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Basilisk II PSP Port (Mac Emulator)
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J.F.



Joined: 22 Feb 2004
Posts: 2906

PostPosted: Mon Aug 04, 2008 9:06 am    Post subject: Reply with quote

Yeah, about the only reference I could find to raw sockets on the PSP was a thread where someone WANTED to write a packet sniffer and needed raw sockets, but he didn't get an answer on his question about raw sockets on the PSP, so the thread just quit without a resolution.

My own more recent thread about raw sockets on the PSP went unanswered as well, so I don't think anyone knows anything. It's not an area anyone has really looked into yet. Probably the only folks to look into it did some simple tests like mine, and when they turned out negative, assumed Sony doesn't support raw sockets.
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Moneyslap03



Joined: 11 May 2008
Posts: 14

PostPosted: Mon Aug 04, 2008 10:16 am    Post subject: Reply with quote

is there a way to convert or make a call from raw socketing to the sce access point sniffer
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ViTi95



Joined: 18 Jul 2008
Posts: 3
Location: Getafe (Madrid)

PostPosted: Thu Sep 04, 2008 9:29 pm    Post subject: Reply with quote

a little question. does tv output work for the latest test version of basiliskII?? mine doesn't :S and on earlier versions it worked :S

p.d.: nice job J.F.!
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J.F.



Joined: 22 Feb 2004
Posts: 2906

PostPosted: Fri Sep 05, 2008 7:20 am    Post subject: Reply with quote

ViTi95 wrote:
a little question. does tv output work for the latest test version of basiliskII?? mine doesn't :S and on earlier versions it worked :S

p.d.: nice job J.F.!


Yes, TV out works fine. Sounds like you deleted the dvemgr.prx or something.

Also, if you use FUSA on your PSP, turn it off when trying to use programs that make use of the TV directly.
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nickdudego3



Joined: 10 Nov 2008
Posts: 2

PostPosted: Mon Nov 10, 2008 7:09 am    Post subject: jigsaw Reply with quote

hi i wanted to know where i can download or obtain the files for the programs like jigsaw puzzle and what file type and where i would install it
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hihi
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dennis96411



Joined: 06 Jul 2008
Posts: 70

PostPosted: Mon Nov 10, 2008 7:21 am    Post subject: Reply with quote

Woah, big bump.

Download
_________________
My PSP's Firmware:
5.00 M33-6 w/ LEDA 0.2

My PSP's Motherboard:
TA-088

My PSP's Model:
PSP-2001 (Slim)
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J.F.



Joined: 22 Feb 2004
Posts: 2906

PostPosted: Mon Nov 10, 2008 7:23 am    Post subject: Reply with quote

Read the guide for B2: http://groups.google.com/group/chilly-willys-ice-flow/web/basilisk-ii-for-the-psp?hl=en

Finding Mac software is not something that would be discussed here. You'd be better off asking at a Mac emulation site, especially one that focused on Basilisk, like this one: http://www.emaculation.com/forum/viewforum.php?f=6
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nickdudego3



Joined: 10 Nov 2008
Posts: 2

PostPosted: Mon Nov 10, 2008 7:23 am    Post subject: dude Reply with quote

i've been googling for hours please can someone nice help me find it
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jnj2828



Joined: 31 Dec 2008
Posts: 1

PostPosted: Wed Dec 31, 2008 7:10 am    Post subject: Reply with quote

HELP!!!!! ........i no this is old...but how do i change the color of my psp key board....(cfw 5.00m33-4)!!!!...................
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J.F.



Joined: 22 Feb 2004
Posts: 2906

PostPosted: Wed Dec 31, 2008 1:12 pm    Post subject: Reply with quote

jnj2828 wrote:
HELP!!!!! ........i no this is old...but how do i change the color of my psp key board....(cfw 5.00m33-4)!!!!...................


Go to your local hobby shop - they should have all kinds of paint available. :D

If you mean the Danzef OSK, change the color in the pngs using a paint program like GIMP or Photoshop.

If you mean the Sony OSK, you can't.
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Dariusc123456



Joined: 12 Aug 2008
Posts: 394

PostPosted: Fri Jan 02, 2009 4:35 am    Post subject: Reply with quote

JF, its possible. It will just take a month of reverse enginnering, and finding that osk in the psp.
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darkfang



Joined: 16 Feb 2009
Posts: 13

PostPosted: Mon Mar 02, 2009 8:10 pm    Post subject: Reply with quote

why not use a java raw socket library and port it to psp? you can google"raw socket java" and find info or google "jpcap" a java for sending and recieving raw sockets.hope this helped
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Dariusc123456



Joined: 12 Aug 2008
Posts: 394

PostPosted: Tue Mar 03, 2009 6:43 am    Post subject: Reply with quote

It wouldnt be easy as it may sound.
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darkfang



Joined: 16 Feb 2009
Posts: 13

PostPosted: Tue Mar 03, 2009 8:35 am    Post subject: Reply with quote

true but anything is worth trying at the moment
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Dariusc123456



Joined: 12 Aug 2008
Posts: 394

PostPosted: Tue Mar 03, 2009 1:07 pm    Post subject: Reply with quote

Well thats true. Ill do a search. Maybe ill find one written in C.

But theres many problems also when porting it to the pspsdk.
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crazyc



Joined: 17 Jun 2005
Posts: 410

PostPosted: Tue Mar 03, 2009 1:54 pm    Post subject: Reply with quote

Dariusc123456 wrote:
Well thats true. Ill do a search. Maybe ill find one written in C.
No. Raw sockets have to be implemented in the IP stack within the PSP kernel. Either support is there and we don't know how to use it or it's not and a kernel patch or hook will be required. A java or C library will not help.
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J.F.



Joined: 22 Feb 2004
Posts: 2906

PostPosted: Tue Mar 03, 2009 4:18 pm    Post subject: Reply with quote

What crazyc said. :)

The only suggestion I've heard that's worth trying is to make a kernel mode prx and try calling the socket code from kernel mode. While Sony probably wouldn't allow raw sockets from user mode, it's possible it's there but reserved to kernel mode. Just haven't had the gumption to try that yet.
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Gaby_64



Joined: 19 Dec 2008
Posts: 33

PostPosted: Sat Mar 07, 2009 12:51 am    Post subject: gethostbyname crash Reply with quote

Have you had that problem too when trying to get raw socket on psp?

gethostname works but when gethostbyname attempts to resolve it it crashes

Code:

printf("\nFetching host name...");
   if(sceUtilityGetSystemParamString(PSP_SYSTEMPARAM_ID_STRING_NICKNAME, host, sizeof(host)) == PSP_SYSTEMPARAM_RETVAL_FAIL)
   {
      strcpy(host, "UNNAMED");
   }
   printf("%s\nResolving...", host);
   if((server=gethostbyname(host))!=0)
   {
      if (server < 0) {
         errno = sceNetInetGetErrno();
         printf("Error,  %x, %d, %s\n", errno, HexToDec(errno), errd[HexToDec(errno)]);
         sceKernelDelayThread(1000000);
         do { sceCtrlReadBufferPositive(&pad, 1);
         } while (pad.Buttons == 0);
         sceKernelExitGame();
      }
      else {
         printf("Unable to resolve, %s\n", hosterr[(int)server]);
         sceKernelDelayThread(1000000);
         do { sceCtrlReadBufferPositive(&pad, 1);
         } while (pad.Buttons == 0);
         sceKernelExitGame();
      }
   }
   dest.sin_family = AF_INET;
   dest.sin_port   = htons(50000);  //your destination port
   memcpy(&dest.sin_addr.s_addr,server->h_addr,server->h_length);
   printf("Resolved.");


Has anyone found a fix to this?
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darkfang



Joined: 16 Feb 2009
Posts: 13

PostPosted: Sat Mar 07, 2009 12:47 pm    Post subject: woot Reply with quote

wow gaby_64 is here?^^
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Gaby_64



Joined: 19 Dec 2008
Posts: 33

PostPosted: Mon Mar 09, 2009 10:47 am    Post subject: Reply with quote

Its been a while (since I started AirCrack-PSP)

No one has had this problem with sockets? (gethostbyname crashes)

the host name on my PSP slim is P150, idk if its the same for every psp
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J.F.



Joined: 22 Feb 2004
Posts: 2906

PostPosted: Mon Mar 09, 2009 2:54 pm    Post subject: Reply with quote

In PSP Doom, there's this:

Code:
  while (++i < myargc && myargv[i][0] != '-') {
     memset((void *)&IP_sendaddress[doomcom->numnodes], 0, sizeof(IP_sendaddress[doomcom->numnodes]));
    IP_sendaddress[doomcom->numnodes].sin_family = AF_INET;
    IP_sendaddress[doomcom->numnodes].sin_port = htons(IP_DOOMPORT);
    if (myargv[i][0] == '.') {
      IP_sendaddress[doomcom->numnodes].sin_addr.s_addr = inet_addr (myargv[i]+1);
      printf(" %s", myargv[i]+1);
    } else {
      hostentry = gethostbyname (myargv[i]);
      printf(" %s", myargv[i]);
      if (!hostentry)
        I_Error ("gethostbyname: couldn't find %s", myargv[i]);
      IP_sendaddress[doomcom->numnodes].sin_addr.s_addr = *(int *)hostentry->h_addr_list[0];
    }
    doomcom->numnodes++;
  }


I don't remember hearing any complaints about it crashing, but I'm not sure if people ever used that path in the code. I certainly never did.
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Gaby_64



Joined: 19 Dec 2008
Posts: 33

PostPosted: Wed Mar 11, 2009 4:34 am    Post subject: Reply with quote

If fixed the problem but it cant resolve the psp host name P150 but when I put www.luaplayer.org or some otgher site it works

But it only works if I connect the psp to a AP
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J.F.



Joined: 22 Feb 2004
Posts: 2906

PostPosted: Wed Mar 11, 2009 4:13 pm    Post subject: Reply with quote

Gaby_64 wrote:
If fixed the problem but it cant resolve the psp host name P150 but when I put www.luaplayer.org or some otgher site it works

But it only works if I connect the psp to a AP


Err... if you're not connected to an AP, you aren't connected to the net. If you aren't connected to the net, how do you expect to resolve names?? The DNS servers are on the net (well, the ones I use certainly are).

Getting your own IP address isn't done through the resolver, just someone else's IP address. To get your own IP addy, do:

Code:
    if (sceNetApctlGetInfo(8, szMyIPAddr) != 0)
      strcpy(szMyIPAddr, "unknown IP address");
    printf("IP: %s\n", szMyIPAddr);
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Gaby_64



Joined: 19 Dec 2008
Posts: 33

PostPosted: Fri Mar 13, 2009 2:24 am    Post subject: Reply with quote

Then how would I make a socket without having to connect to an AP
DO I have to make a server socket

My objective with the socket is to be able to sniff incoming packets
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J.F.



Joined: 22 Feb 2004
Posts: 2906

PostPosted: Sat Mar 14, 2009 3:54 pm    Post subject: Reply with quote

Gaby_64 wrote:
Then how would I make a socket without having to connect to an AP
DO I have to make a server socket

My objective with the socket is to be able to sniff incoming packets


You HAVE to connect to an access point FIRST, then you create your sockets. With the PSP, you do the "standard" PSP network initialization, at which point THEN you can pretend you're working with normal sockets. Look at the net init code in B2 or Doom for an example of initializing the PSP network.
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Gaby_64



Joined: 19 Dec 2008
Posts: 33

PostPosted: Tue Mar 17, 2009 1:20 am    Post subject: Reply with quote

Is there any way I could fake a connection to an access point
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J.F.



Joined: 22 Feb 2004
Posts: 2906

PostPosted: Tue Mar 17, 2009 6:10 am    Post subject: Reply with quote

I wouldn't know of any. I just go ahead and make a real connection so that the code really works. A fake connection isn't going to allow you to do anything.
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Gaby_64



Joined: 19 Dec 2008
Posts: 33

PostPosted: Tue Mar 17, 2009 7:58 am    Post subject: Reply with quote

But wouldn't this work? (It freezes when trying to recv)

Code:

sock = sceNetInetSocket(AF_INET, SOCK_RAW, IPPROTO_RAW);
   if(sock < 0) {
      errno = sceNetInetGetErrno();
      printf("Socket error %x, %d, %s\n", errno, HexToDec(errno), errd[HexToDec(errno)]);
      sceKernelDelayThread(1000000);
      do { sceCtrlReadBufferPositive(&pad, 1);
      } while (pad.Buttons == 0);
      sceKernelExitGame();
   }

   int val = 1;
   if(sceNetInetSetsockopt(sock, IPPROTO_IP, IP_HDRINCL, &val, sizeof(val)) < 0) {
      errno = sceNetInetGetErrno();
      printf("Set IP_HDRINCL failed\n");
      printf("Errno = %x, %d, %s\n", errno, HexToDec(errno), errd[HexToDec(errno)]);
      sceKernelDelayThread(1000000);
      do { sceCtrlReadBufferPositive(&pad, 1);
      } while (pad.Buttons == 0);
      sceKernelExitGame();
   }

   get_socket_addr(sock, &addr);


   address.sin_family = AF_INET;
   address.sin_port   = htons(23);  //your destination port
   address.sin_addr.s_addr = INADDR_ANY;

   printf("Binding\n");
   if(sceNetInetBind(sock, (struct sockaddr *)&address, sizeof(address)) < 0) {
      errno = sceNetInetGetErrno();
        printf("Bind returned %x\n", err);
        printf("Errno = %x, %d, %s\n", errno, HexToDec(errno), errd[HexToDec(errno)]);
      sceKernelDelayThread(1000000);
        do { sceCtrlReadBufferPositive(&pad, 1);
      } while (pad.Buttons == 0);
      sceKernelExitGame();
   }
   printf("Binding successfull\n");

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J.F.



Joined: 22 Feb 2004
Posts: 2906

PostPosted: Tue Mar 17, 2009 1:19 pm    Post subject: Reply with quote

Because raw sockets don't work on the PSP as far as anyone can determine. If you'd bothered searching the forum, you'd have found my own thread on it.
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Wally



Joined: 26 Sep 2005
Posts: 672

PostPosted: Tue Mar 17, 2009 4:49 pm    Post subject: Reply with quote

Well I think its time I started making a 5MB Shareware / Freeware pack for Basilisk PSP
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