
PS4 RetailKit Part 3: DECI Daemon
This post examines how the DECI Daemon works on PS4, how it’s gated off on retail consoles, and what it takes to bring it back online. Revealing both the technical process and the security implications of leaving dormant debug infrastructure in consumer hardware.

PS4 RetailKit Part 2: Mdbg Investigation
This post explores how Sony’s PS4 Retail kernel retains much of the hidden debugging infrastructure found in Devkits, including FUSE and the mdbg_basic system, though access is restricted through runtime checks. By analyzing libmdbg_syscore and bypassing these checks, it's possible to invoke powerful debugging functions even on Retail consoles.

PS4 RetailKit Part 1: Introduction
Find out just how much of the debugging abilities exist in retail PS4 kernels and why the assumption that Sony stripped the debugger is incorrect.

PS4 Mono UI - Part 2
After I had completed the original PS4 Mono write up I already had ambitious goals for my next steps. Little did I know what would come next and how big my project would grow. If you haven’t seen the fruit of that labor you can see a sneak peak Here. This write up will be very similar to the last where I will try to tell the story of how I was able to complete the vast majority of my goals and the struggles that came along the way.

PS4 Mono UI
This will be a short write up of my journey start to finish how I was able to run native mono methods from low level C++. I will be covering how to use the mono functions and the troubles I ran into making invoking some functions possible. As of yet I would still like to spend more time refactoring my mono class and figuring out how to call more methods.