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PS4 Unity FS (FileSystem) Manager PKG by LightningMods
Following the PS4FileNinja File Browser, PS4 File Manager, PlayStation 4 File Browser Source Code, Unity Leak / PS4 HEN Compilation, Unity PS4 FPKG Building Guide, Space Shooter / Tank PS4 Homebrew PKGs, PS4 File Manager (PoC) Keyboard and Track Support, Unity Plugin for PS4 Apps with Source Code, Doom PS4 Homebrew Game PKG, Soldier Mayhem PS4 Homebrew PKG and Sony PS4 Homebrew Manager developer @LightningMods made available via Twitter a PS4 Unity FS (FileSystem) Manager PKG with details below. :tree:

Download: FS-Manager.pkg (71.3 MB)

To quote from LightningMods_ on the release: PS4 File Manager BETA

This a standalone FS Manager with this being said the differs from the one in OrbisMAN in terms of resources used (25% less) and more features.

This is currently Open Source to devs ONLY if you are a dev who wants access PM at Twitter or on my Discord.

Features ...
XLink Kai 7.4.32 / 7.4.41 Released by Team XLink with PlayStation 4 Support
Last month Team XLink officially announced that PlayStation 4 support is being added to XLink Kai 7.4.32, and as of today it's now available just in time for some gaming over the holidays! :tree:

Download: XLinkKai-7.4.32-win32.exe / XLinkKai-7.4.41-win32.exe

Previously we've covered Playing PS4 Games Over LAN on 5.05 Firmware with XBSLink alongside a Local PS4 Cooperative And Multiplayer Games List (Spreadsheet Mirror) from @DEFAULTDNB (aka KiiWii) followed by a Switch LAN Play by SpaceMeowX2 Working with PS4 LAN Play Guide, and to quote from their Official Site with a bit more about the XLink Kai console tunneling service:

XLink Kai is a global gaming network - bringing together XBox, XBox 360, XBox One, PlayStation 2, PlayStation 3, PlayStation 4, PSP, PS Vita, Gamecube and Switch users in one integrated community.

It is software running on your PC or Macintosh that allows you to play system-link enabled games online for free. Kai is the only service that is not console specific, and boasts one of the friendliest communities available.
Here's a work-in-progress (WIP) Supported Games List of PS4 games that have LAN mode from...
Streets Of Rage Final Version PlayStation 4 Mod PKG by Markus95
It's beginning to look a lot like Christmas... proceeding his Streets Of Rage PS4 Homebrew Mod v0.9 PKG, today PlayStation 4 developer @Markus95 is back with the Streets Of Rage Final Version of his PS4 homebrew mod PKG as promised via Twitter! :santa:

Download: Streets_Of_Rage_MOD.pkg (172.19 MB)

Here's what is new from his blog post at Logic-Sunrise.com, to quote roughly translated: PS4 Final version of Streets Of Rage MOD

After a first beta version, here is as promised the final version of my MOD Streets Of Rage for PS4.

This Homebrew works on all PS4 jailbroken consoles (4.05, 4.55, 4.74, 5.05, 6.72 and 7.02) thanks to the emulation PS2 and OpenBOR, it turns to 100% and now contains all the Modes of difficulties, EASY, NORMAL and HARD, as well as 3 purposes different depending on the difficulty chosen.

The sound bugs have been fixed, new effects (rain, movement decorations, etc ...) have been added, to take advantage of this MOD you just need to install it by Debug Setting like any PKG.

For information, if you encounter a backup bug when launching the MOD, you will just close the application with the PS button on your controller and then restart the MOD...

Changelog:
  • Add NORMAL mode, HARD
  • Sound and visual bug fixes
  • Addition of visual effects (rain, movement of internships, etc ...)
  • Addition of destructible items
  • Changes in cutscenes to make them functional on PS4
Streets of Rage PS4
Streets Of Rage PS4 Homebrew Mod v0.9 PKG Released by Markus95
Following his PS3 Port and recent Dragon Ball FighterZ Mods, PlayStation 4 developer @Markus95 is back with a Streets Of Rage PS4 Homebrew Mod v0.9 PKG released via Twitter today with details below! :fire:

Download: Streets_Of_Rage_v0.9.pkg (178 MB)

To quote from the blog post at Logic-Sunrise.com on the Streets Of Rage v0.9 PKG release, roughly translated:

After the PS3, Wii, Wii U, PSP, PS Vita and Switch versions, here is my MOD of Streets Of Rage on the last Sony console, the PS4.

This Homebrew works on all PS4 jailbroken consoles (4.05, 4.55, 4,74 and 5.05). It works thanks to the emulation PS2 and OpenBOR, it turns to 100% but contains for the moment only the mode EASY, modes NORMAL and HARD will arrive in the next release (which will not be long).

There are still some sound bugs that will be fixed in the final version, to enjoy this MOD you just need to install it by Debug Setting like any PKG.

Streets of Rage for PS4 (Homebrew) by MasterTurkey
OpenGL ES for PS4 Writeup and PlayStation 4 GL Test by Flat_z
This past week we saw some Tweets from @zecoxao on Twitter of OpenGL (Open Graphics Library) for PS4 homebrew in development, and today PlayStation 4 developer @flatz made available an OpenGL ES for PS4 Writeup and PlayStation 4 GL Test on Twitter which can also be found below. :notworthyxf2:

Download: gl-writeup.7z (139 KB) / Mirror by @pearlxcore / ps4_gl_test-master.zip / GIT / gl_test.pkg (16.06 MB - PS4 OpenGL Test Package) / gl_test.pkg (Mirror) / ps4_gl_test.7z (17.30 MB - Source Code) / piglet.7z (2.81 MB - 4.05 / 4.55 OpenGL Shader Compiler DevKit Modules)

To quote from the index.html file: OpenGL ES

Overview


Zer0xFF and masterzorag were working on making it usable for homebrew applications but then got stucked with native shader compilation. So I've decided to give it a try.

However I have experienced other problems as well, which were solved successfully. Basically they appeared because I decided to implement OpenGL ES application as my own PKG based application. But OpenGL ES in browser didn't work for me too and I don't know if it's because I've used a more recent firmware than guys did or because I did some dumb mistake. So, nevermind, let's begin.

Library linking macroses to make fake C function definitions that gets prefix __declspec(dllexport) during compilation but the actual code is not included in an object file due to usage of --stub-only flag during linking process. Then linker generates proper NID tables in a static library which are resolved during runtime linking.

Also it was possible to specify custom function name with some specific NID value if the...
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