<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Embedded-Systems on Mateusz Najdek - blog</title><link>http://blog.najdek.me/tags/embedded-systems/</link><description>Recent content in Embedded-Systems on Mateusz Najdek - blog</description><generator>Hugo -- gohugo.io</generator><language>en-us</language><managingEditor>mateusz@najdek.me (Mateusz Najdek)</managingEditor><webMaster>mateusz@najdek.me (Mateusz Najdek)</webMaster><lastBuildDate>Mon, 30 Jun 2025 12:00:00 +0200</lastBuildDate><atom:link href="http://blog.najdek.me/tags/embedded-systems/index.xml" rel="self" type="application/rss+xml"/><item><title>PS5 Homebrew: Engineering a Local Autoload Chain in Lua</title><link>http://blog.najdek.me/posts/ps5-lua-autoloader/</link><pubDate>Mon, 30 Jun 2025 12:00:00 +0200</pubDate><author>mateusz@najdek.me (Mateusz Najdek)</author><guid>http://blog.najdek.me/posts/ps5-lua-autoloader/</guid><description>Context: In the console security scene, a &amp;ldquo;Jailbreak&amp;rdquo; is rarely a single file. It&amp;rsquo;s usually a complex chain of vulnerabilities. When the PS5 Lua exploit (based on the Artemis game engine) was released, it was a raw developer tool: it opened a network port and waited for a PC to send code.
This is fine for researchers, but terrible for usability. I engineered a full &amp;ldquo;Plug-and-Play&amp;rdquo; automation layer: an Autoloader that removes the PC dependency, and a graphical User Interface powered by an embedded HTTP server.</description></item></channel></rss>