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  • 2 days ago
12.52 security updates identified by zecoxao, theflows new bug bounty report, ps5debug & save mounter updates.
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Links:

TheFlow's Report: https://hackerone.com/playstation/hac...

12.52 update notes: https://www.playstation.com/en-gb/sup...

Zecoxao's video: • diff 1250 1252

PS5Debug: https://github.com/GoldHEN/ps5debug/r...

Save mounter: https://github.com/n0llptr/Playstatio...

OSM PS4 Debugger write up: https://www.hackingadventures.ca/blog...
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Timestamps:
0:00 - TheFlow Bug Bounty
1:30 - 12.52 Changes
4:02 - PSFree 9.xx Fixes
5:54 - PS5 Kstuff Progress
6:35 - PS5 Debug for 7.xx
6:58 - Save Mounter Updates
11:11 - OSM Mdbg Investigation
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Music
Outro: Paul Flint - Sock It To Them - • Paul Flint - Sock It To Them [NCS Release]
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Find my content on these other platforms:
Odysee: https://odysee.com/@MODDEDWARFARE
LBRY: https://lbry.tv/@MODDEDWARFARE
BitChute: https://www.bitchute.com/channel/cZkN...
Transcript
00:00Hey how's it going guys, welcome back to another PS4 and PS5 jailbreak news update.
00:04So first of all, a couple of things that have been happening. We did get a new Hacker 1 bug
00:08bounty report showing up on PlayStation's bug bounty program from The Flow and The Flow received
00:15a $5,000 bounty. Now normally for a kernel exploit it would be $10,000 or more, that's typically
00:21the going rate for something as severe as a kernel exploit, so probably something less
00:27significant here, but it's still in the high severity category. So you can see high severity
00:32reports are $1,000 to $10,000 you'll get a bounty for if you submit a valid report there, and The Flow
00:39has got $5,000 for that particular report. So this does coincide quite nicely with the release of
00:4612.52, which wasn't that long ago where we got a message saying that PlayStation have made some
00:52security fixes to the system software in 12.52. So it's likely whatever The Flow reported here
00:58is likely to be what was patched in 12.52, just based on the timing. Typically what happens is
01:05PlayStation will release the new patch that patches whatever vulnerability was reported
01:09in Hacker 1, and then about a week later or so it will get resolved in Hacker 1 and then will appear
01:15here that everybody can see once that has been confirmed that the latest update that they released
01:20has in fact fully patched the vulnerability that was reported so that it can then be resolved here
01:25in Hacker 1. And that's typically what you see and the timing definitely lines up very well for that.
01:30Now we do have some further information that was brought to us by Zeko, so ZekoXEO on Twitter.
01:36He also posted a YouTube video basically comparing the Java security file in the BDJ stack,
01:42which has been changed as of 12.52 compared to 12.50. So you can actually find this file yourself,
01:48you can just head into FTP on your own console and go to the system underscore EX directory and then go
01:55into the app folder and then MPXS20113, which is the Blu-ray player, and then the BDJ stack folder,
02:03the lib folder, security, and then java.security. That is the file that was changed. If we take a look
02:09at the file itself, on line 189 and line 206, those are the two lines that were changed in 12.52.
02:18So this version is from my 12.02 console right now. So this is what it looks like on 12.02.
02:24Most likely pretty much the same on 12.50, I believe. So you can see we've got package.access
02:29equals sun.com.sun.proxy.com. Now apparently what was changed here is that this was basically added
02:38to it. And apparently this was also added to this line here as well. So it would appear they've
02:43essentially expanded the number of packages that are now protected. So some of those packages that
02:49weren't protected in previous firmware versions could have perhaps been used to escalate privileges
02:54in some way, maybe for a user land exploit, but we'll have to wait and see on that. So I guess
02:59we could say that there is a chance, at least a good chance anyway, that there might be some kind
03:04of vulnerability that can be exploited again with the Blu-ray player with BDJ. And the best case
03:09scenario, I guess with that would be the ability to actually use that to then trigger the lapsed kernel
03:14exploit up to 12.02 so that you'd be able to load the jailbreak with the Blu-ray disc instead of
03:19requiring those expensive and hard to find Japanese titles. Of course, we won't know
03:24until either the flows report gets made public once it's disclosed, which could be several months
03:29down the line, of course. So we'll have to wait and see if that happens. But obviously,
03:33there might be a chance that other, you know, exploit developers might be able to figure it out
03:37also and release it earlier, so that we might have access to whatever this turns out to be
03:42sooner than having to wait for the flows report to get disclosed. So anyway, I thought that was
03:46definitely, you know, worth a mention here. Obviously, we don't know entirely if this is going to end
03:51up being some kind of Blu-ray exploit. I just want to be clear, this is mainly speculation at the
03:56moment based on what has been revealed. So, you know, obviously take everything with a grain of
04:00salt until we know for sure. Okay, so moving on to some more things for the PlayStation 4. We did,
04:05in fact, get a fix for the black screen and save data corruption issues on 9.xx firmwares when loading
04:11the lapsed exploit to the new jailbreak using the web browser with PS3. So using the older webkit
04:18exploits to load the newer jailbreak, which allows us, of course, to jailbreak entirely from the web
04:23browser on firmwares like 9.00, 9.03, up to 9.60, which previously had to use older exploits like the
04:30PPPone exploit or the USB exploits, which require additional devices to jailbreak the console. But you
04:36can do it entirely from the web browser. Of course, the general consensus was not to use that exploit
04:41because of the black screen and save data corruption issues that you would get when launching some of your
04:46games. Now, there is a workaround for this. I made a video kind of showcasing it in a tutorial. But the
04:52idea is that there is a old Goldhen plugin, which is the AIO fix plugin for Goldhen. You can just
04:58install that plugin if you're on, you know, any of those 9.xx firmwares loading the lapsed jailbreak
05:03from the web browser. And if you enable that plugin, it should resolve those issues. And I did do a test of
05:09this using one of the GTA Definitive editions. And it was getting a black screen. But as soon as I
05:16enabled the plugin, it would eventually load the game and the save files worked fine. I didn't get
05:20any save data corruption. I was able to create a save file on the game and then, you know, exit the
05:25game, relaunch it again and continue that save file without any problems. So if you are wanting to use
05:30that exploit, if you really just cannot stand using the USB drive on 9.00 or using the PPPone exploit
05:36up to 9.60, then you can use the lapsed exploit now if you enable that plugin to fix those problems.
05:42Now, again, there may still be other issues with the lapsed exploit on the web browser. So
05:46obviously proceed at your own risk. But if those are the main issues that were stopping you from
05:50using it, you can use that plugin to resolve those problems. So moving on to some PS5 news,
05:55we're also seeing some progress getting KStuff ported to higher firmwares above 7.61 to get your
06:01homebrew applications running. And of course, your PS5 game backups and fake packages for PS4 games
06:06on those higher firmwares. So at the moment, 7.61 is the highest firmware. But there was a
06:12video that originally comes from Echo Stretch here showing the PS5 remote Lua loader on 8.00
06:17being used to load KStuff on that firmware. So it looks like Echo Stretch has managed to
06:22successfully get KStuff loaded at least on 8.00 and potentially higher. So there is definitely
06:28some progress being made in that area for everybody who is waiting. You can clearly see Echo Stretch
06:32is working on it and is making some progress there. We do have a new build of PS5 debug released
06:38by CTN. So this one now adds 7.xx support. So all 7.xx firmwares on the PS5 should be able to use PS5
06:46debug, which can be used, of course, for remote debugging of the console. So connecting debugging
06:52tools, mod tools, trainers and various other things that you can do with PS5 debug, including,
06:58of course, the save counter, which has also been updated. So we have a new version of the PS5 save
07:03now this only works right now for PS4 saves on the PS5, not PS5 saves themselves. But you can
07:10essentially mount your encrypted save files and extract the decrypted save data from it and replace
07:16the decrypted save data of your saves. So this particular version of the save counter from Null
07:20Pointer has had a bunch of support for different firmwares added. So the original version only supported
07:26a very small number of firmwares, particularly older ones like 4.03. But this particular version
07:33here supports 7.40, 8.20, 10.01. And then we got support for 4.03 and 6.02. 9.60 was added, 5.02 and 9.40.
07:44And then, of course, we also have 5.50 and 7.20. So to load the save counter, we need to load PS5 debug,
07:51which you can do on 7.xx firmwares now with the new version using the Blu-ray exploit or the Lua
07:56exploit. With the Lua exploits, you can use its PLK's latest autoloader, which loads the Lua menu
08:02with different payloads that you can select. You can go to the manage payloads option in the top
08:06left-hand corner, and it will give you the IP address and port number 8084 that you can enter
08:12in your web browser on another device like your computer that's connected to the same network.
08:16And then from there, you can use the upload option to upload another payload to the console,
08:21and you can select the PS5 debug payload, and then go back onto the console and refresh the page.
08:25And that payload should then show up that you can load. So that's how you get it running using the
08:30Lua exploit. And then for the save counter, you also need to load FTP afterwards as well.
08:35And then also, of course, with the Blu-ray exploit, you can just put the payload on the
08:39root of a USB drive, plug it into the console, load Victorious X's ISO, and then head over to the
08:44disk menu and select option 1 for UMTX1. Once that loads, you can select option 2 for the ELF loader.
08:50Once that loads, you then want to select option 3 for the jailbreak, which allows you to load
08:54payloads from the USB. And once that one's loaded, you'll then be able to go over to the USB menu,
09:00and the payload should show up and you can load the PS5 debug payload. And then of course,
09:04load the FTP payload afterwards as well, if you're wanting to use the save counter.
09:08Now one of the new features in the save counter is that this version does not require you to run
09:12the game, which is important because some games actually mount the save file when the game is first
09:18loaded. And if the game has already mounted a save, the save counter will not allow you to mount
09:22another save file. And that was causing a problem, especially for installing the saves for the Lua
09:27exploit. So just to show that that can now be done with this version, you can see that I have one of
09:31the Japanese games that can be used to load the jailbreak. Currently, it's just running a normal
09:35save file. And then if I go over to the save counter, enter the IP address of the PS5 and connect,
09:41then use the patch option to apply the patches. And then we can grab the account name of the account
09:46we're signed into, and then the game, get the titles and select the title ID of the game that
09:51we're trying to replace the save for. We can then grab the save files and select one of the save
09:56files that shows up. So we can see we have save data here, and then I can select the option to
10:01mount that save. So now the decrypted save data is mounted in the MNT PFS directory. We can just go
10:07to that directory in FTP, MNT PFS, and then the save data folder, which now contains our decrypted save
10:13files for that save. And I can just swap those out with another save file, another decrypted save.
10:18In this case, I will use the itsplk autoloader save file to get the Lua exploit on there. And when it
10:25asks me to overwrite the save files, I'll just confirm it, and that will get all of those save
10:29files copied over. And once that's done, we can then unmount the save inside the save counter.
10:33So now when I go to load the save file, it runs the autoloader, the Lua exploit, instead of the
10:38original save file, and we've easily swapped that save file out. So that's just a quick example of how
10:43you can use the save counter, especially now on games that previously were awkward to try and replace
10:48the save files for, because they perhaps loaded the save file as soon as the game was loaded,
10:52preventing the save counter from then being able to mount a save. That's not really an issue with
10:56this version, because you can mount save files when you're not running the game now. So that is
11:00definitely a welcome change. Now, if you want a more detailed guide on how to use the save counter,
11:05I have made a video before on the older version, which I will leave linked down in the video description,
11:10which goes into more detail. And finally, we also got a write-up from OSM,
11:14old school mods, about PS4 retail kits, basically debugging investigation in PS4 retails,
11:20uncovering a bunch of dormant debugging features from development and test kit consoles that still
11:26basically exist in the retail units. And that can potentially be brought back to life to be able to
11:32access a lot of these debugging features on retail consoles. So he has done a pretty in-depth
11:37write-up on this. This is the first part of the write-up that has been released. So if you're
11:41interested in looking into that, you can see here the conclusion. The findings confirm that Sony's
11:46retail kernel retains nearly the full debug backend with mdebug, basic, fuse, and associated
11:53syscalls, all still present and functional, just hidden behind environment checks. By mimicking the
11:58correct environment and patching a few guardrails, we can unlock a surprising amount of devkit-like
12:03functionality on retail hardware. In part 3, we'll take this a step further by exploring the DCI
12:09daemon and what it would take to bring Sony's official debugger back to life. So trying to get
12:14Sony's original debugger actually working at least partially on retail units, which would be pretty
12:19interesting. So I'll go ahead and leave this down in the video description also if you want to read
12:23more into it. But anyway, that's going to do it for this one. So hope you guys enjoyed this video or
12:27found the information useful. If you did, please leave a like and subscribe. And once again,
12:30I'll hopefully see you guys in the next one.
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