https://github.com/a0zhar/ps4debug
This repository contains my own version of the system FW 6.72 port of ps4debug, ported by GiantPluto. This version will be maintained and worked on by me.
https://github.com/a0zhar/ps4debug
playstation-4 playstation4 ps4 ps4-exploit ps4-payload ps4debug ps4development ps4exploit ps4payload
Last synced: 10 months ago
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This repository contains my own version of the system FW 6.72 port of ps4debug, ported by GiantPluto. This version will be maintained and worked on by me.
- Host: GitHub
- URL: https://github.com/a0zhar/ps4debug
- Owner: a0zhar
- Created: 2024-04-28T11:46:33.000Z (almost 2 years ago)
- Default Branch: main
- Last Pushed: 2025-03-02T17:22:50.000Z (12 months ago)
- Last Synced: 2025-03-29T21:21:46.380Z (11 months ago)
- Topics: playstation-4, playstation4, ps4, ps4-exploit, ps4-payload, ps4debug, ps4development, ps4exploit, ps4payload
- Language: C
- Homepage:
- Size: 254 KB
- Stars: 1
- Watchers: 1
- Forks: 1
- Open Issues: 1
-
Metadata Files:
- Readme: README.md
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README
# PS4Debug (A PS4 Debugging Payload)
My custom fork of PS4Debug includes my own tweaks and modifications, and allows building a single PS4Debug payload binary compatible with multiple PS4 OFWs. This eliminates the need to maintain five or more separate projects for different OFWs. I am the sole maintainer of this version and will be responsible for adding new features, implementing code improvements, fixing issues, and more.
## News
### Recreating ctn123's Console Scan Feature
See Explaination + Code
Developer [ctn123](https://github.com/ctn123) described the console scan feature as essentially "Read memory, compare bytes, rinse, repeat," and I assume that once all process memory sections have been scanned, data is sent back. Based on this description, I've outlined a plan to replicate this functionality:
1. **Memory Comparison:** Allocate a buffer using the `pfmalloc` (malloc with prefaulting) function to hold a maximum of 10,000 (uint64_t-based) memory addresses. If the comparing function `CompareProcScanValues` succeeds, append the memory address to the buffer. Repeat this process until all memory sections of the process have been scanned.
2. **Data Transmission:** Once all memory sections have been scanned, loop through the array containing the uint64_t-based address values. Send back the addresses one by one using the `net_send_data` function until all valid addresses have been transmitted.
3. **End Flag:** Send back an end flag to mark the completion of data transmission.
Check out [debugger/source/proc.c](https://github.com/a0zhar/PS4DebugV2/blob/9022062adf644a9f63bd490e5db00e96f3dedc3a/debugger/source/proc.c#L352) to view the current implementation of this feature.
See Usage Instructions
You need to send the value of **0xBDAA000D** to the PS4Debug server if you want it to use the `proc_console_scan_handle` function instead of `proc_scan_handle`
## Credits
- ctn123 - For explaining the logic behind his Console Scan Feature in Discord DM's.
- DeathRGH - For his frame4 Repo (A Multi-Firmware Compatible Version of PS4Debug)
- GiantPluto - For the initial 6.72 Compatible version of this repo.
- jogolden