PS4 RetailKit Part 2: Mdbg Investigation
PS4 RetailKit, Playstation 4 Gregory Greekas PS4 RetailKit, Playstation 4 Gregory Greekas

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.

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PS4 Mono UI - Part 2
Playstation 4 Gregory Greekas Playstation 4 Gregory Greekas

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.

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PS4 Mono UI
Playstation 4 Gregory Greekas Playstation 4 Gregory Greekas

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.

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