
former blue check, my opinions are ayyy lmao, @LaBodegaDeMalaga, for business calls +34 952 12 65 00
North Spain
Joined April 2009
- Tweets11.4K
- Following1.9K
- Followers760
- Likes9.1K
Replying to @PlayStation
oh @HIDEO_KOJIMA_EN maybe make it super lame and gay, with horrible design characters, with microtransactions, live service, make sure the game is not ours and is rented, make it third person with the same horrible narrative and maybe just maybe they will Greenlight it
memhisk retweeted
Oh, they've all raised their monthly fees and added ads? 🫢
redd.it/1x7gbmo
memhisk retweeted
En corea unos musulmanes quieren construir una mezquita asique los coreanos del barrio se juntaron a hacer un asado de cerdo justo enfrente
🐐🐐🐐🐐
memhisk retweeted
PS5 14.10 Jailbreak Research: CVE-2026-43720
Canvas UAF → same-type reclaim → full Canvas2D R/W → arb R/W via lineDash forge. IsoHeap OFF, JSC Config unfrozen. One heap pointer from full chain.
github.com/pastawithpesto/PS…
Here's my research of the PS5 FW 14.10 in case you want to take a look and participate. It's been fun and hopefully soon someone will find a way to achieve the Jailbreak.
github.com/pastawithpesto/PS…
Thanks @Devon8zzh for the coins to pay for Claude Code, and funding the @deepseek_ai /@Zai_org account.
memhisk retweeted
🚨FIRST EVER KERNEL BYPASS FOR
14.00/14.10🚨
Uncovered internal capability check bypasses in kernel handlers today. When targeting self (PID 0), sys 637 skips capability gating and writes a 64-bit value straight into kernel structures.
Easily the biggest breakthrough yet!
memhisk retweeted
Genuinely, what the hell is PlayStation going to do against all these advances Xbox has made in less than a year? This is like the reverse of E3 2013 in real time
This shit is crazy, Asha Sharma is doing more in a year than Phil Spencer did in his whole career
Today we're standing up XBOX LABS (labs.xbox.com). Here is the note that I sent to the team:
Team,
The first video games emerged some 75 years ago. In the time since, there have been booms and busts, but every year there are more great games to play, more devices to play them, and best of all, more people than ever playing. That growth helped make XBOX what it is today, and we've helped shape the industry in return, from bringing hard drives to consoles and online gaming through Xbox Live to Game Pass and cloud gaming, alongside franchises that have brought millions of people together.
In recent weeks, we've seen games rapidly decompiled and rebuilt to run on hardware they were never originally designed to support. Windows PC builds have been translated to run on Apple Silicon or ported to run inside a browser through WebAssembly and WebGPU, the latter now approaching 90% global browser support. Perhaps more surprisingly, we've seen many of the biggest games in the world have been remixed into the source code of another.
These experiments challenge long-held assumptions about our industry: the tether between software and hardware, the boundary between creation and play, and how people discover and experience games. While it is hard to predict the future of gaming, it is easy to see the possibilities in making great games easier to access, giving old games new life and allowing more players to become creators and co-creators. These are unmistakably good outcomes for players, even when (and sometimes because) they challenge our existing business models.
To explore these possibilities, I’ve asked Scott to stand-up XBOX LABS, a small group of game makers, engineers and scientists whose job is to turn emerging ideas into things our players and developers can experience. We'll build in the open, learn from what people do, and measure success by whether more people are playing and creating.
I think XBOX has an important role to play here. Coding became the first major workload for agents because they can write, run, and test software. Games share many of those same properties, and people spend more than 72 billion hours a year playing XBOX games, roughly five times the estimated time spent writing code worldwide. We've spent 25 years learning how to make great games, and I want our game makers to help shape what these new technologies make possible. As we learn, we’ll share the tools we build with developers across the industry, just as we always have.
Our priorities aren't changing. We remain committed to the 4Cs, to making great games, to our hardware and to being responsible stewards of IP and the communities built around it. LABS gives us a way to explore new technology that is game design led without abandoning the work already underway.
Asha
memhisk retweeted
🚨 La gente presume en X de piratear su PlayStation
🔥🎮 Entiendo que este es el primer paso para ganarse suspensión de la cuenta, el bloqueo de la consola, la imposibilidad de jugar en línea y la imposibilidad de jugar ciertos juegos nuevos
#Playstation #Jailbreak #GamingNews
Readers added context they thought people might want to know
Los setups de jailbreak en PlayStation se mantienen típicamente offline con bloqueos DNS para impedir conexiones a servidores PSN, evitando detección y baneos automáticos a menos que se conecte.
playstation.com/en-gb/support/…
playstation.com/en-us/legal/ps…
github.com/ntfargo/Relaps…
blog.playstation.com/2011/02/16/off…
x.com/cristobalkdc/s…
If Lucia is a threat to your relationship, the problem was never Lucia. youtube.com/watch?v=wqI6zkFR…
memhisk retweeted
I played some Wolverine PS5 yesterday.
This is an edited version of me playing it. And hating it. I really take offense at this game. Hate it.
Talking head impressions video coming later tonite/tomorrow.
Be well! :)
youtu.be/6VV61cuFCJU
























