Join Us and become a Member for a Verified Badge on Discord to access private areas with the latest PS4 FPKGs.
Category PS4 CFW and Hacks       Thread starter PSXHAX       Start date Sep 21, 2020 at 12:15 AM       11,317       108            
Not open for further replies.
Earlier this month @2much4u (Twitter) shared a GTA V Native Caller PS4 Port to GTA 1.32 WIP Pack via @Andrew Marques (Twitter), and today he extended the invitation to anyone else interested in finishing his work-in-progress (WIP) for Grand Theft Auto V PS4 scene fans. :geek:

Download: PS4-GTA-V-Native-Caller.bin (1 MB - US) / PS4-GTA-V-Native-Caller.bin (1 MB - EU - Crashes) / (515 KB - WIP Pack) / / via cspencer49519 (GraFfiX49519) / PS4 GTA V Native Caller GIT / via Mustafa0436 / PS4 GTA V Menu Base GIT / ArabicGuy.rar (60 KB - 1.27 bin) / (70 KB - 1.32 bin) / GTA ArabicGuy (201 KB - includes ArabicGuy100.bin, ArabicGuy127.bin and ArabicGuy132.bin) / Lamance_672_132_.bin (1.02 MB - Lamance Menu v0.8 for 1.32 on PS4 6.72) via david1337hax / Lamance_672_132_fixed.bin (1.02 MB - Lamance Menu v0.8.1 for 1.32 on PS4 6.72) via david1337hax

From 2much4ux's Tweet below, to quote: "I mostly ported GTA V Native Caller to GTA 1.32, but didn't have time to finish before school hit. I tossed the unfinished source at Andrew a while back. If anyone wants to try to complete it, go for it!"

This latest Grand Theft Auto V pack comes following the previously released GTA V Native Caller, GTA 5 Native Caller Updates, GTA V Menu Base PS4 Mod Menu GUI, more GTA V Native Caller Updates, another GTA V Native Caller / Invoker, GTA V PS4 5.05 LTS Menu Base 1.27 with Native Caller and GTA 5 Mod Menus from earlier this year.

From the PS4 GTA V Native Caller

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

Brief Explanation


A large part of GTA V is controlled by custom script files Rockstar writes in their own format. A virtual processor is included in each version of the game to interpret these scripts. The main way for them to interact with and control the game is to invoke natives.

Natives are functions defined within the game's executable. In the same way that scripts use natives to control the game, arbitrarily calling them will allow the caller to control the game to his/her desire. The purpose of this payload is to provide an easy way of doing just that. It includes a few small examples: making the player invincible, giving the player super jump, and teleporting the player when a button combination is pressed.

Setting Up Execution

First, a kernel payload is executed to escape the sandbox, escalate the web browser's privileges, and make appropriate kernel patches. The kernel payload also disables ASLR for newly created processes, making it easier to modify them. Afterward, the browser payload constantly checks the running processes waiting for one called eboot.bin.

Once a game process is found, the syscall ptrace is used to read and write to it. With ASLR disabled, the EBOOT always starts at 0x400000 in memory. A few bytes are read from the EBOOT to verify that the game is GTA V and to detect the region. A small function for setting up the execution environment is copied into free executable space in the EBOOT and IS_PLAYER_ONLINE is hooked to call it.

This function allocates more memory within GTA's process since the EBOOT has limited space. Once the setup is complete, the GTA payload is copied into the newly allocated space, the setup function starts executing it, and the browser payload exits.

Executing Inside GTA V

The GTA payload will execute any time the native IS_PLAYER_ONLINE is called by one of Rockstar's scripts. GTA V has a native lookup table that allows for quickly obtaining a native's address from its hash. However, on newer versions of the game, that table is obfuscated. Therefore, this payload calls natives directly by address rather than using the lookup table.

Native functions are the same as they are on the PC version of the game, meaning the documentation on NativeDB can be used. The majority of the code in the GTA payload is filtered to only execute once a frame (IS_PLAYER_ONLINE is called multiple times a frame), in order to keep things smooth. This will be more important for any drawing.

Miscellaneous Notes


The GTA payload is automatically built and included in the browser payload, so you only need to run make in the main directory.


An official documentation of button indices is included in gtaPayload/include/types.h, however it uses XBOX names. So, Y is triangle, X is square, etc.


Since this injects a payload into GTA's process, multiple versions can be tested without having to restart the game. Each instance will replace the previous one, so multiple payloads cannot be run at once.

  • Specter, CTurt, qwertyoruiopz, flatz, idc, SKFU, droogie, Xerpi, bigboss, Hunger, Takezo, and Proxima - PS4 research making all this possible
  • Alexander Blade and NativeDB Contributors - Native research making GTA V stuff relatively easy to port to PS4
  • EROOTIIK - Obtaining and parsing the vast majority of native addresses
Also from the LTS Menu Base Port

A simple menu base ported from PS3 LTS Menu using the source.


2Much4u and EROOTIK, 2Much4u for the native caller and EROOTIK for everything for 1.27. Oh, and whoever leaked the LTS menu source.

And from the other PS4 GTA V Menu Base

A mod menu GUI for PS4 GTA V built on top of my native caller.

How to Activate

This mod menu is very unstable and will most likely crash GTA V many times before you get it to work. If you load ArabicGuy first, then close the game. Then load this mod menu, it will work. Also the mod menu will only work with Leeful's HEN


GTA V Native Caller PS4 Port to GTA 1.32 WIP Pack by 2much4u 2.jpg GTA V Native Caller PS4 Port to GTA 1.32 WIP Pack by 2much4u 3.jpg GTA V Native Caller PS4 Port to GTA 1.32 WIP Pack by 2much4u 4.jpg GTA V Native Caller PS4 Port to GTA 1.32 WIP Pack by 2much4u 5.jpg

This mod menu is very unstable and will most likely crash GTA V many times before you get it to work. If you load ArabicGuy first, then close the game. Then load this mod menu, it will work.

Key Features
  • Unlimited submenus
  • Unlimited options
  • Option & submenu remembrance
  • Auto adjusting and scrolling background
  • Full customization
  • Simple keyboard input and handling
  • Support for numerous dynamic option types
  • Button instructions display
  • Example options and vehicle spawner

While the example submenus showcase much of the menu base's functionality, more is possible. Check out menu.cpp for all supported option types.

Menu::vehicleSpawn and Menu::vehicleToSpawn are only for the example vehicleSpawner submenu and are unnecessary to the overall menu base.

The UI is fairly simple and open to more advanced customization such as the addition of sprites.

Spoiler: Related Tweets / Videos

GTA V Native Caller PS4 Port to GTA 1.32 WIP Pack by 2much4u.jpg


Not open for further replies.


Senior Member
@Mustafa0436 I'm not sure if there's a language barrier here, but did you just call me selfish for not thanking you?

Firstly, I'm sorry you feel that way. Secondly, all the offsets I used came from ps4debug, but I did verify that your offsets indeed matched those, so thanks for providing that. It sounds like you're just upset that I'm trying to take the time to clean up the code I have and figure out exactly what I did to make things work before I just blindly shoot it out there and make a fool out of myself.

I have five kids and a job, this isn't my full time gig, give me a minute, in the meantime you have working mod menus.

Thanks to everyone, the list is too long to mention you all, code is getting uploaded to github with the original's, I'm not adding any credits for anyone, including myself.


Senior Member
@GraFfiX420 No, I did not call you selfish. It just seemed really selfish the way you responded back.

And I'm not mad. In fact, I'm happy on your behalf, and everyone else's. Now someone finally came into the picture who could do something right. I also said don't get me wrong.


Senior Member
OK, FINALLY got PS4-GTA-V-Native -Caller working! I'll be shooting it to github shortly.

@Mustafa0436 I think this version of the code will make it much easier for you to compare versions of what you have and make the necessary changes, also feel free to ask me if you have any questions. I'll try to update my GTA to 1.32 and add 1.32 support tonight.


Staff Member
Removed a bunch of posts, it appears some need to re-read the reminder posted previously in this thread.

To reiterate, recruiting by spamming Discord channels etc isn't allowed in forum posts. The way we do things is you make a release post, and when it's moved to the main page any relevant Discord, Github, Twitter, etc details are included in the article (OP) of the new topic.
Not open for further replies.
Recent Articles
The PS5 Scene Gets First PlayStation 5 Game Dumps by BigBlueBox!
We've seen official PS5 PKGs, raw PS5 Game RiPs, some more PS5 Game Images and today PlayStation 5 Scene release group BigBlueBox made available the first PS5 Game Dumps for those who enjoy...
PlayStation Black Friday 2020 is Live with Deals on Games & Subscriptions
Last week we shared some Black Friday 2020 Ad Scans, and this weekend Sony put live their PlayStation Black Friday 2020 featuring unmissable deals on PlayStation games including The Last of Us...
Busty & Buster PS4 Homebrew Puzzle Game PKG by Bayagman
Hi, as a follow up to The Great Adventures of NedMapagmahal I created a homebrew game for PS4 and PSVita entitled Busty & Buster which is a puzzle type mirror game with your objective to collect...
WebMSX Running Metal Gear (MSX) on PS5 Browser Demo by BigBoss
Proceeding the PS5 Web Browser Backdoor and PS5Prxy Updates, today PlayStation 5 Scene developer BigBoss (Twitter) shared a demo video of the online MSX Emulator WebMSX running Metal Gear (MSX)...