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Hey, how's it going guys? Welcome back
to another PS4 and PS5 jailbreak news
update. Lots of topics to dive into here
in this video. Starting with some
unfortunately bad news, it seems in
terms of the Mastercore exploits and
this is brought to us uh by GJI. So, of
course, this is the exploit using the
Star Wars Racer Revenge game that was
hoping to be chained with the Colonel
exploit to be able to jailbreak higher
firmwares on the PS5 above 10.01 up to
firmwares up to 12.0.
That was the general idea because of
course the masterore exploit has the
dupe privilege sis call that's needed
for a userland exploit to be able to
trigger the kernel exploit to jailbreak
the console. Now we actually got a
pretty positive update initially from
developer gaj here showing lua core
finished from PS2 EMU escape to chaining
Lua code execution with full primitives.
We'll prepare a GitHub in a few days. So
everything was looking good. It looked
like the userland exploit was
essentially done and then it was just a
case of chaining it with the kernel
exploit and then we'd have a jailbreak
that we could use with this Star Wars
game. However, over the past couple of
hours, we got an update from Gina here
saying, "So, we have a situation.
Mastercore does have the dupe privilege,
but at some point firmware 8.xx, XX. So
some firmware around there, Sony has
removed the network socket privilege
from the PlayStation 2 emulator. Now for
Colonel Rewrite Primitive, past exploits
used the IPv6 sockets and Mastercore
cannot use that. So we need some kind of
alternative.
So not looking good. Now you can see in
the initial video that was posted
showing the userland exploit up and
running. We can see it is successfully
mounting the save data for Lua
transition and then it transitions over
to the Lua based exploit. And you can
see there we have a remote Lua loader
running. So the idea is that it's using
the Mastercore exploit to unlock some
kind of Lua execution within the game or
within the emulator that can then allow
it to run a remote Lua loader to execute
Lua scripts that are sent over the
network. But it looks like the net
sockets function is not working on
higher firmwares which would prevent
this remote Lua loader from working. And
I believe that function or some other
functions that are now blocked in these
higher firmwares are needed for the poop
exploits to work which would prevent
this from being used to chain it with
the poop exploit to jailbreak. Unless
some kind of alternative, you know,
method to load it can be found. Some
kind of alternative for these particular
um SIS calls. If those can be, you know,
changed to something else that does
work, then maybe there's still a chance
for this exploit to survive. Now, I
believe the issue is that, of course,
Gina here, you can see, is on firmware
6.02. So, the whole time this developer
has been testing this on an older
firmware, 6.02, which is just, I guess,
the firmware that their console happens
to be on, and it was working fine on
that particular firmware. But then you
can see here on the higher firmware, I
guess this is being tested on when
trying to invoke particular functions
that are needed for the exploit. Here on
higher firmwares, we can see these
errors are appearing. Socket execute
af_etet 6 failed. Function not
implemented. Function not implemented.
So it seems that Sony has removed some
of these functions from the PlayStation
2 emulator. So they no longer exist and
cannot be implemented. So this is a
pretty big blow in the development of
this exploit. We hope that some kind of
alternative could be implemented or
found, but uh it's certainly not looking
good at this stage for higher firmwares
with this exploit. So now this doesn't
immediately mean that this exploit is
completely dead in the water. Of course,
other alternative functions could be
found to make this work and the poop
exploit could be reworked to use those
different functions in order to get that
to work with it. So, it's there's always
a possibility that this could still end
up turning into a working exploit to
load the jailbreak on higher firmwares,
but obviously that's going to take a lot
longer cuz it's going to require a lot
of research. And if an alternative is
found, then the exploit's going to have
to be completely reworked to use that
alternative to get it working on higher
firmware. So, I'll definitely keep my
fingers crossed that some kind of
alternative solution can be found. But,
it's certainly not looking great at the
moment for this particular exploit. Now,
it is working fine on the PS4, but not
that that's really much of a consolation
because, of course, the PlayStation 4
has other userland exploits like the
PlayStation View exploit that's been
implemented and the Blu-ray exploits.
So, this doesn't have that much utility
on the PS4 and it's working on older
firmwares on the PS5, below 8.x
firmwares, but again, we have other
jailbreaks we can use on those older
firmwares. Anyway, so we also have some
updates to the PlayStation View exploit
which is going to be used to jailbreak
the PS4 up to firmware 13.0. Now, the
first thing I saw in this was that there
were some people getting confused about
13.02, as if 13.02 was going to be
supported. The thing is, yes, the
PlayStation View exploit may work up to
13.02 as a userland exploit, but the
kernel exploit that we're triggering
only works up to 13.0. That's the
highest kernel exploit we have for the
PS4 right now. which basically means
we're only going to be able to jailbreak
up to 13.0 because the kernel exploit is
what actually jailbreaks the console,
not the userland exploit. So just
because uh PlayStation View exploits may
work up to 13.02 doesn't mean we're
going to get a jailbreak up to 13.02,
just 13.0 for now until a new kernel
exploit comes out that supports 13.02.
So that's the situation there. But then
as for actual updates, we've had a few
pieces of information. And first of all,
Earth Onion has stated that the Vue
userland exploit is actually very
stable. So that's excellent news. We're
getting a pretty stable entry point to
trigger the kernel exploit. Now, we also
got some information from Dr. Yenyen
outlining some of the challenges in
getting this PlayStation View exploit
done and finished. So, at the moment,
there are several things that need to be
bypassed, and we can see the progress
that is made here. I'm just going to
summarize it here in this video. Uh, so
basically we've got four screenshots
showing some different prompts that
appear when trying to load the
PlayStation View exploit that need to be
worked around. So the first one is the
sign into PlayStation Network to use
network features. You'll get this if you
try and launch the PlayStation View
application without an activated
account. This of course can be worked
around with the backup file. So when we
restore the backup file which contains
the exploit in the PlayStation View
application, it will also contain a fake
activated account which will allow you
to launch the application to bypass this
error. So that's already essentially
been solved. Now the second prompt that
you get when PlayStation View is loaded
is this one. This service requires you
to sign into PlayStation Network.
Apparently, this does not appear if
you're actually using a proper PSN
activated account. But for fake
activated accounts, you will get this
prompt and you just click okay and it
should then start running the exploit.
Then they also had to bypass this
prompt. There is a network communication
issue. The service is not responding.
Click okay to try again or quit the
application using the PS button. So
apparently this one is bypassed via the
save file. So something added to the
save file that allows us to bypass this
which is also present in the PC that was
released by Earth Onion. And then the
final prompt and this is the one that
isn't bypassable uh at the moment which
is that there is a problem connecting to
the internet. Check the connect to
internet setting in settings network and
that you are connected to the internet.
Click okay to try again. This is what
happens if you're not connected to the
internet. So So in its current form, you
need an internet connection on the PS4
to be able to get by this prompt. So you
will not receive this prompt and you'll
be able to actually get the PlayStation
view application running to execute the
exploit. So that's the kind of last
purdle at the moment for the view
application is bypassing this. Maybe
some way to bypass this so that you can
still use it offline because at the
moment it requires an internet
connection. And this is all going on
while the kernel exploit is also being
ported at the same time. So work is
still ongoing importing the net control
exploit from the flow while a more
efficient version of the userland
exploit is trying to be created to you
know bypass these prompts uh as well. So
those are our PlayStation view updates
so far. A few other interesting updates.
We got the release of Shadow Mount from
Void Whisper which was then subsequently
deleted not long after. So, Shadow Mount
is a payload that kind of acts more like
a plug-in that runs in the background
and allows you to automatically mount
your PlayStation 5 or PlayStation 4 game
dumps. But generally, the idea is that
you run this payload, preferably when
you load the jailbreak so that you don't
have to send it separately. And then
whenever you load any game backups onto
say a USB drive, external hard drive,
uh, or transfer it over to the conso's
internal storage or an M.2 two drive.
The payload runs in the background and
it's automatically scanning uh those
directories and those locations where
you typically store your game dumps and
then it will detect if a new game has
been added and it will automatically
create the shortcut on the homepage to
be able to run that game backup. It's
really easy, especially if you're
loading your games onto like a USB
storage of some kind. You can just copy
your game dump folders on, plug the USB
drive into your PS5, and with that
payload running, it will automatically
detect that new games have been added.
It will create these shortcuts
automatically on the homepage, and you
can load them directly from the home
menu and get your game dumps running.
It's really the most convenient way to
get your game dumps running on the PS5
at the moment. Now, there was an update
to version 1.3, which now scans more
locations, including the root
directories of your like USB drive, M.2.
Then all of a sudden the whole project I
think including the account was removed
from GitHub. The account is back and the
Shadow Mount project's back but the
release is still missing. Although maybe
has been updated by now. Ah, there we
go. It's back now. I just refreshed the
page. It's back. Okay. So there we go.
So we're now on version 1.3b. So we can
see what was included here. This release
has been reposted after being flagged.
Okay. So it was flagged. That's why it
was removed from GitHub, but it is now
restored. So you can now access it here.
I did upload a separate link so people
could still access the files when the
project was down, but now it is back up
on the official repo. So, you can go
ahead and just download it directly from
here. So, definitely a useful payload
for running your PlayStation 4 and
PlayStation 5 game backups, but you do
need to make sure you're using Kstuff
version 1.6.7
in order for this to work. And of
course, you can update the version of
KStuff within ETA hen in the KS menu by
using the option to download the latest
KS stuff version from GitHub and then
reloading the jailbreak and ETA hen will
then load that latest version of K stuff
that's compatible with this payload. So
that's the other development and again I
have a full tutorial breaking down how
to set up that payload. Now in other
news, we also got the release of this
YouTube jailbreak web UI from NASI. So
NASI is getting into PS5 development
which is great. So we can see we've got
the ability to manage the YouTube
jailbreak using a web UI. So I haven't
really had a lot of time to look into
this but I believe the idea is that it
runs a web server on you know some
device on your local network and then
from there the YouTube jailbreak when it
loads it reaches out over the network
and this web server will respond by
sending whatever payloads you want it to
load. So you can update this payloads
folder with any payloads that you want
uh YouTube jailbreak to load and then
when the web server is running and you
run the YouTube jailbreak on the PS5, it
will receive those payloads and execute
them one by one. I believe that's the
general idea. Now you could also perhaps
use this to update the exploit itself
whenever there's any new updates
available. And we can also see there's a
update here showing another update to
the web UI of a payload injector that
can be used to remotely send payloads to
the console. And we can see here sending
the shadow mount beta version 1.3 and
that payload being successfully executed
on the console too. So that's an update
there from NASI. This is using just
regular YouTube jailbreak I believe uh
not implemented with the auto loader,
but uh there may be some kind of update
in the future that uh implements this
with the autoloader version as well. And
finally, we've seen a drastic
improvement to FTP speeds with a new FTP
payload from Dramore on the PS5. And
it's also been updated to also support
the PS4 as well. So, there's a PS4
payload for PS4 and a PS5 payload. But
obviously, the PS5 is definitely the
console that needs the improved speed.
So if we take a look at the normal
transfer rates with FTP with ETA hen. So
when I connect via ETA hen on port 1337
and I try and transfer a package file
from my computer to my PS5 into the data
ETA hen folder you can see that this is
a 24 GB file and when I transfer it the
speed starts off high and then it just
craters all the way down to about 5
megabytes per second. And it's telling
me it's going to take about 1 hour and
17 minutes just to transfer a 24 GB
file. And this is on a direct wired
connection. So I should be getting much
higher transfer rates. So this is the
issue. Now sometimes the speeds are
higher than this. They're about 20 to 30
megabytes per second sometimes. Um but
in this case quite often it seems to get
capped at about 5 megabytes per second.
So that is just obviously far too slow.
So with this new payload, if we send
this new FTP payload instead, and then
we repeat the same test by copying the
same 24 GB file over to the same
location, you can see that the speed
stays high at about 75 megabytes per
second thereabouts. And we're getting
much faster transfers rates, and it's
saying it's only going to take about 5
minutes now to transfer that 24 GB file.
So much much faster than the FTP server
built into EThen and some of the other
FTP payloads that we've had in the past.
Now, beyond that, another big advantage
of this is that it does seem to be more
stable with simultaneous transfers as
well. So, when you're transferring
folders that have hundreds or thousands
of files in them, it can take a long
time if it's just transferring like two
at a time. Whereas in FileZilla, you can
go into the FTP settings into the
transfer settings and you can change the
number of simultaneous connections up to
I think 10 is the maximum. And then when
you transfer a folder that has thousands
of files in it, it will transfer them at
10 files at a time, which is going to
get them transferred a lot faster. It
would normally cap out about five
simultaneous transfers, whereas with
this, we can go up to the maximum and
get 10 transferred at a time, which as
you can see is transferring thousands of
files a lot faster. So, if you've got
big folders with thousands of files on
them, this can also help to get those
transferred over. Although, it's still
not recommended to use FTP to transfer
your games. I would highly recommend
using items flow to copy your game dumps
from a USB to the internal storage or an
internal M.2 drive instead. That's going
to do it for this one. Just a quick
update here. So, hope you guys enjoyed
this one or found the information
useful. If you did, please leave a like
and subscribe. And as always, I'll
hopefully see you guys in the next one.
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