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ArabicGuy Updated PS4 4.55 GTA V Mod Menu by RF0oDxM0Dz
Hello, following the previous release here's my Grand Theft Auto V mod menu for PS4 Firmware 4.55 on jailbroken consoles.

Download: ArabicGuy455V1.bin (1.01 MB) / my_ArabicGuy455V1.bin (1.01 MB) / GTA ArabicGuy Menu.zip (201 KB - includes ArabicGuy100.bin, ArabicGuy127.bin and ArabicGuy132.bin)

For demonstration videos of it in action see my YouTube Channel.

Thanks to 14spauldinga for the confirmation of it working. (y)

GTA V ArabicGuy Menu Overview PS4 4.55
PS4 4.55 Kernel Dumper Gets SBRAM Support by Zecoxao
Since the last PS4 Kernel Dumper revision and 4.55 Kernel Dumper port, today PlayStation 4 developer @zecoxao passed along word on Twitter that he's added an SBRAM dumper for 4.55 users which is required to obtain the 4.55 uninitialized SBRAM that contains minila, eap_kernel and compressed eap_kernel. :winkxf2:

He credits both vpikhur for original exploit and VVildCard777 for a portion of the code.

Download: 455-KernelDumper-sbram.zip / GIT / 455-KernelDumper.7z (Compiled by ohcHIT)

From the README.md, to quote: 4.55 kernel dumper POC with debug settings/TID patch/Jailbreak/Uart enabler etc

Compile with your PC's IP listening on port 9023

On PC you can do to listen:
Code:
socat - tcp-listen:9023 > kernelDump.bin
and to send:
Code:
socat -u FILE:payload.bin TCP:"PS4 IP":9020
you can then trim out the socket prints or you can adapt it with 2 sockets, one for dumping, another for logging.

To compile for 4.55 you need to use an *** with changes for 4.55 support, i have used https://github.com/xvortex/ps4-payload-***

PS4 Payload Sender v2 for 1.76 / 4.05 / 4.55 OFW by AlFaMoDz
A few months back we saw a PS4 Payload Sender homebrew application from PlayStation 4 developer @AlFaMoDz, and today he's updated it to version 2 via Twitter which currently supports 1.76 / 4.05 / 4.55 OFW on jailbroken consoles followed by PS4 v5.05 support. :love:

Download: PS4 PayLoad Sender 1.76 4.05 & 4.55!.rar (43.87 MB) / PS4 PayLoad Sender 1.76 4.05 & 4.55!.rar (Mirror) / PS4 PayLoad Sender 1.76 4.05 & 4.55, 5.05!.rar (831.58 KB) / PS4 PayLoad Sender 1.76 4.05 4.55 & 5.05!.rar (33.42 MB)

PayLoad Sender V2:
  • Added support for 4.55
  • The language you select is saved.
  • Minor bugs
  • Code optimization.
Thanks to: @[B]ZeraTron_[/B] @[B]BOLIBICK[/B] @[B]PSXHa[plain]xD[/plain]OTcom[/B] @[B]Tusticles[/B]

PS4 GTA V Native Caller / Invoker (GTANatives.dll) by BISOON
Hi everyone.

As far as I know, GTA V natives invoker already ported to PS4 and can only be injected into the game process to make it works and to call the native function. To be honest, I don't like to use a mod menu for a couple of reasons (that's no matter), last week I was working on RPC function that can serve our purpose to call native remotely using desktop tools as we already have on PS3.

Most of you if not all (developers) know the awesome and huge header file which is natives.h by Alexander blade and his team for GTA V, so I just converted all the functions listed in the nativedb to C# [B]file[/B]. now c# developers able to call over 2000 natives that rely on the [B]RPC.cs[/B], this will be good for (desktop app developers, testers, etc)

RPC class made on top of the PS4Lib.dll and it's only valid for GTA V. and the first argument of Call method can be either native hash or the function address.

Also I made the GTANatives dll to make it easier for people, only reference it in your C# project and you're ready to go.

Download: GTA5-Native-Caller-master.zip / GIT

GTANatives

GTA 5 Library for PS4 to create desktop tools. This library allows you to call over 2000 native functions that can be found here Nativedb

Brief Example:

Enable RPC
Code:
public static void Enable(PS4API ps4);

Call function (Thread Safe)
Code:
public static T Call<T>(ulong address, params object[] parameters);
Demo that referenced GTANatives.dll
Code:
      PS4API PS4 = new PS4API();
      private void btnConnect_Click(object sender, EventArgs e)
        {
            if (PS4.IsConnected)
                return;

            btnConnect.ForeColor = PS4.ConnectTarget(txtIp.Text)  ?  Color.Green : Color.Red;

        }

        private void btnAttach_Click(object sender, EventArgs e)
        {
            btnAttach.ForeColor = PS4.AttachProcess() ? Color.Green : Color.Red...
ESPS4ExploitServer: ESP8266 Arduino PS4 Exploit Server by Treyjazz
Yesterday we saw an ESP Host PS4 Payloads Guide, and today mallrats let us know of a recent project of his (aka Treyjazz) dubbed ESPS4ExploitServer- a PS4 Exploit Server for ESP8266 Arduino boards. :thumbsupxf2:

Download: PS4Exploit.zip / GIT / ESPS4ExploitServer fork by 5u770n

To quote from the README.md: ESPS4ExploitServer

This is a project for ESP8266 Arduino boards. It has been tested on a (cloned?) Wemos D1 board with 4MByte flash. It uses SPIFFS to load files from the flash chip but can easily be ported to use an SD addon board.

Setting up the board:
  • Install the Arduino IDE if you don't already have it
  • Start the Arduino IDE Install the ESP8266 library
  • Install the ESP8266 Filesystem Uploader - http://www.instructables.com/id/Using-ESP8266-SPIFFS/
  • Restart the Arduino IDE Plug in the board and install the drivers for it
  • Under Tools: Select the board that is appropriate
  • Select the COM port the board is attached to (can be found in the Device Manager in Windows)
  • Select the Flash Size - The code is pretty small so you can use the option that has the most memory saved for SPIFFS Ex: 4M (1M/3M SPIFFS)
  • Load the .ino from the downloaded directory
  • In the /data directory place the payloads that Unplug the board and hold down the Flash button while you plug it back in
  • Under Tools, select ESP8266 Sketch Data Uploader
  • If there is an error in transferring then unplug the board and hold the Flash button while plugging it back in again
  • If there is an error in creating the SPIFFS then you have files adding up to too much memory for what your board so remove some
  • Unplug the board and plug it back in Under Sketch, select Upload
If you need to add/remove...
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