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ida_ps5_elf_plugin's Introduction

IDA PS5 .elf plugin (c) 2021-2022 by flatz

Instructions

  • Put all files into their corresponding directories by keeping this directory's structure.
  • Use 64-bit IDA and standard ELF64 for x86-64 (Unknown) [elf64.dll] when loading .elf/.prx file.
  • Apply any kernel options that you use usually.
  • If you see warning Unsupported or unknown image type, then press Yes, thus ignoring it.
  • Wait till plugin complete its own work. I use many heuristics to locate a lot of useful information within .elf file, so please be patient.
  • Ignore all possible warnings that may happen during processing. Some of structures are getting updates from one version of SDK to another, that may cause warnings as well until they will be fully supported.
  • If you want to add new symbols or edit existing ones, then update file cfg/ps5_symbols.txt and til/prospero.til optionally.

Notes

  • If you use some cracked version of IDA and see annoying __usercall calling conventions that breaks code analysis when decompiling x64 functions, then it can be fixed by appending idapro to DISABLE_USERCALL list at cfg/hexrays.cfg. Another solution is modifying artificially broken hexx64.dll plugin by changing idapro string written there to hexx64, e.g.: 69 64 61 70 72 6F 00 00 72 73 70 00 72 62 70 00 -> 68 65 78 78 36 34 00 00 72 73 70 00 72 62 70 00

Known bugs

  • Need to update some structures, e.g. sceProcessParam, to reflect more fields that it may take.
  • Need to parse exception handler sections properly because their format was changed since PS4. Could be useful to tweak function boundaries even more.

P.S. PRs with bug fixes and improvements are welcome.

ida_ps5_elf_plugin's People

Contributors

flatz avatar sistr0 avatar

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