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Any Way we the community can help test for xploits?

.:Scott:.
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Re: Any Way we the community can help test for xploits?

Post by .:Scott:. » Fri Apr 20, 2012 12:42 pm

wololo wrote:
rafael707 wrote:you need a psp to look for exploits in psp save games, read this

http://wololo.net/wagic/2009/03/11/find ... n-the-psp/

basically what you wanna do is type in random data like ########## or AAAAAAAAAAAAAA, in your savegame which "might" trigger a buffer overflow, game crash.This is when you will need to use psplink to analyze the memory locations. What im telling you is a real basic concept of what it really is, if your not to familiar with things it can be somewhat difficult, but good luck ;)
This.
The best way to help the community is to start hacking yourself.
Testers, etc... are always welcome, but they are easier to find than hackers.
i'll test if you like i have a hombrewed wii, ps3, and psp phat pm me what you need testing.. ill help.

.:Scott:.
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xSpectrum
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Re: Any Way we the community can help test for xploits?

Post by xSpectrum » Fri Apr 20, 2012 12:48 pm

narrath wrote:I think so...

But one more idea... could an psp emulator on PC be used for that?
Good question, you should try it.
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Koji
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Re: Any Way we the community can help test for xploits?

Post by Koji » Fri Apr 20, 2012 12:52 pm

In theory a PSP emulator on PC could work, but only if it's accurate enough... and also depending on how it handles errors. While an exploitable crash may occur on an emulator, it could just as likely cause the emulator itself to crash. Also there is a problem of proper debugging functions. While undoubtedly there are versions of JPSP with a debugger, they'd have to be compiled manually I'm sure.

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fate6
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Re: Any Way we the community can help test for xploits?

Post by fate6 » Fri Apr 20, 2012 6:28 pm

Koji wrote:In theory a PSP emulator on PC could work, but only if it's accurate enough... and also depending on how it handles errors. While an exploitable crash may occur on an emulator, it could just as likely cause the emulator itself to crash. Also there is a problem of proper debugging functions. While undoubtedly there are versions of JPSP with a debugger, they'd have to be compiled manually I'm sure.

I think it would be best to stick with a real PSP for accuracy
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m0skit0
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Re: Any Way we the community can help test for xploits?

Post by m0skit0 » Fri Apr 20, 2012 8:53 pm

Don't forget you can ask anything you don't understand, we'll be glad to help ;)
I wanna lots of mov al,0xb
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simondavies315
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Re: Any Way we the community can help test for xploits?

Post by simondavies315 » Sat Apr 21, 2012 5:40 pm

As far as I am aware you have to be pretty good with asm to perform a successful buffer overflow to point to your executable code. Also what happens if the buffer is not big enough for the exploit with a computer you can point to another place in memory does it work like this on the psp? I know the basics of buffer overflows but some of what I have said here may be wrong so correct me if need be. Like I've looked at exploiting a buffer overflow to spawn a shell on linux but that's as far as it goes.

martepato
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Re: Any Way we the community can help test for xploits?

Post by martepato » Sat Apr 21, 2012 5:47 pm

simondavies315 wrote:As far as I am aware you have to be pretty good with asm to perform a successful buffer overflow to point to your executable code. Also what happens if the buffer is not big enough for the exploit with a computer you can point to another place in memory does it work like this on the psp? I know the basics of buffer overflows but some of what I have said here may be wrong so correct me if need be. Like I've looked at exploiting a buffer overflow to spawn a shell on linux but that's as far as it goes.
Not at all, I don't know assembly at all and still I got a working exploit + binary loader for my game.

You should look at the tutorials wololo made, they are EXTREMELY helpful!
http://wololo.net/wagic/hacking-portal/

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