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[UPDATED 6.12.2015] VitaShell 0.3

Submit here your entries for the Revitalize Competition. Deadline is September 30th.
Rules can be found here: http://wololo.net/revitalize/
cheeyee09
Posts: 132
Joined: Sat Feb 28, 2015 7:31 am

Re: VitaShell 0.1

Post by cheeyee09 » Mon Nov 09, 2015 1:54 am

TheFloW wrote:
Netrix wrote:Are you going to be making the source code available? The pspemu access is very interesting and it would be cool to have the code necessary to use it.

Also, I made vitasdk free the heap memblock for homebrews that you mentioned it wasn't doing. The fix is in the latest pre-built packages on my VPS that can be accessed here: http://158.69.194.187/builds/releases/

Homebrews need to return from main() or call exit() in order to quit back to your shell. If they aren't doing that, it's not vitasdk's fault.
This is nice! Hopefully future devs will use this built...

Here you are my friend:
The code

Hopefully we will find more syscalls that mount more directories :)

TheFloW
It would be nice to have this code integrated into the SDK or have a library of common code.
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jayclayx
Posts: 1
Joined: Sun Nov 08, 2015 2:59 am

Re: VitaShell 0.1

Post by jayclayx » Mon Nov 09, 2015 2:56 am

Sorry for my stupid question, yes I understand the features this app offers, however for some reason can somebody explain to me for the end user.... what we will able to do with this app? run psp home-brew without ark, tnv, vbhl, or any other bubble trick? run rejuvenate home-brew without connect our vita to pc or an android phone server? I mean, I saw all of you guys so excited!!
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Orion90
Posts: 35
Joined: Wed May 14, 2014 10:53 am

Re: VitaShell 0.1

Post by Orion90 » Mon Nov 09, 2015 6:24 am

TheFloW wrote:
Orion90 wrote:This is very very beatifull
There are possibility to launch PSP ISO/EBOOT trough vitashell?
I will work on it :)

EDIT: Guys, expect a psp homebrew signer and a psp iso/homebrew loader soon...buut..I'm on 3.50 and I don't have any psp game installed. Please help me accessing psn on this FW ;)
I have a psvita 3.50 with many psp games
To install psp games on a lower fw your unic option is to use a PS3 to download the game and than to copy it on your psvita using cma/qcma trick

If you need tester for your incredible work i'm here ;)
PSVITA 1000 Wifi-3.36 ARK-3/VHBL
PSP 2004 SLIM-Pandora kit+6.61 ME 2.3
PS3 SLIM-CFW 4.65.2 REX COBRA/REBUG
XBOX 360 SLIM-RGH
NINTENDO WII-SOFTWARE MOD
NDS/DSI XL-R4

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reprep
Posts: 1074
Joined: Tue Dec 17, 2013 4:38 pm

Re: VitaShell 0.1

Post by reprep » Mon Nov 09, 2015 6:50 am

Thanks a lot for this. PSPEmu access is great.

TioBrazMii
Posts: 47
Joined: Sat Oct 18, 2014 2:26 am

Re: VitaShell 0.1

Post by TioBrazMii » Mon Nov 09, 2015 12:03 pm

No button combo for exit homebrews?
No Vita Game Card acess/dump? ...run?

Anyway, tnk you! :D
SORRY FOR MY BAD ENGLISH

boughtavita
Posts: 31
Joined: Thu Sep 12, 2013 5:18 am

Re: VitaShell 0.1

Post by boughtavita » Mon Nov 09, 2015 12:53 pm

TioBrazMii wrote:
No Vita Game Card acess/dump? ...run?
Not going to happen - how are people still having issues on this. Rejuvenate can not, and will never be able to do this, unless of course someone manages to break through the rest of the vitas protection which is unlikely to say the least, without a major slip up on sonys end.

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Typhoon_Neon
Posts: 60
Joined: Mon Apr 29, 2013 8:40 pm
Location: Somewhere in Portugal
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Re: VitaShell 0.1

Post by Typhoon_Neon » Mon Nov 09, 2015 1:04 pm

boughtavita wrote:
TioBrazMii wrote:
No Vita Game Card acess/dump? ...run?
Not going to happen - how are people still having issues on this. Rejuvenate can not, and will never be able to do this, unless of course someone manages to break through the rest of the vitas protection which is unlikely to say the least, without a major slip up on sonys end.
Considering they just left the write access code for the pspemu laying around, don't be surprised if something else appears. They are know for being pretty dumb.
If you like my articles on the front page you can always check out the archive check out the archive and I have a Twitter too!

mr.gas
Guru
Posts: 163
Joined: Sat Apr 05, 2014 6:35 pm
Location: YEMEN

Re: VitaShell 0.1

Post by mr.gas » Mon Nov 09, 2015 4:14 pm

@yifan
is it possible to run an eboot.elf of any vita games through Rejuvenate ?
.

yifanlu
Guru
Posts: 760
Joined: Sun Mar 11, 2012 6:42 am
Contact:

Re: VitaShell 0.1

Post by yifanlu » Tue Nov 10, 2015 6:51 am

mr.gas wrote:@yifan
is it possible to run an eboot.elf of any vita games through Rejuvenate ?
.
You can use (afaik untested) UVL exports to load homebrew ELFs. You cannot load sony elfs (signed or unsigned) because SELF header (signed) specifies exactly where that SELF is allowed to be loaded from (for ex, a self found in vs0:external cannot be copied to ux0:patch even though those are both valid places for SELFs to be found). And of course, no SELFs can be loaded from cache0: (such checks precede the self header checks).

OperationNT
Posts: 161
Joined: Sun Jul 12, 2015 1:15 pm

Re: VitaShell 0.1

Post by OperationNT » Tue Nov 10, 2015 8:43 am

Ok, now I better understand why my attempt failed:
viewtopic.php?f=54&t=44838

But when someone shows on a video that if you dump a cartrige on your memory card, you can start it, it also means that a "eboot.bin" in "gro0:app/GAMEID000/" can also start from "ux0:app/GAMEID000/"?
Does it means that the check allows the "eboot.bin" to start from "more_other_pathes0:app/GAMEID000/" (like "vs0:")?
Would it be possible to copy some removed applications (like Maps, NPXS10005) on "ux0:/app" and start them ?

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