ISO Loaders & why they don’t work on HBL


Italian, developer for fun, Android & GNU/Linux user, Microsoft hates me.

You may also like...

27 Responses

  1. wololo says:

    Theoretically, couldn’t we also hijack the LoadModule functions to load equivalent user-mode modules? Random example, if the game is trying to load an old mp3 module in kernel, couldn’t we hook all the logic for that? This would be a workaround for the impossibility to load those kernel modules?

    • freddy_156 says:

      Well, I’ve seen some games override modules such as ifhandle which should require kernel permissions. User modules could be theoretically loaded, but they are signed too.

  2. StepS says:

    not to mention that VHBL only has access to 24 MB RAM, which makes the implementation of this close to impossible :)

  3. Andrew says:

    What about signed eboots of psp games?

    • freddy_156 says:

      You don’t need an isoloader for those, as you said, they are signed, you can just buy them from PSN and run them.

      • StepS says:

        he meant the Fake NP trick for signed games.
        Well, the version 1.0 supports signing of them for 6.60.
        But the problem is that we can’t copy eboots inside a psp emulator, and we can’t launch it without the vita itself helping us to do so (and from livearea). Although someone else might look into it, but I think it’s like this.

        • freddy_156 says:

          Oh, I thought he meant digital copies of games

          • StepS says:

            i remember that Davee used a digital PSN psp game in his “Vita PSP HEN” video. So i suppose it’s meant to be only kernel-possible, if the psp or vita itself doesn’t run it for us

          • StepS says:

            also, all these “signed eboots” are in fact digital copies of games too. Just not of the paid ones, but of the demos. a demo header is used to make psp think it’s a valid game

      • StepS says:

        in other words, making a “signed game” to run is equivalent to make Super Collapse 3 Eboot to run from within VHBL.

  4. z3r01 says:

    lets just keep the psvita like it is now loading hombrews :D

  5. garrei says:

    shoot me down if this is a stupid question, but could it be possible to store a “virtual kernel” of some sort and get HBL to load that so we dont have to get access to the real one?

    • dimy93 says:

      StepS on June 12, 2012 at 2:39 pm
      not to mention that VHBL only has access to 24 MB RAM, which makes the implementation of this close to impossible

      So no free RAM-sorry

    • wololo says:

      In essence, that is what VHBL already is. It overrides the functions that cannot be accessed with fake ones. Some of them work well, some of them don’t.

  6. dimy93 says:

    Wouldn’t it be possible to use the signed eboots(both for games and homebrews) on a Vita if a “custom” memory stick/memory stick reader is produced and does anyone knows what hardware securities are applied to them so that they are not yet available

  7. Wololo supporter says:

    Do you guys have a twitter I want to be updated on everything you guys release. I work 7 days a week and don’t wanna miss the next exploit when and if it comes out

  8. Boooler says:

    I remember a very good and smart hack on psp when hackers took a demoversion (which was signed eboot) and replaced all game content from this eboot with another info

    The left “package” so the psp could recognize and run it

    it was like a trojan Eboot

  9. wynd says:

    So we need a kernel exploit to have full kernel/filesystem read/write and ram read/write access right? Sigh… hope wololo can find one! that would be great!
    Good luck :)

    • wololo says:

      Remember that we’re only talking of the PSP here, this wouldn’t give us access to more than what the PSP emulator can do.

      • wynd says:

        Could you rephrase that please?

        • wololo says:

          The “Kernel exploit” we would have for now (for example, the one discussed here: ) is a PSP Kernel exploit.

          It means, once run in the Vita, that we have access to everything the PSP emulator lets us access, which is not much: we are still “inside” the PSP sandbox. So, we have access to the PSP emulated hardware and the PSP emulated ram. In particular, a PSP kernel exploit would not give us access to the full Vita Ram, or to the touch screen, for example.

          A “vita Kernel exploit” is still a very blurry concept and I don’t think it makes sense to talk about such a thing for now.

  10. PureMagic says:

    I’m pretty sure a partial compatibility ISO Loader can be developed.
    The EBOOT.BIN encryption is not a real problem, and some of the games with custom kernel modules might work just fine with the OFW modules.

Leave a Reply

Your email address will not be published. Required fields are marked *

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>