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  1. psp2renga

    Custom lv0 framework for Playstation Vita/TV
    Usage (end-user)
    Put psp2renga.skprx in ur0:tai/ Add a line to ux0: or ur0: /tai/config.txt under *KERNEL ur0:tai/psp2renga.skprx Reboot For developers
    psp2renga requires taihen.
    Basic info
    - For all communication ARM<->FRAMEWORK the Camera SRAM (p: 0x1C000000 - 0x1C1FE000) or a custom-mapped phycont block is used.     - In renga it is referred to as "commem" or "corridor". - There are two patches used:     - run_sm::set_state(5) hook - After SM load, before jumping to it.     - fcmd_handler() hook - After ARM command is received, before executing it. - At every sleep/resume the crypto processor is reset, commem is reset too. - The framework is injected by exploiting update_sm::0x50002 - If logging is enabled, psp2renga creates a log in "ux0:data/0psp2renga.log". Commem layout
    - 0x0-0x200: Framework config. - 0x200-0x500: Entry manager, run_sm hook jumps there. - 0x500-0xD0000: 12 0x10000 entry blocks, one additional smaller block. - 0xD0000-0xF0000: Reserved for any-time-run code, fcmd_handler hook jumps there. - 0xF0000-0x1FE000: Unused. Usage
    - For kernel-exports check /Include/renga-funcs.h - For user-exports check /Include/renga_user-funcs.h - For important defines check /Include/renga-defs.h - You may use lv0_loader.vpk (/User/app/) to easily run your own MeP payloads. - You may use renga.suprx (/User/plugins/) to easily switch between Camera SRAM and the phycont block.     - Add the _settings one to SceSettings, there will be a new entry in Settings->System     - Add the _forcephy or _forcesram to target apps, either phycont or sram mode will be forced. Credits
    - Team Molecule for the update_sm 0x50002 exploit and help over discord - Team Molecule for HenKaku, TaiHen and Enso - xerpi for the vita-baremetal-loader - CelesteBlue for the ssmgr-resume hook  

    psp2shell is an utility/remote shell (plugin+client, wifi) to ease the development process on ps vita devices. You should be able to print debug output over the shell (sceClibPrintf), send files, send/restart your application at anytime saving some precious time for the real stuff.
    Building the plugins
    mkdir cmake-build && cd cmake-build cmake -DCMAKE_TOOLCHAIN_FILE="$VITASDK/share/vita.toolchain.cmake" -DCMAKE_BUILD_TYPE=Release .. make Building the client (linux/deb)
    sudo apt-get install libreadline-dev cd psp2shell_cli && mkdir cmake-build && cd cmake-build cmake .. make Installation
    Tipcal usage
    Enable debug print in your application/module
    Use "sceClibPrintf" in your application/module to print debug messages to the shell.
    Get a shell, get messages
    Connect to your ps vita device from your computer with the client (replace "ip" with your ps vita ip address) :
    ./psp2shell_cli ip 3333 From there, you'll be able to see your sceClibPrintf messages coming in. Note that, to not miss some messages, the module wait for the shell on every print. This means your application will run slower if you use a lot of debug output.
    Update, restart your application
    Re-build your application then, from the shell, you can send the newly complied version of your application, and restart it automatically :
    reload /path/to/my/app/build/eboot.bin Note that if your application is not running (or crashed), you'll have to specify the title id (9 chars) of your application (so we know where to put the new eboot.bin) :
    load TITLEID01 /path/to/my/app/build/eboot.bin A little more
    There are a few more commands available, like "ls", "rm", "send", "modlist", "modinfo"... You can type "help" in the shell for a list of available commands.
    consolex-bordeaux.fr, ScHlAuChi, noname120, motoharu, xyz, yifanlu, frangarcj, Rinnegatamante, davee and people i may forget for what they do for the ps vita.
  3. psp2spl

    Custom tiny lv0 framework for Playstation Vita/TV
    Put psp2spl.skprx in ur0:tai/ Add a line to ux0: or ur0: /tai/config.txt under *KERNEL ur0:tai/psp2spl.skprx Reboot Basic info for developers
    This framework's only task is to run lv0 code when requested: check [spl_exec_code] in main.c
    For any more advanced tasks use psp2renga.
    For all communication ARM<->FRAMEWORK the secure kernel enc addr in Venezia SPRAM is used. In spl it is referred to as "commem" or "corridor", spl uses only first 32 bytes of it for config. There is one patch used: fcmd_handler() hook - After ARM command is received, before executing it. At every sleep/resume the crypto processor is reset, commem is reset too. The framework is injected by exploiting update_sm::0x50002 and is stored @0x00809e00 Credits
    Team Molecule for the update_sm 0x50002 exploit and help over discord Team Molecule for HenKaku, TaiHen and Enso TheFlow0 for help with the sleep-resume stuff by SKGleba.
  4. PSV ShowInfo

    Plugin para PS Vita y Playstation TV que muestra la identificación del título, el nombre de la aplicación en ejecución y su versión en la parte inferior de la pantalla.
    El complemento se puede usar de dos maneras, dependiendo de si elegimos cargarlo bajo un cierto * TITLE_ID (en este caso, el complemento solo funcionará en este juego) o debajo * ALL (para que funcione con todos los juegos).

    by Yoti.
  5. PSVIMGTools

    This is a MultiPlatform GUI Interface For Team Molecule / Yifanlu's PSVIMGTools Which is a tool that can be used to decrypt & extract PSVita Backup Files (.psvimg) Providing you know the AID (AccountID) of the account that created said backup
    A PC 32 or 64 Bit PC Running Windows, Mac or Linux. A PSVita on ANY Firmware (even 3.70) QCMA by Codestation (Normal SONY CMA will work, but not recommended.) If your on linux you require libcurl4-gnutls-dev libboost-all-dev zlib1g-dev and libgcrypt-dev
  6. Psvimgtools Easy FrontEnd

    This is a graphical interface for the PSVIMGTools Team Molecule / Yifanlu Which is a tool that can be used to decrypt and extract backup files PSVita (.psvimg) You just need to know the AID (QCMA Key) of the account that created the backup,
    This works on all firmwares to date, including 3.65 / 3.67 / 3.68. 
    Create a user or multiple users for each psn account you have. After creating a user, select an account. The tool saves the last logged in account, and can load the last used account the next time you open the tool! Every account created the tool saves in a sqllite database, being able to be accessed in the root folder "EXTRA" \ Config.db
    Auto H-encore
    FrontEnd for h-encore automating all steps with just one click All steps of TheFlow's work have been automated in this frontend, the steps can be found here: TheFlow h-encore steps To use the automatic mode below:
    0 - The tool checks if the game has been downloaded, if it was not, the tool asks you if it can download automatically, if you choose yes, you can skip to step 3 Step 1 and 2 are optional
    1 - Download the vulnerable DRM-free demo of Bitter Smile
    2 - After downloading, place the pkg in the path below inside the program (C:\Program Files (x86)\PsvimgToolsEasy\Psvimgtools Easy FrontEnd\PKG-h-encore)
    3 - select the account IDQCMA and click on the option "Extraction of pkg to h-encore" All the work was done automatically and now it's just connect the psvita with QCMA and pass the app to vita.
    TUTORIAL in English GamersRebirthDL - Youtube
    TUTORIAL in English REDUCE H-ENCORE SIZE FROM 240mb to 13mb GamersRebirthDL - Youtube
    TUTORIAL in Portuguese RobertGhidini - Youtube
    Extracting of pkg to NoNpDrm
    Just download pkg, if you want suggestions there is a list in the file Download.txt, after download put your file.pkg in the PKG folder, if there is a zRIF add to the file ListKey.txt: ex: Title_ID;zRIF
    List the Title_ID of pkg that are in the PKG folder List the Title_ID of work.bin that are in the zRIF folder. Extract the zRIF from work.bin Extract pkg with zRIF, zRIF needs to be added in ListKey.txt together with Title_ID Extract pkg without zRIF In the PKG folder, you have a list of suggestions for downloading from the Zeus list, with the zRIF already added to the ListKey.txt file. You need the NoNpDrm plugin in your vita. PFS Decrypt
    For decrypt Games, DLC, SAVEDATA and TROPHY including 3.61+
    First you have to extract a pkg using the option "Extraction of PKG to NoNpDRM" Put the extracted pkg in the PFS folder, and use the "PFS Decrypt" option to extract PFS from your file. In the PFS folder, you have two .txt files, one is GAME.txt and the other is DLC.txt, they contain the necessary ZRIF. You can add more ZRIF, just by adding the separate GAMEID + ZRIF separated by semicolons. Automatic Clone PSP games
    Added ability to clone PSP games, doing all the work, automatic
    Copy the PSP game and sequence the renamed folder Change param.sfo with new numbering Extract the changed game. Change the VITA_PATH.txt with the new numbering. Recreate cloned games. Automatic themes
    List of themes that are included in themas folder, but you can add more
    Theme Flatcons Theme GraceUX Theme HACKINFORMER Theme Mario Theme Nighttime To add more, just copy your custom internet theme to the THEME folder Automatic SQL commands
    List of SQL commands included in the SQL folder, but you can add more
    Package-Installer RemoveFeatured-PSTV Whitelist-PSTV To add more, just create a .txt file with the SQL command and copy it to the SQL folder Added ability to add custom themes
    Automatic mode exploits:
    When pressing the Exploits Automatic button, the program searches all PSP games in the PGAME\ID folder in a listbox, after selecting the game, should select which exploit will use VHBL or ARK, confirming the program will extract and recreate the game with the informed exploit Automatically, and add the folder of the chosen exploit, within the SAVEDATA automatically
    Manual option for PSP/PS1
    Extract PSP/PS1 The program will look for the PSP games in PGAME / ID and extract the game in a folder Psvita / EXTRAIR
    Recreate PSP / PS1 The program will look PSP games extracted in Ps vita / EXTRAIR, and recreate in PGAME / ID
    Backup Options
    Extract Backup The program will look for your backups in Psvita / SYSTEM / ID and extract in PSvita EXTRAIRBackup
    Recreat Backup The program will look your backups in EXTRAIRBackup and recreate in PSvita Ps vita / SYSTEM / ID
    Manual option for APP / Games - PSVITA
    Extract APP / Games The program will look for the APP / Games in APP / ID and extract the game in a folder Psvita / EXTRAIRAppGame
    Recreat APP / Games The program will look for the APP / Games in EXTRAIRAppGame and recreate in PSvita Ps vita / APP / ID
    Option for App´s
    In this option, it searches all APP in the root of the APPGAMES folder list program in a listbox, and after selecting loads within Ps vita / APP Here are some APP options that you can install directly on psvita.
    VITASHELL-VitaShell MLCL00001-MolecularShell HACKINFOR WOLOLO HIDENAPPS PCSA00044-SKYPE URICALL00 If you want to add more app, add it directly to the root folder of the tool in Program Files (x86) \ PsvimgToolsEasy \ Psvimgtools Easy FrontEnd \ APPGAMES
    Special thanks
    Team Molecule / Yifanlu Motoharu for psvpfstools Codestation for QCMA DaveeFTW for cracking CMA keys. (cma.henkaku.xyz) St4rk, weaknespase and everyone involved in PkgDecrypt. For zRIF string decode/inflate code. TheFlow for H-encore Hackinformer for pkg list and all its publications GamersRebirthDL thanks for all your publications Nukasnel / Bergot / Danilo / Codebreaker / chronoss09 for test
  7. PSVita Cheat

    This is a plugin that allows you to add cheats, improvements in games, such as ammunition, money, or lives endless thanks to the support of NoNpDRM, MaiDump or Vitamin games.
    Changelog Z06: 
    VitaCheat only supports firmware 3.65 or higher Added support for the plugin suprx Using the double buffer to improve the flickering of the image Replaces font files and adds an interface in traditional Chinese The coding of cheat files has gone from GBK to UTF8 The memory dump generates a .txt file of the same name and stores all the information about the process module to use. Improved code in B2 format Accurate search range increases Auto option The main interface displays the game name and information about the remaining memory. Installation:
    Copy vitacheat.suprx to the folder ux0: vitacheat and copy vitacheat.skprx to the ur0: vitacheat folder. Add to the config.txt file under * KERNEL: Ur0: vitacheat / vitacheat.skprx
  8. PSVita Reverse Engineering Tools

    This toolkit provides tools that aid in the development of vita homebrews and plugins. By providing tools that speed up development through automation of processes and gives a more friendly view into complex things of PSVita OS.
    These tools aided in the development of plugins such as: NoAVLS, ReStore and ReNpDrm and many RE things that helped in Wiki and vitasdk improvements.
    What it won’t do:
    These tools are solely used to aid in homebrew / plugins / hacks development. It probably will not produce a major hack. It will not magically make you a vita god. It will not automatically hack the vita. These tools are purely tools, most of them already existed in some form or another.
    ## Description of the tools
    ShipLog v2.0 - by @dots-tb
    A complete logging solution for any homebrew, user plugin, kernel plugin. It can use network or file logging.
        + Added kernel network, removed user plugin dependency
        + Added ability to select which logging methods.
        - Removed all user plugin dependency
        - USB removed because it causes problem with Shell and CMA (Content Manager Assistant), it is fast but not stable
    * Credits: xerpi, psxdev for their works on logging solutions.  Cpasjuste for net.
    That Hooker Got NIDS – by @dots-tb
    A PC tool that hooks specified NIDS automatically.
    * Credits: xerpi for base code used, TheFlow for db.yml parsing, yasen for the name ideas
    VitaDecompilerMod – by @dots-tb - based on vitadecompiler by TheFloW, itself based on prxtool by TyRaNiD
    A FREE alternative to IDA. It has a great pseudo-C decompilation that offers a quick view thanks to text file exporting.
    Compared to original @TheFlow's version we added a few features such as:
        + More strings (EVEN MORE), including data section. (homebrew strings now work)
        + Generates .c, .h, .txt (NIDs), and db_lookup (<module_name>.yml)
        + ELF and fSELF support
        + Compressed fSELF support
        + Fixed issues with NIDS being improperly found
        + Includes offsets and vaddr
        + Automatic entry point (the entry point is retrieved properly from ELF header)
        + Automatic entry point location (for badly generated ELFs)
        + Relocation support
        + There might be more ?
    * Credits: TheFloW for original VitaDecompiler and PSP prxtool's contributors
    prxtool for PSVita - by TheFloW
    An alternative to VitaDecompilerMod: prxtool cannot decompile to pseudo-C but it can decompiles ASM very well.
    * Credits: TheFloW and xerpi for PSVita port and PSP prxtool's contributors
    vita-unmake-fself – by @dots-tb
    A PC tool that decompresses an unencrypted SELF file (skprx, suprx, self, eboot.bin) into an ELF file.
    This tool can't decompress NPDRM encrypted SELF nor System encrypted SELF. That means that you will have to use FAGDec to first get a unencrypted SELF. Read SELFtoELF documentation for more informations.
    vita-elf-inject – by @dots-tb
    A PC tool that injects a decrypted elf(made by FAGDec or vita-unmake-fself) into an decrypted eboot.bin (made by FAGDec).
    * Credits: Motoharu and CelesteBlue for make-fself rev ur engs.
    PSVita-ELF-builder – by @CelesteBlue-dev
    A PC tool that rebuilds ELF from decrypted modules' segments. To be used after using vitaDecrypt or vDump.
    * Credits: zecoxao for the tutorial (how to rebuild ELF from decrypted segments and original SELF), vitasdk for vita-make-fself
    French-American Games Decrypter (FAGDec) - by @CelesteBlue-dev and @dots-tb
    A PSVita homebrew that decrypts easily PSVita user/kernel and games modules and can generate .ppk (compatibility pack for low FWs)
    * Credits: Motoharu, Molecule Team, zecoxao for vitadump (new), xerpi for both, the NPS team esp. @juliosueiras, check app for further credits.
    Some lists of functions names / NIDs / libraries / modules to be used with vitadump IDA plugin, vitaldr IDA plugin, VitaDecompilerMod or prxtool for PSVita.
    ioPlus 0.1, 0.2 – by @dots-tb
    A PSVita kernel plugin that allows more IO operations in userland. Fast, simpler, and efficient alternative to kuio (by @Rinnegatamante) (3x smaller). It allows elevated IO permissions of user applications and plugins using the original sceIo functions. This includes reading, writing, opening, and folder management within applications such as official games. It may also include getting stats, not sure.
    Version 0.2 is much more inefficient, but supports decryption of files within devices that may open such as PFS devices. (WARNING THIS PLUGIN MAY BYPASS SAFE-MODE)
    physmem_dumper - by xyz
    A kernel plugin that dumps Non-Secure World (NS kernel + userland) memory using RAM physical range: from 0x40200000 to 0x5FD00000.
    See wiki for more information on PSVita's physical memory: https://wiki.henkaku.xyz/vita/Physical_Memory.
    The output dump stored in ur0:dump/physmem-dump.bin is aimed to be loaded in IDA PRO using https://github.com/xyzz/vita-ida-physdump.
    bootimage_extract - by @zecoxao
    Extracts embedded kernel modules ELFs from os0:/bootimage.skprx.
        + Dropped support for segment file, added support for ELF input.
    Kdumper - by @TheFloW and @CelesteBlue
    A fSELF to run on an activated testkit/devkit on FW <=3.67 in order to dump its kernel !
    Confirmed working between 3.50 and 3.67. Will need some changes for lower FWs (sceMotionDevGetEvaInfo is only on FW >= 3.50)
    Credits: TheFloW for the kernel exploit. CelesteBlue for the many improvements, Mathieulh for SceNgsUser code.
    nids-extract - by @dots-tb
    A PC program that extracts exports NIDs from an ELF.
    kdump-extract - by @dots-tb
    A PC program that finds and extracts segment 0 of a kernel module from a continous kernel memory dump. It ourputs a .elf that can be used for RE (see vitadecompiler), for extracting NIDs (see nids-extract). It is to be used in conjunction with Kdumper on PSVita side.
    ## Using the Tools
    ShipLog v2.0 usage
    ### Usage:
    Install backdoor_exe.skprx in taiHEN config.txt under *KERNEL and install ShipLog.vpk. You must reboot the Vita with the kernel plugin installed to open the configuration app. Logs are stored in a buffer and must be obtained using one of the following methods:
    - Network:
        1. Open the ShipLog application and configure the network configuration. Make sure you enable net logging. Be sure to save your configuration.
        2. Type the command mentioned on the network configuration page.
        3. Reboot the vita.
        4. The netcat instance should show logs when the vita initializes shell/connects to network.
    - File:
        1. Open the ShipLog application and enable file logging. Make sure you save the configuration.
        2. Reboot the vita.
        3. Check ux0:data/logger.txt for new logs.
        NOTE: This method may ware down your memory card and is slow. This method is only recommended when tested material may crash the system, preventing the dumping of logs.
    - Dumping the buffer
        1. Open the ShipLog application and select dump logs to disk.
        2. Check ux0:data/logs.txt for new logs.
    In the application you wish to log use:
        ksceDebugPrintf, printf (when SceLibc is included such as in games), or sceClibPrintf
    ### Building:
    It builds ShipLog.skprx and ShipLog.vpk.
    That Hooker Got NIDs usage
    ### Usage:
    Dependencies: zlib, libyaml
        Run: ./THGN binary <all/library_name/exports/imports> <kernel/user> db.yml <sys:1/0>
        All: Every NID will be hooked. This will try to hook as an export at first, then attempt hook it as an import.
        Library_name: Every NID of a library (such as “SceCtrl”) within the module specified will be hooked. This will try to hook as an export at first, then attempt hook it as an import.
        Exports: Every export NID will be hooked.
        Imports: Every import NID will be hooked.
        Kernel: The generated code will work in kernel space.
        User: The generated code will work in user space.
        Sys: You may choose 1 or 0 to enable or disable syscall mode. You may omit this argument. Some functions will not log unless it enters syscall mode. If you do not see anything within your logs, you may try this option. Try not to use it.
    VitaDecompilerMod usage
    VitaDecompiler requires capstone (a disassembler) libraries and libyaml. (On Windows, capstone must be compiled from sources). Make sure you install the *.a and header files to the right directories.
        Run: ./vitadecompiler binary db.yml
    It will create 4 files:
        <binary>.c (The decompiled code)
        <binary>.nids.txt (A detailed list of imports and exports)
        <binary>.yml (a db_lookup or exports in yml format)
        <binary>.h (Prototypes/list of all functions in the source code.
    Interpreting the output:
    The top section is a printed NIDS table which gives the exports and imports of a module. This information will provide the offsets, virtual address, NID, library name, library NID, and the NID name (or generated name).
    Each function has a virtual address and offset displayed next to it. This offset given (if not for a function that has a NID) maybe hooked with Taihen.
    Most strings or values are accompanied by a s_text/s_data which gives you the original address. The address is then checked repeatedly until a non-address is found. 
    prxtool usage
    ### Usage:
    Put the module ELF and db.yml in the same folder as prxtool.exe.
    The provided build is compatible with Windows. Simply open command line and:
        Run: prxtool -n db.yml -w <module_name>.elf > <module_name>.S
    ### Building:
    The source code and building instructions are available on TheFloW's github repository:
    vita-unmake-fself usage
    ### Usage:
        Run: ./vita-unmake-fself.exe input_fself
        (you most likely will be able to drag-and-drop also)
    The output will be produced in the same folder with .elf appended on to the end of the original file name.
    ### Building:
    Dependencies: zlib
    vita-elf-inject usage
    ### Usage:
        Run: ./vita-elf-inject.exe input_fself input_elf
        (you most likely will be able to drag-and-drop also)
    ### Recommended usage for modding:    
        1. Run FAGDec to obtain a SELF.
        2. Use vita-unmake-fself to extract the elf from the self.
        3. Make required modifications to the elf.
        4. Use vita-elf-inject to inject this modified elf back into the self.
    The original eboot will be replaced with the product of injection. Please make a backup to plan accordingly.
    NOTE: The product will run, however it will have slight changes that differentiates it from a eboot made with the official make-fself.
    ### Building:
    Dependencies: zlib
    FAGDec usage
    Install the .vpk on a PSVita.
    ### Controls:
        Left/Right switches panels. Holding down each key will expand that pane to fullscreen.
        On the Modules list panel, you may hit "Circle" twice to delete a module. "Cross" cancels this action. You can hold down circle.
        On a menu with special option that can be jumped to with a button, the button that executes this option is indicated to the right of that specifc option.
    ### Menus:
        Decrypt to...:
            SELF - These are verified against the original ELF and can be ran directly on the PSVita. Big ELFs (50MB+) may have trouble verifying.
            ELF - These are not verified to increase speed. The product must be make_fself'd on the computer or by another method. However, the sha256 is saved to be verified later if you wish.
    #### NOTE: Modders need a ELF to modify, then they have to make a SELF from the modded ELF. See just below:
    ### To manually convert ELF to SELF (on PC using make_fself):
            1) Obtain the leaked SDK make_fself.exe (YOU CANNOT USE THE VITASDK VERSION).
            2) Run: make_fself.exe -c -e <modulename>.elf <modulename>
            3) Open self_auth.bin/<modulename>.auth and copy the first 8 bytes to offset 0x80 of the output SELF of make_fself.exe. These 8 bytes data is the program-authority-id.
            NOTE: If you do not wish to use illegally obtained material or want a cross-platform solution, use vita-elf-inject
    ### Decrypting games (when installed on PSVita):
        Just select the title from the screen, and select the modules you wish to be decrypted.
    ### Decrypting games (when NOT installed on PSVita) -> Using the PATH_ID spoofing system:
        vs0/os0 - Drop the module into the vs0:/vs0_em or os0:/os0_em and it will decrypt as if it was the respective device.
        app/patch (YOU DO NOT NEED ASSETS TO USE THIS MODE) - Drop the game module into ux0:/app_em/<titleid> or ux0:/patch_em/<TITLEID>. They must be in their respective folder. They also must be PFS decrypted.
        NOTE: IN ORDER FOR A NPDRM GAME TO BE DECRYPTED, appropriate work.bin must be located at ux0:/app_em/<titleid>/sce_sys/package/work.bin. This applies to both patches and base games.
    PSVita-ELF-builder usage
    To reverse PSVita, you need some dumps of the PSVita modules. These dumps are either memory dumps (St4rk's vitadump) or decrypted SELF (vitaDecrypt).
    Now you also have a ALL IN ONE solution: vDump. But in case you want to decrypt quickly a lot of SELFs, you will keep using vitaDecrypt.
    vitaDecrypt outputs only compressed decrypted segments. But you have to decompress these segments, or better, convert to ELF file format. This is the aim of this tool.
    The output .elf are valid for RE and they can also be rebuilded into SELF using vita-make-fself.
    ### Usage :
    1) In os0-, ud0- and vs0-, place the REAL files of your PSVita filesystem.
    2) In ux0-/dump/, place the out folder that you got using vitadecrypt.
    3) To rebuild ELF, on Windows run _RUNME.BAT.
    4) After having rebuilded ELF, to rebuild SELF, on Windows run BATCH_MAKE_FSELF.BAT.
    5) You can now use the ELFs in vitadecompiler, IDA, or radare2 or simply use an hexadecimal editor to look into them.
    You can also hexedit as you want the ELFs then transform them into SELFs.
    ### WARNING : NEVER WRITE to your PSVita os0: nor vs0:.
    ioPlus 0.1/0.2 usage
    ### Installation:
    This is a kernel plugin and so it must be added to the taihen config.txt under the *KERNEL section. Once installed, you may use the standard sceIo functions such as sceIoOpen in user plugins and applications as normal.
    #### ioPlus 0.2 only:
    Using PFS decryption on ioPlus 0.2: to use decryption, use the “iop-decrypt:” device.
        Ex: to open app0:/Media/level0 ----> iop-decrypt:/Media/level0
    NOTE: an opened device with the file decrypted must be currently opened in order for this to work.
    ### Building:
        mkdir build
        cd build
        cmake ..
        make all
    physmem_dumper usage
    ### How to get a dump:
    Put physmem_dumper.skprx in ur0:tai/. You have 3 ways to start this kernel module:
    1. EARLY KERNEL INIT. If you have enso, add this line at the start of ur0:tai/boot_config.txt:
    -load ur0:tai/physmem_dumper.skprx
    2. PRE SHELL INIT. Add this line in ur0:tai/config.txt under *KERNEL line: 
    3. POST SHELL INIT. Rename physmem_dumper.skprx to kplugin.txt and move this file to ux0: root. Launch kplugin loader app by xerpi. Wait until the app tells you to press START to exit.
    ### How to use the dump:
    The output dump stored in ur0:dump/physmem-dump.bin is aimed to be loaded in IDA PRO using https://github.com/xyzz/vita-ida-physdump.
    bootimage_extract usage
    Obtain os0:/bootimage.skprx.elf using FAGDec in ELF mode or some other means.
        ./bootimage_extract bootimage.skprx.elf outdir
    Kdumper usage
    Before compiling, you have to change IP address to the one of your PC in main.c. After compiling, install the app on activated testkit/devkit <3.68. On PC listen TCP on port 9023 
    . Run the PSVita app. Follow the instructions on screen. The kernel dump is sent to PC through socket.
    kdump-extract usage
    Obtain a kernel dump from Kdumper. Be sure that the vaddr of SceSysmem seg0 is at offset 0x0 of the kdump. Kdumper will write it to the file, but you must remove preceeding information.
        ./kdump_extract kdump.bin
    nids-extract usage
    A db yaml will be generated to stdout using the exports of a specified ELF. You will need to specify a version to be inserted to yaml such as "3.60", which is shown in the following example.
        ./nids-extract binary.elf 3.60 > <output>.yml
    ## Further thanks
    zecoxao, xerpi, Team_molecule, mr.gas, MajorTom, TheFloW, Rinnegatamante, cpasjuste, Freakler, sys(yasen), Nkekev, SilicaAndPina, motoharu, mathieulh, aerosoul, SKGleba, frangarcj, velocity, der0ad, SKFU
    by @dots-tb and @CelesteBlue-dev (and other devs if they add their tools there)
    Every tool provided here will be licensed under GPLv3.0 unless stated otherwise.
  9. PSVita UDCD USB Video Class plugin

    This is a kernel plugin that uses lets you stream your PSVita screen to your computer via USB.
    How does it work?
    The plugin uses the SceUdcd module of the PSVita OS to setup the necessary USB descriptors to simulate and behave as an USB Video Class device (like a webcam or an USB video capture card).
    The hardware color space converter of the PSVita's SoC is used to perform the conversion to the destination pixel format; then the USB controller directly performs a DMA transfer from the physical address of the resulting converted framebuffer, and therefore, saving CPU usage and power consumption.
    Supported formats and resolutions
    960x544 @ 30 FPS and (less than) 60 FPS 896x504 @ 30 FPS and (almost) 60 FPS 864x488 @ 30 FPS and 60 FPS 480x272 @ 30 FPS and 60 FPS Installation:
    Copy udcd_uvc.skprx to your PSVita Add udcd_uvc.skprx to taiHEN's config (ur0:/tai/config.txt or ux0:/tai/config.txt): *KERNEL ur0:tai/udcd_uvc.skprx  
    Reboot your PSVita. Troubleshooting
    If the video looks glitched, try to change the video player configuration to use the NV12 format or switch to another player (like PotPlayer or OBS).
    If you use Windows 10 you might have to change the Camera access permissions on the Privacy Settings.
    On Linux I recommend using mplayer (mplayer tv:// -tv driver=v4l2:device=/dev/videoX:width=960:height=544).
    Audio noise fix:
    Disable USB power supply (Settings > System) Note: Remember that if anything goes wrong (like PSVita not booting) you can always press L at boot to skip plugin loading.
    Note 2: No, it doesn't stream audio. For that use a 3.5mm jack to jack adapter (a ferrite bead might help reduce the electromagnetic noise).
    by xerpi.
  10. PSVitaDock

    A Streaming app which let's you plug and play your PSVita to your PC without hassle.
    Actual knowing issues: Theres a big change you gonna have audio latency and theres a small change you won't but most of the time theres an audio latency about 0.2 ms to 0.5ms, For now instead of using the in app sound you can mute the app and enabled from your windows audio panel the ability to hear your audio input through the speakers.
    The plugin i used to stream the PSVita has a watermark as seen in the previous post video basicaly the green purple line. The fix for that is either finding a new plugin to embed in the app or either buying the plugin which is about 180 Euros :(. And last if you connect an external audio card like usb headphones for example while playing the app may freeze and crash.
    The app takes advantage of xerpi's UDCD USB Video Class plugin, so make sure you have it installed on your PSVita. Link for xerpi's plugin https://github.com/xerpi/vita_udcd_uvc.
    Download The PSVitaDock Connect your PSVita to mic-in or audio-in input on your computer. For the app to recognize which audio input is from your PSVita go to your Sound Settings then recording find which is your Vita for example "Microphone Line-In Front" or "Audio Line-In Rear" double click and rename it by adding the suffix or prefix "PSVita" so it should be like "Audio Line-In Rear PSVita". Theres a big change your computer has Realtek audio interface so it doesn't matter if you connect it to mic input (Pink) or line-in input (Blue) just in case you connect it to the mic input make sure you pick the mic input to work as line in input from the Realtek panel beacuse mic input is to sensitive and the sound would be loud. Start the PSVitaDock and Enjoy! Shortcuts: Enter(Return key): Shows up "Options menu". ESC (Escape): Goes fullscreen or windowed. TAB: Changes quality from HQ To smooth or vice-versa. SPACE: Takes a screenshot. In case you have any problem i added a PDF file with all the errors and solutions.
  11. PSVitaRebootShutdown

    This is an app that reboots or powers off your PS Vita depending on what trigger you hold. You can now also press X and □ to update the database (keep icons) or left and up on the d-pad to delete the database and restore it (lose icons).
    To compile, run the following from inside the folder with "CMakeLists.txt": cmake . && make
    By Mc_Callum_99
    Thank you SilicaAndPina (@SilicaDevs) for the help troubleshooting - I'm new to this okay?
  12. PSVshell

    Yet another overclocking plugin.
    Allows you to change CPU, GPU, BUS and XBAR clocks separately, in these steps: CPU: 41, 83, 111, 166, 222, 333, 444, 500 MHz GPU (ES4): 41, 55, 83, 111, 166, 222 MHz BUS: 55, 83, 111, 166, 222 MHz XBAR: 83, 111, 166 MHz Supports per-app profiles Shows per-core CPU usage in %, including peak single-thread load Runs in kernelland (=> visible in LiveArea) Pretty GUI with some useless eye-candy metrics such as ram/vram usage, battery temp, etc... Does not slow down games when menu is open Does not crash Adrenaline Clean code and patches 3.60 and 3.65 FWs are supported How to use:
    Press SELECT + UP or SELECT + DOWN to toggle between 3 GUI modes When in 'FULL' mode:
    Use UP/DOWN to move in the menu Press X to toggle frequency mode for currently selected > device <: Default freq. (WHITE) - the plugin will not interfere, but rather use the default freq. for current game Manual freq. (BLUE) - the plugin will use your specified freq. press LEFT/RIGHT to immediately change the frequency Press X when > save profile < is selected to save/delete profiles All Manual freq. (BLUE) will be loaded and applied next time you start/resume the game All Default freq. (WHITE) will be kept to default (set to whatever freq. the game asks for) by Electry.
  13. Q-Encore

    Quick h-encore (or Q-encore for short) is just a modification of the h-encore by TheFloW.
    It has same stability and functionality as original one, but lacks menu for automation.
    If you have no HENkaku installed or accidentaly removed at least one of their modules it will be auto restored. If you have no VitaShell it will be auto downloaded from TheFloW's GitHub. There is no force reinstall option. If you have no both taiHEN config.txt files it will be restored. Or hold R in first three seconds after start. SHA-256 of the system.dat is 1d3b765154d77a9765bb6dcfd51e57fc30e8aca83538f26b44106e0253b9daba Installation:
    You must install h-encore by TheFloW first! Copy provided system.dat file to your Vita Open VitaShell and go to the folder with file Highlight it, press TRIANGLE and select Copy Navigate to the ux0:user/00/savedata/ Highlight PCSG90096 folder and press TRIANGLE Select Open decrypted, then TRIANGLE and Paste If it works without any issues do QCMA backup I wish you a Merry Christmas.
    And a happy New Year!
  14. Qcma

    QCMA is a cross-platform application to provide a Open Source implementation of the original Content Manager Assistant that comes with the PS Vita. QCMA is meant to be compatible with Linux, Windows and MAC OS X.
    The aim of this project is to provide an implementation that is on par with the official CMA and also offer some features missing in the original one.
    Implemented features:
    Metadata for PSP savedatas. Basic metadata for single songs (album, artist, title, cover art). Basic metadata for videos (duration, dimensions, thumbnail). Basic metadata for photos (dimensions, thumbnails). Simple backup browser: view and delete the backups on your PC without a Vita. Easy wireless pairing (show PIN to the user when a Vita is detected). Ability to restart the connection if the Vita is reconnected.
  15. re3-vita

    re3-vita is a port of re3, a full reverse engineered reimplementation of Grand Theft Auto III using librw, a full and open source reimplementation of RenderWare graphics engine.
    re3-vita allows to play Grand Theft Auto III on PSVITA/PSTV after providing game files from your own copy of the game.

    by Rinnegatamante & TheFloW.
  16. reF00D

    It allows you to run modules such as games or system apps that require a FW different from your own. This includes thing such as 3.69 games or 3.51 apps.
    How to use:
    Add reF00D.skprx path to your taihen config.txt or use Autoplugin to install it. Note for devs: The release version does not work with plugin loader and must be used in taihen config.txt Reboot. Enjoy ! NOTE: rePatch module loading will take priority over reF00D. If a module is in the rePatch folder, it will be loaded first and reF00D will not attempt to decrypt it.
    Q: I've installed this plugin but games still error with C1-6703-6 code.
    A: This error means that vita still couldn't run games/apps. This, in return, means reF00D plugin is not loaded, which might be caused by:
    Bad TAI configuration, for example typo in reF00D line, putting it into wrong section of tai configuration, or using wrong tai configuration file, Q: Even if add reF00D.skprx to config.txt, vita freezes or reboot.
    A: The following causes are possible.
    Unsupported system version. Currently supported system versions are 3.60 to 3.73. Modules required for reF00D were not loaded. But this cause is a negligible possibility. Insufficient system memory. Other kernel modules may be using too much system memory. Special thanks:
    Team Molecule for feeding the p00r.
    To motoharu, aerosoul, TheFloW, xerpi, St4rk, Mathieulh, zecoxao for having reversed a part of the PSVita and made useful tools.
    To Silica for his mental illness (actually caring about PSM) which made us realize the headers weren't always in order.
    To sys for being sys.
    Testing team:
    amadeus, Samilop Iter, Thibobo, Yoti, Waterflame, Z3R0
    by FAPS Team.
  17. Registry Editor MOD

    Simple app that allows you to read and edit all registry settings in an organized manner. UI heavily based on The FloW's VitaShell.
    This MOD improves browsing by remembering your last position in the registry tree, and it adds an icon to the livearea.
    by devnoname120.
  18. Rejuvenate

    A native homebrew platform for PS Vita. The tools that will be released through the next couple of weeks will allow developers (not in contract with Sony) to develop and test games, apps, and more on the PS Vita.
    These unofficial software can run on any PS Vita handheld device without approval by Sony. These tools cannot enable pirated or backup games to run (I’m not just saying this… the exploits used does not have enough privilege to enable such tasks).
    Rejuvenate requires PlayStation Mobile Development Assistant to be installed on your Vita! Sony will remove this from PSN soon, so if you wish to ever run homebrew apps on your PS Vita, you must download this app now!
    Rejuvenate is composed of three main tools which together provides a platform for developers to write Vita homebrew.
    UVLoader allows executables to be loaded on the PS Vita. The original version was written three years ago for firmware version 1.80. Since then, Sony has taken the source code and made loading code much, much, harder. However, there is no barrier that cannot be bypassed! The latest version includes support for SCE ELF relocations, NID poison antidote, and more. It can run homebrews on Vitas up to firmware 3.51 (at time of writing) VitaDefiler is a RPC (remote procedure call) system for Vita userland. Main features includes live peek/poke of userspace memory, execution of arbitrary ARM code, and a scripting interface for quickly running tasks. Originally developed for finding exploits, this tool can also be used by homebrew developers to test and debug their apps. VitaDefiler also serves as the ASLR (address-space-layout-randomization, a technique used by Sony to discourage exploitation) bypass for UVLoader. PSM+ is what I call the method I found to bypass the two kill-switches Sony placed into PSM to prevent this very scenario. First, app-keys which are issued by Sony to developers to sign PSM content are required for the exploit to run. These keys usually expire every three months, and Sony can refuse to issue them later. This can be bypassed. Second, every day, PSM phones home to see if it is revoked. If Sony decides to kill the Dev Assistant (and they will), it will refuse to run even if you have it installed. This can also be bypassed. These tools, along with the open SDK (currently in development) will allow for developers to write Vita homebrew. The demonstration video above shows UVLoader running as a VitaDefiler script (which supplies information for ASLR bypass). The spinning-cube demo was coded up by me, linked together by hand (as the open SDK is currently incomplete), and launched with UVLoader. It is running natively with direct access to the GPU API calls (not within the PSM sandbox).
    So what’s the catch? The good news is you don’t have to buy any obscure or expensive game (everything is free!). The bad news is that launching homebrews is not as simple as copying some files over. Hopefully, most of these limitations can be bypassed in a later release, but at this point, the following side effects will apply
    USB connection is required each time you wish to launch a homebrew. The exploit requires a PC to run, so this is unfortunately a requirement. This also means that the VitaTV is not supported.
    Windows PC is required. Blame Sony for never porting PSM tools to other operating systems.
    Network is required once each day you decide to run homebrew. This is because PSM has to phone home every day. Although we have a means of bypassing the revoke, we currently cannot bypass the phone-home.
    Firmware 3.00+ recommended. Although technically the exploit works on 1.69+, the latest version of the tools have only been tested (and will only support) 3.00+. If there is enough interest, I can port it to lower firmware versions, but it will be very low priority.
    I don’t want to bother with [insert limitation from above], should I still download PSM Developer Assistant?
    Yes, if you ever want to run homebrew at some point. PSM DevAssistant is the only application on the PS Vita that has the required permissions to run arbitrary code in memory. WebKit exploits does not allow for this. Any game exploit does not allow for this. Any system application exploit does not allow for this. PSM DevAssistant is the only application allowed to execute code other than the kernel (operating system), which nobody is even close to hacking. In other words, expect at least a dozen more exploits of PSM DevAssistant (each of which may require less hassle to use) before someone finds a kernel exploit.
    Can I run backups/ISOs/copied games for Vita? For PSP? For PSOne?
    Stop acting all high any mighty with your anti-piracy stance.
    Inability to decrypt/dump/execute official software and games is not something I decided to include by choice (however, I am glad it’s there). The exploits that are used physically does not give permissions for this. Sony did a really good job with security in depth, no application has more privileges than necessary. PSM DevAssistant would never be used officially to decrypt, dump, or execute signed games so it cannot do so even when exploited.
    What kind of homebrews will we see? Is it any better than PSP homebrew?
    This depends on how many developers are willing to invest time in writing homebrew for the Vita. I’m as hopeful as you are. In terms of pure statistics, the PSP-3000 has 64MB of shared memory, 333MHz CPU, and 166MHz GPU. The Vita has 512MB of main memory and 128MB of dedicated video RAM. It has four cores of CPU running at around ~1GHz and four cores of GPU running at around ~200MHz. In addition, the Vita also has the entire PSP hardware inside its silicon.
    The exploit used also allow for developers to use dynamic-recompilation features for speeding up emulators.
    Can I install Android, custom themes, cheats, or plugins?
    No, this exploit does not give kernel or bootloader level of access. It cannot access the filesystem (unsandboxed), modify system files, or access other process’ memory.
  19. rePatch reDux0

    This plugin serves as a substitute for the patch folder when an existing update is present on official cartridges or other encrypted formats. It also has the benefit of loading decrypted content on 3.60+.
    To clarify: this plugin works on 3.60-3.68 on NoNpDrm, official cartridges, and officially downloaded games.
    Note: Be wary of using a Vitamin dumped(or similar) eboot, it will be affected by save issues.
  20. rePatch Reloaded

    Modification of rePatch that adds Homebrew app0: and ux0:/data migration to other partitions, allowing you to play games with data on different storage.
    Note: ioplus may be required
    This plugin serves as a substitute for the patch folder when an existing update is present on official cartridges or other encrypted formats. It also has the benefit of loading decrypted content on 3.60+.
    To clarify: this plugin works on 3.60-3.68 on NoNpDrm, official cartridges, and officially downloaded games.
    Note: Be wary of using a Vitamin dumped(or similar) eboot, it will be affected by save issues.
    How to Use for Homebrew
    Homebrew application files can now be moved from ux0:app/TITLEID to YOUR_DESIRED_PARTITION:/rePatch/TITLEID, just like a normal game (eg. imc0:/rePatch/NXEV00001, uma0:/rePatch/NXEV00001). Just make sure not to delete eboot.bin and sce_sys from the original folder when saving space.
    For extra homebrew data. Copy the required files from ux0:/data/ to YOUR_DESIRED_PARTITION:/reData/ (eg. ux0:/data/nxengine to uma0:/reData/nxengine). If the files aren't found in ux0:data/, rePatch will find the data in the folder you copied it to.
    Developed by @dots_tb & @CelesteBlue123 SilicaAndPina Homebrew Support and Data patches by @BigBlackOniiSan.
  21. RepoHub

    RepoHub allows you to browse GitHub users and repositories using the GitHub API. You can view and download releases from repositories as well.
    By default the API allows 60 requests per hour, per ip address. For light usage this should be plenty. If you need additional api requests please view the section about personal access tokens.
    Personal Access Tokens
    Using a personall access token increases the API request limit to 5000 per hour and is based on the token, not the ip address.
    Using a token will also unlock these additional features:
    Star and Unstar repositories. Submit issues directly to RepoHub on GitHub Creating Personal Access Tokens
    visit https://github.com/settings/tokens to create your token Select public_repo for the scope of the token. Launch RepoHub and press Start on the home screen Select Enter Token Your token will be encrypted and saved using a key only provided at compile time. Usage without a Personal Access Token
    A user name is still required to use RepoHub. It is used to generate your list of followed users and starred repositories. To add your username:
    press start from the home screen select Enter UserName Credits
    Programming/Design robDevs Icons/Live Area MotoLegacy Testing/Design Feedback Grzybojad MotoLegacy nobodywasishere
  22. reRescaler

    This plugin replaces the original rescaler for PSVITA with a new one allowing games running at non-native resolution to get graphics improvements thanks to filtering with shaders.
    by Rinnegatamante.
  23. reScreeny

    Vita screenshots will be saved into a folder named after the game.
    When the vita saves a screenshot, it randomly creates a folder name composed of two letters. This makes finding screenshots frustrating as you would have to search through a maze of folders with no coherent structure.
    reScreeny fixes this issue by redirecting the screenshot to a folder named after the game it was taken in.
    Add to taihen config.txt as follows.
    *NPXS10036 ur0:tai/reScreeny.suprx  
    Amazing Cleanup by Amazing Princess of Sleeping With help from folks at the CBPS discord: https://discord.gg/2nDCbxJ CBPS Forums: https://forum.devchroma.nl/index.php Idea by cuevavirus Testing team:
    cuevavirus Nkekev Yoti by dots_tb.
  24. RetroArch for PS Vita

    RetroArch is a frontend for emulators, game engines and media players.
    It enables you to run classic games on a wide range of computers and consoles through its slick graphical interface. Settings are also unified so configuration is done once and for all.
    RetroArch has advanced features like shaders, netplay, rewinding, next-frame response times, and more!
  25. reVita

    reVita is a plugin for PS Vita / PS TV, which allows you to remap inputs and trigger different actions. It is a continuation of Rinnegatamante's remaPSV, which was fully rewritten as a kernel plugin.
    Firmware compatibility
    3.60 3.65 Compatibility with plugins
    Want to use DS3 / DS4 ? Check this page here for more details.
    MiniVitaTV - full compatibility. ds34vita - full compatibility. Should be installed after reVita in tai config. ds4touch - full compatibility. Should be installed after reVita in tai config. ds3vita and ds4vita - partial compatibility, use ds34vita instead to get full support. DSMotion - not compatible, use DS34Motion instead to get full support. Compatibility with Apps
    Adrenaline - to get UI working, you need to change Adrenaline Settings -> Graphics Filtering to anything else except original. In some of hombrews and PSP/PS1 games GUI won't work - use Shared profile method for them. [How To]. Installation
    Copy ioplus.skprx to ur0:/tai folder, add ioplus.skprx into your ur0:/config.txt config file under KERNEL section. Copy reVita.skprx to ur0:/tai folder, add reVita.skprx into your ur0:/config.txt config file under KERNEL section. Should be installed before ds34vita/ds4touch in tai config. [Optional, to get Gyro support] Copy reVitaMotion.suprx to ur0:/tai folder, add reVitaMotion.suprx into your ur0:/config.txt config file under MAIN section. Usage
    To bring the config menu, press START + SQUARE, customisable under Settings -> Hotkeys.
    How to open plugin menu ? Press (start) + (square) What can you do with gyro ? You can remap gyro direction (up, down, left, right) to right stick directions to enable gyro aim in any game. Is there a way to turn it on and off? START + TRIANGLE, customisable under Settings -> Hotkeys Does it save presets on a game by game basis? Yes, you can use Profile -> Profile Management for more options. What is deadband under gyro menu ? Deadband limits gyroscope sensitivity, so smallest movements are ignored to handle shaking hands, and it is enabled by default in most vita games. Disabling it will higly increase sensitivity of gyroscope. I forgot my custom hotkeys to open menu. How do I find it? Open VitaShell and open the file ux0:data/reVita/HOTKEYS.ini. "Open menu=" has your hotkeys to open the plugin menu. I've set the startup delay too low on a game and now it crashes when launching it. What do I do? Hold (Start) when launching the game. It starts the plugin in safe mode, with a blank profile. Then load your profile, change the startup delay and save profile in profile manager. Fixes for some Apps
    MiniVitaTV Adrenaline Fix Adrenaline crash when pressing the DS4 TouchPad button - Remap DS4 TouchPad to anything. Fix Vita inputs on PSX games - Enable "Vita as virtual DS4". Retroarch Fix Vita inputs on latest versions of Retroarch- Enable "Vita as virtual DS4". Known issues
    Menu not opening in Adrenaline Change Adrenaline Settings -> Graphics Filtering to anything else except original. Menu not opening Minimise app Setup config you need while on LiveArea Save it as Shared profile (Profile > Profile management > Save as Shared) Go back to the game Press START+CROSS(configurable under Settings > Hotkeys) to import Shared profile. "Buy more RAM" error popup on menu open - means there is not enough RAM for plugin to initialise it's menu. Seems to be caused by usage of other heavy plugins, especially ucdc and PSVShell. Credits
    Thanks to evryone who helped me along the way :
    bosshunter, for doing most of the testing and supplying me with ideas. Rinnegatamante, remaPSV author, for various help provided. spectreseven1138, for secondary profile implementation S1ngyy, for providing code for analogs/gyro support pablojrl123, for customizable buttons activation code. Bythos, for help with reversing, fixing libk and other general stuff. ellipticaldoor for testing. teakhanirons for various help and advices. Princess-of-Sleeping for help with reversing. Derpy (Cassie) for testing. W0lfwang for testing. TheIronUniverse for testing. mantixero for testing it in PS4link. MightySashiman for testing. Kiiro Yakumo for testing it in PS4Link. Nino1026 for testing. Vita Nuova communinity for all the help and support I got there. HENkaku communinity for various help. Projects, which code was reused:
    remaPSV - original plugin. PSVshell - process management and UI. VitaShell - FIO. DSMotion - cross-plugin communication. BetterTrackPlug - Adrenaline integration. Original credits from remaPSV by Rinnegatamante Dmaskell92 for testing the plugin. All my Patroners for their awesome support:
    nobodywasishere RaveHeart Tain Sueiras 2Mourty Andyways ArkaniteOnVita Artūrs Lubāns BOBdotEXE ckPRO Count Duckula Daniel Eduardo Minguez Elwood Blues Gelson Silva Igor Kovacs Biscaia Jared Breland Lars Zondervan Mored1984 gnmmarechal Oleg Des Pirloui rsn8887 Samuel Batista styroteqe suLac4ever T33Hud Troy Murray Yakara Network PSX-Place.com by MERLev.
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