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As arguments, we can specify the index of this array, the output buffer and the output length.Doom Legacy has been ported for the PSP Portable. The syscall `sceNpCore_8AFAB4A0()` is used to fetch some strings from a list. Thankfully, qwikrazor87 found a nice arbitrary read exploit.

The only thing left to do is determining `encrypted_uid`. Note that `LIBC_CLOCK_OFFSET` is the function pointer we want to overwrite with the address `0x88888888`. SceUID plantid = sceKernelAllocPartitionMemory(PSP_MEMORY_PARTITION_USER, (char *)&string, PSP_SMEM_Low, 0x10, NULL) Plant UID data structure into kernel as string
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The following code snippet shows how this has been achieved: The only thing we need to worry about is that we cannot use any NULL character within this fake object, otherwise we won't be able to fully copy the data into kernel. The name can be at most 32 characters long and luckily for us, these are enough bytes to successfully fake our UID object in kernel. Furthermore, planting data within this heap region was not quite obvious, as that was only used by kernel internals.Īfter trying a bunch of things, I noticed that when you allocate a new UID object, its name is saved within this heap region. As you'd have to plant 2^32 different UID object's to successfully guess the random seed. Instead, they added a few mitigations like XOR'ing `uid->uid` with a random seed, or detecting that the UID object was within the heap region.
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Then, we can invoke it and run our code in kernel mode.ĭo we have to bypass any security mitigations? Nope, there are none! Zero! There's no SMAP/SMEP, no KASLR, no effective randomization, no NX, nada! However that's comprehensible - remember this is a 10 years old device, just as secure as the PS4 -)Īfter qwikrazor87 released this exploit, Sony of course couldn't just change their whole design. Note that if we manage to control `uid->PARENT0` and `uid->nextChild`, we can write an arbitrary address to an arbitrary location.īasically, what you can do with this primitive is overwriting a function pointer in kernel and make it pointing to some function in userland instead. Uid->PARENT0->nextChild = uid->nextChild S32 obj_do_delete(SceSysmemUidCB *uid, SceSysmemUidCB *uidWithFunc _attribute_((unused)), int funcId _attribute_((unused)), va_list ap _attribute_((unused))) When the UID object is deleted, its entry is unlinked from the list as follows: and most importantly it maintains a doubly linked list that connects parents and children.

In particular, the UID data-structure consists of metadata, name, size, etc. Surprisingly, nobody attempted to exploit this design flaw back then and was only first exploited by qwikrazor87 in around 2015. If you pass such an UID to some syscalls that decodes it, it will first do sanity checks and see if the format is correct, then work with the object. In essence, UID's to kernel objects are simply encodings of their kernel addresses. If you read the slides, you may have noticed the following code snippet: I highly recommend you to watch the over () on the PSP by no other man than James Forshaw himself! I also suggest you read the following slides of ().

The PSP was literally taken apart, researched and exploited in any possible ways. It was the most active homebrew scene and gathered so many talents who worked together to unleash the beast. The history of PSP cracking is well known. The end result was a PSP Emulator Escape from MIPS userland to ARM kernel. Their discoveries ultimately motivated me find to more bugs in order to chain them together and escalate privileges into ring0. This write-up presents you bugs that I have found in this protocol. This essentially exposed a potential attack surface. Moreover, since the MIPS processor didn't have direct access to hardware devices, the PSP emulator used HLE by RPC via (). Among others, it was possible to () which allowed user code execution with no effort.
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A slightly adapted firmware of the PSP was used as software and (un)fortunately, this also brought along design flaws and vulnerabilities. Hence, the PS Vita came with a MIPS processor integrated besides its main ARM processor. (#post-exploitation)Īs the *PS Vita™* is the successor of the *PSP™*, which was *the* most popular handheld back then, it was natural to give it backwards compatibility. The source code of *Trinity* can be found (). It is based on a decade of knowledge and research.
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Change Mirror Download *Trinity* is a fully chained exploit for the *PS Vita™* consisting of six unique vulnerabilities.
