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PS4API Server Payload & Client with Source Code by DaBlackPantha

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Last year we saw both a 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.

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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 at this git also:

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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 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

You can also call the commands that the server can process directly by using:

Code:
PS4API.Commands.[] - Here has all the raw command calls, such as ReadMemory, GetPID, VSH Notification, etc.

Known bugs:

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.
[Image: 8OHl5AB.png]
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