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First of all, a note. this is for testkit and devkit consoles ONLY! We are working on a way to bring debug functionality to retail consoles, but it might take a while. These are the patches: *(uint16_t *)0xFFFFFFFF82607E56 = 0x9090; //retail - testkit (doesn't work on retail yet, but offsets are the same) *(uint16_t *)0xFFFFFFFF82607E71 = 0x9090; //retail - testkit (doesn't work on retail yet, but offsets are the same) *(uint16_t *)0xFFFFFFFF825FCFE6 = 0x9090; //devkit *(uint16_t *)0xFFFFFFFF825FD001 = 0x9090; //devkit Due to the nature of devkits, only hitodam
First, as always, the credits(included in README): nmount ps4 payload developed by wildcard Thanks to Zer0xFF(@Zer0xFF) for ps4sdk.mk linker flags, and BigBoss(@psxdev) for directory printing from ps4link! In order to compile for nmount you need to add 2 flags to /ps4sdk/make/ps4sdk.mk Replace this line: LinkerFlags = -O3 -Wall -m64 $(LibraryPath) $(Debug) With this line: LinkerFlags = -O3 -Wall -m64 $(LibraryPath) $(Debug) -lPs4SystemCall_stub -lPs4SystemCallAdaptive_stub Enjoy! Now, for the tutorial! Requirements: -> PS4 in 1.76 -> Hitodama's PS4SDK ->