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PS4 PKG Files (Packages) Development Research by SpecterDev
With the recent Take-Two notices some were curious about OrbisModding.com, but today @SpecterDev confirmed on Twitter that the PlayStation 4 Package Finder is back up and updated for those wondering. (y)

He also added some PlayStation 4 development research on PS4 PKGs to the PSDevWiki (a lot more HERE and HERE) with details below, to quote:

Package Structure

File Header


While most of the PS4 is little endian, the package file header still uses big endianness as the headers are based on their PS3 predecessors.
Code:
typedef struct {
   uint32_t pkg_magic;          // 0x000
   uint16_t pkg_revision;       // 0x004
   uint16_t pkg_type;           // 0x006
   uint32_t pkg_unk;            // 0x008 - unknown field
   uint32_t pkg_file_count;     // 0x00C
   uint32_t pkg_table_ents;     // 0x010
   uint16_t pkg_sys_ents;       // 0x014
   uint16_t pkg_unk;            // 0x016 - unknown field
   uint32_t pkg_table_offset;   // 0x018 - file table offset
   uint32_t pkg_ent_data_size;  // 0x01C
   uint32_t pkg_unk;            // 0x020 - unknown field
   uint32_t pkg_body_offset;    // 0x024 - seems to always be 0x200
   uint32_t pkg_body_unk;       // 0x028 - unknown field
   uint32_t pkg_body_size;      // 0x02C

   unsigned char pkg_padding[0x10];         // 0x030 - 16 bytes padding
   unsigned char pkg_content_id[0x24];      // 0x040 - packages' content ID as a 36-byte string
   unsigned char pkg_padding[0x10];         // 0x064 - 16 bytes padding
   unsigned char pkg_unknown[0x8C];         // 0x074 - unknown data

   /* Digest table */
   unsigned char digest_entries1[0x20];     // 0x100 - sha256 digest for main entry 1
   unsigned char digest_entries2[0x20];     // 0x120 - sha256 digest for main entry 2
   unsigned char digest_table_digest[0x20]; // 0x140 - sha256 digest for digest table
   unsigned char digest_body_digest[0x20];  // 0x160 - sha256 digest for main table
}
...
PS4API Server Payload & Client with Source Code by DaBlackPantha
Last year we saw both a PS4Payload IP Patcher and PS4 *** Installer Script from PlayStation 4 developer @DaBlackPantha, and today he returns with a basic PS4API Server Payload and Client Side complete with source code and details below. :winkxf2:

Download: PS4API-Payload-master.zip / PS4API Payload GIT / PS4API-Client-master.zip / PS4API Client GIT

To quote from Black Panther on NGU: Basic PS4API Open Sourced

THIS IS FOR 1.76 ONLY!!! I'm releasing my PS4API that I wrote because there were no other APIs released when I made this.

I want to thank 2much4u and Bad ChoicesZ for their help with this. They helped me out a lot. As long as all the other big dogs in the PS4 community such as CTurt, Z80, and Zecoxao.

You can find the code over on my Github:
The code is not the best, but I just don't have the time or the interest to work on this anymore, hopefully someone else will build upon this and make it gr8.

The api is very similar to PS3API by imcsx, with most of the same functions, etc. I made it that way so it would be relatively easy to port projects from PS3 to PS4, etc.

How to use the API:
  • Add the dll as a resource to your project
  • Include the namespace in your project
Common function usage:
Code:
PS4API.ConnectTarget(string ip) - Connects to the supplied local ip address. This will only work obviously if the payload is still running on the ps4...
PS4API.AttachProcess(string processName) - Attaches to the supplied procName. Most games use eboot.bin...
EapDev: Experimental Toolchain FreeBSD 9 for ARM Cortex-A8
Following the Stack Clash Vulnerability and recent PS4 MEME's, fx0code passed along news of EapDev on Twitter which is an experimental toolchain FreeBSD 9 for ARM Cortex-A8.

He thanks the following developers for their help: BigBoss for committing EapDev on Github, VVildCard777 for coding, notzecoxao for inspiration and also ZiL0G80 and droogie1xp. (y)

Download: eapdev-master.zip / GIT

From the README.md: Brief History

PlayStation 4 is based on Freebsd 9, source reference is from September 10, 2011 named release 900044.

Main processor is AMD based but there is an infamous chip from Marvell that also use Freebsd but based on ARM.

Some people have been working in arm-eabi branch in freebsd since a few years ago, adding a armv6 target with support for some arm boards but the main work is in freebsd 10.x so i have been backporting some of their patches to freebsd 9.

What does this do?

This is a experimental patch to let compile arm contex-a8 eabi V code in freebsd 9 for educational purposes only

What do i need?

A virtual machine with Freebsd 9.0 Release installed from: FreeBSD-9.0-RELEASE-amd64-dvd1.iso

1. Install it with virtualbox

You must choose install src, you will need it to patch after install. Create a non root user and add to wheel group

2. Login with your created non root user

3. Install sudo port
Code:
$ su -
eapjutsu# cd /usr/ports/security/sudo
eapjutsu# make install

uncomment group wheel to let use sudo to our user

eapjutsu# vi /usr/local/etc/sudoers
4. Install gmake port
Code:
eapjutsu# cd /usr/ports/devel/gmake
eapjutsu# make install
eapjutsu# exit
5. Download...
Stack Clash Vulnerability in Linux, FreeBSD, OpenBSD & Unix OSes
Following the recently reported Spread Overflow Exploit WebKit Bugs and PS4 MEMEs, a new massive vulnerability in Linux-Kernel, FreeBSD, OpenBSD, Solaris and Unix-based OSes called "Stack Clash" was rediscovered and can be used to gain root privileges on the affected systems. :geekxf2:

Here are some related links with details on the Stack Clash bug:
According to PS4 developers it's currently untested on the PlayStation 4, so if anyone gives it a try let us know your results in this ongoing discussion thread.
Download: 001-stackclash.c
Code:
/*-
 * Copyright (c) 2017 Shawn Webb <[email protected]>
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 * 1. Redistributions of source code must retain the above
 *    copyright notice, this list of conditions and the following
 *    disclaimer.
 * 2. Redistributions in binary form must reproduce the above
 *    copyright notice, this list of conditions and the following
 *    disclaimer in the documentation and/or other materials
 *    provided with the distribution.
 * 3. The name of the author may not be used to endorse or promote
 *    products derived from this software without specific prior
 *    written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND
 *...
PS4All v1.1 Open-Source PlayStation 4 (PS4) RTE Tool Updates
Following the PS4 RTM 1.76 Guide and Example Tool Template today Red (aka ItsDeidara) announced PS4All update v1.1 of the open-sourced PS4 RTE Tool previously known as PSe7en for those on jailbroken PlayStation 4 consoles with details below. :thumbsupxf2:

It's important to note he did not use any guides nor templates when creating PS4All though.

Download: PS4All (Latest) / GIT

To quote: PS4All - Open Sourced PS4 RTE Tool

Today I would like to both announce and release the first public open sourced RTE Tool for the PlayStation 4.

The goal of this project is to both expand the current current selection of public RTE tools available to public, but also provide a singular place to house them all so that users do not need to download multiple applications to modify their system.

Changelog:
  • Cleaned GUI
  • Added the option to poke custom offsets and attach to any game (Other)
Source Code:

https://github.com/ItsDeidara/PSe7en

Please note that this application is a WiP and that it will constantly be changing as more people contribute to it and more offsets are found.
:arrow: Update: From IM x MoDzz, to quote: Here you go Red all dumped and coded by me personally, I haven't tested the button monitoring so may not work but the other stuff dose work.
Code:
G_Client = 0x01F0BF80, //Client 0
G_ClientPlayerState = 0x3A00, //Distance between Next Client
XAxis = 0x1E,
YAxis = 0x26,
ZAxis = 0x22,
Camo = 0x2ED,
PrimaryWeapon = 0x2EC,
PrimaryWeaponAmmo = 0x41C,
PrimaryWeaponAmmo2 = 0x450,
ButtonMonitoring = 0x32A4,
Redboxes = 0x10,
mFlag = 0x3618,
GamertagIngame = 0x339C,
PrimaryClipAmmo = 0x4D4;

public static int G_Client(int ClientID)
{
return (Addresses.Ghosts.G_Client + (ClientID * Addresses.Ghosts.G_ClientPlayerState));
}

public static void mFlag(int ClientID, string mFlagValue)
{
int...
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