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I was digging around the other day through GitHub and bumped into this neat programmer named Seth Clydesdale. You can click his name to view his work from GitHub. Recently, he ended up progressing on a long time project that he started a year ago and finally finished it for the community! This is called PS4 Cover Generator. This tool lets you create cover images straight from your PS4 Web Browser. You have every function to use from then once you're done, you can go ahead and screenshot it to your console. This works on any firmware that you can access the web browser.
You can view his code here or automatically go to his website to make your own cover photo, click here.
Today, an anonymous user has posted download links to the main native emulators Nintendo Entertainment System and SEGA Master System (Proof of Concepts). The emulators are now functional on 4.55. Today, developer Morpheus shared a Pastebin on his Twitter that an anonymous created for the community, thank you for notifying us.
Click here to direct to the Pastebin that contains both native emulators.
Download: NES_EMU_V455.pkg (6.1 MB) / SEGA_EMU_V455 .pkg (6.3 MB)
Morpheus states, "Well don't expect too much, they are far far away from perfection..." We hope to see more emulators come alive on the PS4, and wondering what will be next. What do you guys think?
Frosty here from NGU to discuss Silica's new release: PlayStationVitaTrophyIsGood
Now, the Vita trophy scene has come a long way since Silica's original concept of a SUPRX that would unlock all the trophies from any game -- similar to SC58's PS3 SPRX unlocker. From there, we had only one goal: timestamping. It had to be done, PS3 had it, so too, should Vita. Well, over the past couple weeks following 3.65 Enso's release, we started to delve back into the tool after multiple months of hiatus.
As a beta tester, I would go through much trial and error to see what could and couldn't be done, and the results lay here: http://psntrophyleaders.com/user/view/platastical-jp
What can you do with this?
You can unlock any timestamp on a game, change the stamp to any range between the years 2000 and 2099 -- even just the plat! So you can finally get the Ninja Gaiden plat you've been longing for, or make your Super Meat Boy look legit while still putting in the effort. I'll go more over this in the tutorial. But third, only to rePatch and 3.65 Enso, this tool is every Vita trophy hacker's dream come true! Next: PS4.
Today I'll be showing you guys how PRX module loading works on PS4 and how to create them!
First things first I wanted to make some notes about this topic.
As you may know if your from the PS3 scene, the SPRX compiler is absolute garbage. This is no longer an issue anymore, as everything I've tested has worked just fine!
I also wanted to mention some of the issues Sabotage and I ran into while working on this project. When I first started this project, I just built an SPRX and loaded it into WebKit and it worked just fine. The next challenge was getting it to load in-game. My first thought was to use 2much4u's method of loading a payload into the game, which we did and executed the SPRX through his payload. Then we realized it wasn't working because the path didn't exist. The game couldn't find the path because we were stuck in the sandbox... So we broke out of it. Finally! We had it working! But then we realized... this is a lot of extra work, so Sabotage ported the jailbreak into ASM aswell as the rest of the code which loaded the SPRX, and we loaded it like that. The next problem we ran into was that the game kept crashing randomly. Eventually we realized that removing the game from the sandbox was creating the problem. This was because the game uses the path "/app0/", and while you're in the sandbox, the real path is "/mnt/sandbox/CUS.../app0/". By removing the process from it's sandbox, it was looking for the game in "/" which it wasn't there, and therefore crashing your game. We got around this by re-jailing the process and putting it back into the sandbox after our module was loaded.
Everything you'll need for creating and loading SPRX modules is in the zip file I've provided. This is using Sony's PS4 SDK which is not included, so get that on your own.
Currently, the app only supports COD4 1.02, but you can add support to other games on your own. There's a mini-tutorial in the PDF as-well as the tool it-self.
I WILL NOT be including my menu base anywhere, because it's literally just copied from my Xbox menu, however I'll release my research on the games.
Thanks and Happy Modding!