Resource: Basic PS4API Open Sourced - Page 2 - NextGenUpdate
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THREAD: Basic PS4API Open Sourced
  1. 06-25-2017, 09:15 PM
    #1
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    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 Zecaxco.

    You can find the code over on my Github:

    [Only registered and activated users can see links. ]
    [Only registered and activated users can see links. ]

    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:
    Spoiler:

    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 Zecaxco
    Last edited by Black Panther; 06-25-2017 at 09:20 PM.

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  3. 06-27-2017, 02:05 PM
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    Originally Posted by Black Panther View Post
    Never had that problem before using it, I could release the source to the program I built using this API it's fairly stable with no problems like you're talking about. But thanks for letting me know, however I have no plans on fixing these bugs as I have no interest anymore.
    I don't know what is causing it but sometimes it works fine and others it states its connected but when you read or write memory the game freezes. Its like its not attached to the default_mp.elf. I don't understand why.

    I was trying to convert my AW and Ghosts tools over to it so that I could release them. The only reason I haven't released them up till now is that they were using a private API before.
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  5. 06-30-2017, 09:18 AM
    #12
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    How are put the notifications like in PS3 (CCAPI.notifi)?
  6. 07-01-2017, 06:12 PM
    #13
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    Oh you finished it!
    Sweet to see a "basic" alternative without string parameters
    Working on something similar (can't test) but its pretty similar to your one
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  8. 07-02-2017, 01:49 PM
    #14
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    Originally Posted by MotivationFST View Post
    How are put the notifications like in PS3 (CCAPI.notifi)?
    It's in the commands class
  9. 01-06-2018, 12:45 PM
    #15
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    Sup, how do I need to define tClient?
  10. 01-08-2018, 03:29 PM
    #16
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    Nice release!
  11. 01-20-2018, 10:36 AM
    #17
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    have any one patch for 4.05 ?
  12. 01-24-2018, 05:31 AM
    #18
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    Originally Posted by Black Panther View Post
    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 Zecaxco.

    You can find the code over on my Github:

    [Only registered and activated users can see links. ]
    [Only registered and activated users can see links. ]

    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:
    Spoiler:

    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 Zecaxco
    Would it work for 4.05?
  13. 01-24-2018, 08:11 AM
    #19
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    Originally Posted by Frosty View Post
    Would it work for 4.05?
    yup just would need to update address or whatever need to be changed from 1.76 to 4.05 in the payload
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