file header.

After building ISO.BIN.ENC file you should create a file with the title id and pad it with zero bytes from the right side to get 12 bytes total. Then you need to create an EDAT container for this file. Hint: you can see a correct title id when mounting a disc image on your PC and looking at SYSTEM.CNF of it.

Unfortunately, I hadn't time to see what the CONFIG file does so I will skip this step. I only know that this file is optional or can be empty inside (after decryption).

You are not required (and you simply can't do it) to generate a valid ECDSA signature for files because all custom firmwares are patched to skip the ECDSA check.

Will be nice to be able to generate a game package for your PS2 game too if everything will works fine. Remember, that some flags at PS2 pkg format can be different.

http://pastie.org/private/ykyyrbim7rkotvcnw8m8w

Credits to:
graf_chokolo, fail0verflow, JuanNadie, ps3dev.net, glevand and all my friends (you know who you are).

PS2 CLASSICS BUNDLE DOWNLOAD


NEWS SOURCE #1: Show Thread #53444 (via) PS3Hax
NEWS SOURCE #2: PS2 classics algorithm flatz (via) PSX-Scene

Our thanks to 'Gauss' for this news item!
  41 Replies | 3,208 Views


Nvidia: 'PS4 not worth the cost'

Mar 14, 2013 - 5:35 PM - by GaryOPA
GPU firm defiant after AMD wins contract...

Nvidia didn't want to work with Sony 'at the price those guys were willing to pay', according to exec.


In an interview with GameSpot, Senior VP of content and technology at Nvidia Tony Tamasi, said the company passed on its hardware being used in the PlayStation 4 due to the "opportunity cost."

According to him, they didn't want to work with Sony "at the price those guys were willing to pay."

"I'm sure there was a negotiation that went on," Tamasi told GameSpot, "and we came to the conclusion that we didn't want to do the business at the price those guys were willing to pay".

He added: "Having been through the original Xbox and PS3, we understand the economics of [console development] and the tradeoffs."
And, Nvidia does not appear to be troubled by the loss...

"We're building a whole bunch of stuff," continued Tamasi, "and we had to look at console business as an opportunity cost. If we say, did a console, what other piece of our business would we put on hold to chase after that?"

"In the end, you only have so many engineers and so much capability, and if you're going to go off and do chips for Sony or Microsoft, then that's probably a chip that you're not doing for some other portion of your business. And at least in the case of Sony and Nvidia, in terms of PS4, AMD has the business and Nvidia doesn't. We'll see how that plays out from a business perspective I guess. It's clearly not a technology thing."
Sony has said the PS4 release date is tentatively set for the holiday 2013 period...

NEWS SOURCE #1: PS4 not worth the cost says Nvidia (via) GameSpot
NEWS SOURCE #2: PS4 partnership not worth the cost says Nvidia (via) CVG

Our thanks to 'Gauss' for this news item!
  5 Replies | 821 Views
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