PS4Payload IP Patcher and PS4 SDK 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.
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 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:
Common function usage:
- Add the dll as a resource to your project
- Include the namespace in your project
You can also call the commands that the server can process directly by using: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 or default.elf or something like that. PS4API.ReadMemory(UInt32 address, int readLength) - Reads x amount of bytes from the supplied address PS4API.SetMemory(UInt32 address, byte memory) - Writes the byte array memory, to the supplied address PS4API.Extension. - This is a subclass that holds many extra memory functions such as Read/Write Int16/32/64, Floats, Doubles, Strings, etc. Similar to PS3LIB
Known bugs:Code:PS4API.Commands. - Here has all the raw command calls, such as ReadMemory, GetPID, VSH Notification, etc.
One of the biggest bugs that I have found, and am too lazy to debug, is a bug in which if you call the ReadMemory command to read a large chunk of memory too fast, it will crash the payload. This tells me the error lies in the payload code. But as I said, I have no interest in this project anymore.
Feel free to use this api as long as you do not use it for anything malicious or for anything commercial.
Again, thanks to the following people for all their hardwork: 2much4u, Bad ChoicesZ, CTurt, qwertyoruiop, kr105rlz, Z80, and Zecoxao.
From the PS4API-Payload README.md: PS4API - Server
From the PS4API-Client README.md: PS4API - ClientThis is the payload that handles all server code for my (very basic) PS4API. It is built upon kr105rlz's PS4-dlclose exploit, so huge thanks to him for that code!!!!
The code (my code, not the code written by CTurt or kr105rlz) is somewhat poorly written and could use some touching up, however I no longer have the time/interest to continue this project. So hopefully someone out there will find use of this project and "run" with it...
This is meant to be compiled using CTurt's PS4 SDK. However, I am sure you could migrate it to another SDK such as Psxdev's SDK.
Again, I want to say thanks to the following people for their help in the PS4 Community: 2much4u, Bad ChoicesZ, CTurt, qwertyoruiop, kr105rlz, Z80, and Zecoxao.
Thanks go out to @Bultra for the heads-up in the PSXHAX Shoutbox tonight!This is the client side to my PS4API.
As you can see the code is not written the best. This was just a makeshift API to mess around with. It is heavily based on PS4FILENINJA by morpheous and PS3API by FMT imcsx.