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Fortnite Season 5: PS4 Announce and Battle Pass Launch Trailer
Just a few months back they launched Season 4 of their PlayStation 4 co-op survival video game, and today Epic Games unveiled the Fortnite Season 5 announce trailer alongside a Battle Pass Launch video below! :smilexf2:

Worlds collide in Season 5 which features a viking ship, desert outpost, and ancient statues on the island where players can hop in an ATK (All Terrain Kart) with your squad and uncover all new mysteries and locations.

Below are the Fortnite PS4 video trailers and the v5.0 Patch Notes, to quote:

General
  • When the "Invited to Party" prompt appears in the UI you can now immediately accept the invite rather than having to open the Party Finder.
  • The News widget has been adjusted to avoid the need for a scrollbar in most cases.
    • A scroll option has been added for controller users in the event that scrolling is needed.
  • Updated consoles to use less shader storage. This improves patch sizes and reduces load times.
  • Optimized file ordering to reduce load times on all platforms.
  • The “Epic Friends” button now appears on the Main Menu when using a gamepad on Windows or Mac.
Bug Fixes
  • Fixed an issue that intermittently caused the Push-To-Talk setting to not function as intended.
  • Blocked players will no longer show as suggested friends.
Known Issues
  • Wanting to track the top community issues? Head over to our Fortnite | Community Issues Trello board here.
Battle Royale

Spoiler
PS4 Media Player 3.50 (VR) Patched for 5.05 / 5.07 by PS4Miner
Posting this at ps4miner's request: This is a patched version of official PS4 Media Player 3.50 (VR supported) so it can play music and video on non PSN-activated console.

Will work only on 5.05/5.07 FW because it includes a kexec part with hardcoded offsets (sorry <5.05 guys, my bad).

Running on other than supported FW will make console to reboot.

Also do not forget to turn On MPEG-2 switch at "Debug Setting -> License Activation". Player is checking for it.

It's not the best variant of fixing this app, but it works for now (as a temporary solution).

Basically patch does two things:
  1. It escalates privileges for the mplayer's process, so it can freely access the stuff it wants.
    • *sonyCred = 0xffffffffffffffff; // sceSblACMgrIsSystemUcred
    • *sceProcType = 0x3801000000000013; // sceSblACMgrGetDeviceAccessType
    • I'm not sure if both patches are necessary. Probably second one is enough, too lazy to check.
  2. It patches SceMusicCoreServer process in memory.
    • Function at SceMusicCoreServer+0x3640 will now always <return 0>.
5.07 FW is unchecked but it almost certainly working (at least video should).

Credits: jkpatch and ps4-hen-vtx

It looks like official packages somehow got more privileges than fpkgs so some applications are failing to work properly.
Probably a whitelist (which is coming from PSN on activation) or fpkgs lack of some sort of marker. More research is needed.

I wanted only this particular application to work, now my work is done. I hope you enjoy it :)

Filename: IP9100-CUSA02012_00-PS4MEDIAPLAYER00-A0100-V0350.pkg
MD5: D46A7932ACCD603C416D034440A3A8E8
SHA1: 7B437FEEB2414269A571CD1D28ECC9A6EE85BFC6

Link:

Spoiler

By ps4miner, who previously reported on the application cache used in PS4 Exploit Host for 5.05 HEN Payloads Offline without ESP8266 devices.

PS4 5.05/ MEDIA Player V0350/ (Music, Videos...
GTA V PS4 5.05 LTS Menu Base 1.27 and Native Caller by CMTFrostyy
Following his GTA 5 Mod Menu Base and EROOTIIK's AP II Intense v2 GTA V PS4 Mod Menu recent update, PlayStation 4 developer @CMTFrosty (aka CMTFrostyy and Azora_Raise on Twitter) made available an LTS (LastTeamStanding) Menu Base and GTA V 1.27 PS4 Native Caller design payload for jailbroken 5.05 consoles alongside a video demo from his YouTube Channel below. :D

Download: LTS-MenuBase-PS4-master.zip / gtaPayload.bin / GIT / GTA127_PS4505-Native_Caller-master.zip / gtaPayload.bin / LTS-Base-GTA_127-PS4_505.bin / GIT / LTS_PS4_1.00_By-CMTFrosty.bin (1.01 MB)

Previously we saw a GTA V 4.05 Native Caller and a GTA V Native Caller / Menu Base 4.55 Update by @2much4u, and from the README.md: PS4 GTA V Native Caller

A simple example of calling natives on PS4 GTA V using Vortex's adaptation of CTurt's PS4 ***.

Credits:

2Much4u and EROOTIK...
PS4 PKG Install from Internal HDD via FTP & BGFT Method by Flatz & PS5 Package Installation Writeup
PlayStation 4 scene developer @flatz is on fire lately, following his recent External HDD PS4 Patch, sys_dynlib_dlsym_ex.c and of course his famous Method to Handle PS4 Fake PKGs & SELF / FSELF Write-up today he shared a PS4 PKG installation guide from internal HDD via FTP with a bonus BGFT method! :fire:

Stemming from Installing PS4 PKG Files Using a Function, below is his latest tutorial via Flatz.Github.io complete with the BGFT method bonus and related Tweets, to quote: PKG installation from internal HDD

Overview


A few years ago I’ve posted this tweet. You could use this method from your own code to install a specified package file using an official way which means that it will install all pkg-related files too such as nptitle.dat, npbind.dat, json files, icons, etc.

For example, you could copy .pkg file to /user/data/ directory using any FTP server and then install it from this folder. It means that you don’t need any USB drive to copy file there and install it from possibly a slow USB device.

And it looked very simple (at least I’ve thought that it was simple at that time).

To do that you need to change auth id inside struct ucred’s auth info to ShellCore’s one (0x3800000000000010) (see my PKG/PFS write-up for needed structure), then load and start an additional module: /system/common/lib/libSceAppInstUtil.sprx. See my gist for PRX related funcs.
Code:
// ...
int (*sceAppInstUtilInitialize)(void);
int (*sceAppInstUtilAppInstallPkg)(const char* file_path, int reserved);
int (*sceAppInstUtilGetTitleIdFromPkg)(const char* pkg_path, char* title_id, int* is_app);
int (*sceAppInstUtilAppPrepareOverwritePkg)(const char* pkg_path);
int...
PS4 Custom Syscall for Extended Symbol Resolving by Flatz
Since releasing his PS4 Shellcore Patch for external hard drives, PlayStation 4 developer @flatz shared more goodies with devs on Twitter including a sys_dynlib_dlsym_ex.c which is a custom syscall for extended PS4 symbol resolving. :ninja:

It utilizes PS4's extended dlsym() allowing the specifying of library name and flags to be able to use mangled symbol names on PlayStation 4.

Download: sys_dynlib_dlsym_ex.c

Code:
//
// Custom syscall for extended symbol resolving (allow specifying of library name, flags to be able to use mangled symbol names) on PS4.
//
// NOTE: slide offsets are for 5.00/5.01 kernel.
//

//
// PATCHES (syntax: offset,name,old,new).
//

// Allow sys_dynlib_dlsym in all processes.
DECLARE_PATCH_64(0x237E2A, allow_dynlib_dlsym, H64S(0F,82,C0,01,00,00,48,8B), H64S(E9,C1,01,00,00,90,48,8B));

// Don't restrict dynlib information.
DECLARE_PATCH_32(0x2B2350, dont_restrict_dynlib_info, H32S(65,48,8B,04), H32S(31,C0,C3,90));

// Allow usage of mangled symbols in dynlib_do_dlsym().
DECLARE_PATCH_BUF(0x2AF877, allow_mangled_symbols_in_dlsym, BYTES(45,31,FF,45,31,F6), BYTES(90,90,90,90,90,90));

//
// Kernel symbols, structures and definitions.
//

#define DYNLIB_DLSYM_FLAG_MANGLED_NAME 0x1

struct dynlib_obj;

#define SIZEOF_DYNLIB 0x100 // dynlib_proc_initialize_step1

TYPE_BEGIN(struct dynlib, SIZEOF_DYNLIB);
    TYPE_FIELD(SLIST_HEAD(, dynlib_obj) objs, 0x00);
    // ...
    TYPE_FIELD(struct dynlib_obj* main_obj, 0x10);
    // ...
    TYPE_FIELD(struct sx bind_lock, 0x70);
    // ...
TYPE_END();

#if FW_VER == 501
    DECLARE_FUNCTION(0x2AF7B0, dynlib_do_dlsym, void*, struct dynlib* dl, struct dynlib_obj* obj, char* name, char* libname, unsigned int flags);
    DECLARE_FUNCTION(0x2B0B40, dynlib_find_obj_by_handle, struct dynlib_obj*, struct dynlib* dl, int handle);
#endif

//
// Kernel code for payload.
//

enum {
    // ...
    SUPERCALL_DLSYM,
    // ...
};

struct sys_supercall_args {
    int cmd;
    int cmd__pad;

    union {
        // ...

#if FW_VER == 501
        struct {
            int handle;
            int...
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