r/ps4homebrew • • Sep 04 '25

Mod Post Do not request games/FPKGs do not ask for links.

59 Upvotes

Don't ask when a new game will be available or where you can get games. The sub is not tech support for piracy as per rule 1.


r/ps4homebrew • • Feb 08 '26

FAQ Basic Jailbreaking Guide/Wiki-13.00 IS THE LATEST JAILBREAK

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107 Upvotes

r/ps4homebrew • • 8h ago

I'm the guy who ported Dark Cloud to PS4. Now I'm actively working on GTA IV. Tell me why this is a terrible idea.

72 Upvotes

Hey everyone, I'm the guy behind Chronicle PS4, the native Dark Cloud port I released recently.

I've seen people asking about GTA IV on PS4, and I've been wondering the exact same thing. It's probably the biggest missing Rockstar game on the console, and frankly, I want to play the fucking thing too.

So yes, I'm actively researching and working on a native GTA IV PS4 port.

Before anyone gets too excited, I do not have GTA IV running on PS4. I'm not announcing a release, and I'm certainly not pretending this is going to be as straightforward as Dark Cloud.

But I've started doing the work, and I want to explain how I'm approaching it. I'd genuinely love some technical opinions from people who know more about this stuff than I do.

The idea

I'm not trying to emulate an Xbox 360 or PS3 on the PS4.

I'm looking at using the existing LibertyRecomp project, its Xbox 360 recompilation work, and the ReXGlue runtime to get GTA IV's original game code executing natively on the PS4's x86-64 CPU.

The basic idea is to take the recompiled Xbox 360 game code, provide the runtime services it expects, and implement the platform-specific systems required to make it run on PS4.

That includes the Xbox 360 kernel interfaces, memory management, threading, filesystem, input, audio and, probably most importantly, graphics.

The goal isn't to recreate GTA IV. It's to get the original game engine running with the original game assets, then make the PS4 capable of handling what the engine expects from the hardware.

What I've actually done so far

I've got the project set up locally and have been working through the LibertyRecomp and ReXGlue codebases.

I'm also using the PS4 platform work I developed for Chronicle PS4 as a starting point. That project gave me working experience with OpenOrbis, PS4 packaging, input, rendering, audio, memory and getting native code running on the console.

Obviously, Dark Cloud and GTA IV are completely different beasts, but at least I'm not starting from zero on the PS4 side.

So far:

  • Built the desktop ReXGlue runtime and its dependencies.
  • Extracted my original Xbox 360 GTA IV game data.
  • Identified and verified the correct Title Update 8 patch.
  • Successfully loaded the original XEX and applied TU8 through the runtime.
  • Verified the patched executable reports version 0.0.8.5.
  • Confirmed the expected guest entry point at 0x82A11290.
  • Verified the executable's expected memory layout and 13 loaded sections.
  • Built an execution harness to investigate the transition from host runtime initialization into the recompiled game code.

The current blocker is guest thread startup.

LaunchModule() successfully returns a thread object, but I haven't yet observed the generated GTA IV entry-point code executing. I'm investigating whether that's a thread scheduling, initialization, context or dispatch issue.

So to be absolutely clear, I've proved the executable loads and patches correctly. I have not proved GTA IV's game code runs yet.

That's where things currently stand.

The graphics problem

This is the part I'm particularly interested in hearing people's thoughts on.

LibertyRecomp already has graphics infrastructure, but having something that works on a desktop GPU doesn't mean it'll work on PS4.

The PS4's graphics API and hardware environment are different, and GTA IV's original Xbox 360 rendering behaviour needs to be translated appropriately.

There's an existing PS4/GNM direction in the LibertyRecomp codebase, but from what I've inspected, it isn't a complete, wired-up backend ready to render the game.

My thinking is to study how LibertyRecomp handles GTA IV's graphics commands, resources, shaders, render states and presentation, then implement the PS4 backend needed to execute those operations.

I'm also looking at what I can reuse from Chronicle's PS4 infrastructure, although I understand its existing GLES2 rendering work isn't remotely a drop-in replacement for GTA IV's graphics requirements.

The eventual goal is for GTA IV's actual RAGE engine to produce frames on PS4, not to display a few manually extracted textures and call that a port.

I'd also like to investigate bringing PC mods across eventually, but that's a separate asset compatibility problem and very much secondary to getting the original game running.

Why I think it's worth attempting

The PS4 already runs some pretty substantial games built around the same general generation of technology. That doesn't establish that GTA IV will run well, but I don't think the hardware alone is a reason to dismiss the idea.

The PS4 is x86-64, we have existing recompilation work to build on, and there are now projects demonstrating how far native ports can go when the right foundations exist.

The biggest question to me isn't simply whether the PS4 is powerful enough. It's how much of the original Xbox 360 environment needs to be reconstructed, how accurately the game depends on that environment, and whether the resulting CPU and GPU workload is practical on the PS4.

I'm under no illusion that recompilation magically solves all of that.

GTA IV uses RAGE, has a much more complicated rendering pipeline, a large streaming world, physics, threading, and a whole bunch of platform-specific behaviour that could make this extremely difficult.

It's a significantly bigger undertaking than Dark Cloud.

But I also think there's value in actually investigating these problems rather than assuming it's impossible.

So, roast the idea.

Seriously.

If you understand Xbox 360 recompilation, ReXGlue, RAGE, GNM, PS4 homebrew development, graphics translation or the Xbox 360 memory model, I'd really like to hear your thoughts.

Where do you think this falls apart?

Is the PS4 graphics backend the biggest problem, or am I underestimating something much earlier in the execution pipeline?

Are there architectural problems with this approach that I'm missing?

Would you approach it differently?

I'm not looking for people to tell me it's definitely going to work. I'd much rather someone point out a genuine technical problem now than spend weeks discovering it myself.

I built Chronicle PS4 because I was curious whether I could make it work. That curiosity hasn't exactly gone away.

And honestly, people keep asking about GTA IV on PS4, I'm wondering about it myself, and I want to fucking play it too.

So I'm going to have a crack at it.

No release date. No promises. Just actual development, research and a willingness to find out how far this can go.

Chronicle PS4: https://github.com/odiecay/chronicle-ps4

LibertyRecomp: https://github.com/OZORDI/LibertyRecomp

If you've got technical criticism, please throw it at me. That's exactly why I'm posting.


r/ps4homebrew • • 4h ago

Stremio for the PS4

13 Upvotes

I saw many things being ported to the PS4 and PS5 with the help of AI. I thought I could do something as well with my Claude subscription. I present to you an unofficial Stremio PS4 port. It runs natively, no external server required, due to this it has no torrent support (debrid works and recommended). Try it out guys.

Link: https://GitHub.com/Navinas3460/Stremio-PS4


r/ps4homebrew • • 18h ago

PS2 Physical Disc Dragon Ball Z Infinite World Running On PS4SX2

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181 Upvotes

I can not believe my eyes. It's still very buggy and slow on the other games I tried but this ran the best, with some FPS hiccups here and there. Running on a PS4 Slim btw. Shoutout to the folks at PS4SX2 I love you all


r/ps4homebrew • • 3h ago

Discussion Infinite loading. What can i do?

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6 Upvotes

r/ps4homebrew • • 19h ago

PS4 Collection

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75 Upvotes

All of them 1tb jailbroken. What PS4 version-edition do you own ?


r/ps4homebrew • • 6h ago

Is there a PS4 port of Project Zomboid?

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6 Upvotes

r/ps4homebrew • • 21h ago

Dark Cloud is out natively on PS4: Chronicle PS4 v0.1.0

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78 Upvotes

Chronicle PS4 v0.1.0 is out!

My native PS4 port of Dark Cloud, built on the Chronicle decompilation project, is now available to download. It's running at 1080p and holding around 60 FPS in the areas I've tested.

Obviously, we can already play Dark Cloud on PS4 through PS2 Classics, but that's not really what this project was about.

I think the cool part of doing stuff like this is figuring out how everything works along the way. Getting into the code, understanding the different systems, working around hardware limitations and seeing what we can actually make happen.

Over the last 24 hours I've been working on the PS4 renderer, threading, performance, getting everything packaged and building an installer. Some things worked straight away, others took a bit of digging, but we got there.

And now I'm already wondering what else we could do with it. Dark Cloud 2? Other decompilation projects? Who knows how much of this work could carry over until someone actually gives it a go.

That's part of why I've put the source out there too. I'd love to see people download it, mess around with it, improve things or even use bits of it for their own projects. I'm not pretending I've built some revolutionary new thing here, I just think there's a lot of fun to be had figuring this stuff out and seeing where it leads.

I also put a fair bit of effort into making the installation easy. The PKG has a proper first-run installer with progress reporting, and uses GoldHEN's internal FTP server to copy and extract the game files from your own ISO automatically.

All you need is a USB drive:
Make a folder called darkcloud on the USB and put your own Dark Cloud (USA) ISO inside it. Put the .pkg in the root of the USB.

Install the .pkg through GoldHEN's Package Installer.

Launch the game. It'll handle the setup automatically (takes a few minutes the first time), then press X and play.

Download: https://github.com/odiecay/chronicle-ps4/releases/latest
Source: https://github.com/odiecay/chronicle-ps4

Tested on firmware 13.52 with the USA disc. If anyone has a PAL or Japanese copy and wants to test it, let me know how you go.

It's an early release, so there'll probably be things I've missed. Bug reports, improvements and contributions are all welcome.

Huge thanks to the Chronicle team for the original decompilation and PC port, and to the Ship of Harkinian PS4 port, OpenOrbis, GoldHEN and FlameCheese for the setup music.

Anyway, hope you guys enjoy it. It's been a pretty fun 24 hours and I'm keen to see what other people can do with it.


r/ps4homebrew • • 15h ago

im gobsmacked

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22 Upvotes

xemoisties made a native skate 3 port that im on rn, its the 360 version recomp or some shi omg omg

sorry for bad pics took with chromebook

link: https://x.com/bhanco2023/status/2110452749892784128?s=20


r/ps4homebrew • • 2h ago

Tutorial Error when trying to JB using VUE.

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2 Upvotes

I am currently on 12.52. I tried using VUE but this error pops up. What do I do?

Can anyone help?

Thanks.


r/ps4homebrew • • 18h ago

PPSSPP Port or PSPHD Improvement

32 Upvotes

Hey everyone,

Quick question for the community:

If I had time to focus on one PSP project, what would you rather see?

A) Native PPSSPP port for PS4

  • Full PPSSPP feature set
  • Texture packs
  • Save states
  • Better compatibility

B) More PSPHD development

  • Sony PSP emulator research
  • Texture replacement support
  • Compatibility improvements
  • Emulator documentation and tooling

C) Both, but focused on whatever benefits the community most

Which would you actually use, and why?

I'd especially like to hear from modders, texture pack creators, homebrew devs, and anyone actively playing PSP games on PS4/PS5.


r/ps4homebrew • • 58m ago

Discussion How do i access movies on my avm network drive?

• Upvotes

My ps4 is in the network of my avm fritzbox which has a Harddisk attached to it. Mkv h264 and h265 movies. On my firestick i access them over vlc Player. Is there a possibility to do so on the ps4 with hen without plex?


r/ps4homebrew • • 1h ago

PS4 slim fw 12.00 JB advice

• Upvotes

Hi all,

I have older PS4 slim Im not using it at all, I would love to JB it and try some new posibilities...

I have fw 12.00, also i have JB Blueray with golden hen.. if I want to install mode who will allow me play new games whats the best procedure?

Thanks!


r/ps4homebrew • • 14h ago

Game Mod Minecraft Dungeons offline Tower patch for PS4 — daily rotation and manual cycling

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8 Upvotes

I made a GoldHEN patch that lets you play the Tower without internet or signing into a Microsoft account.

It includes daily rotation countdown and D-pad Up/Down controls to cycle between Towers.

The layouts use the game’s local rooms; they aren’t the original online seasonal runs. Progress and rewards use the game’s normal save system.

It's for CUSA18779 v1.29, tested with the latest GoldHEN on 10.01. This is still a preview, so back up your saves.

Download the patch XML

Save it as CUSA18779.xml in /data/GoldHEN/patches/xml/. Enable both Tower entries in GoldHEN’s patch menu, then restart the game. Immunity is a separate toggle.

Pull request and technical details

If you try it, let me know how it goes!


r/ps4homebrew • • 16h ago

Got a sealed PS4-slim - Best go-to JB WEBKIT or VUE?

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9 Upvotes

I see the VUE is bit long proces and WEBKIT seems pretty straight forward like the PS5 webkit I'm well known about. Whats the suggestion here on which to use?

I suppose the sealed PS4 is at maximum fw 10.50 - I see the webkit RAWGAME4 webkit works fw 11.00 up to 13.00. That requires eventually a manual USB update to 11.00 or 13.00.

- That have me questioning on which FW works best w homebrew, backups etc. if for example webkit+13.00 is best? or VUE or ..?


r/ps4homebrew • • 1d ago

Finally managed to install the dusklight port on ps4

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48 Upvotes

Was a hard one to find but it seems to run well 60fps with the updated textures. Emulation isn’t good on ps4 but these native ports really are good


r/ps4homebrew • • 16h ago

Discussion PS account risks

2 Upvotes

Can someone explain to me simpler terms the risks of keeping your PlayStation account on a jailbroken PlayStation 4. Also what the benefits would be to keep it on the system. I've been looking into jailbreaking my old console and I'm seeing conflicting discussions relating the topic of keeping your PlayStation network account on the system I don't want to lose my account but I want to understand what the benefit of keeping it on versus the risk of keeping it on the system is


r/ps4homebrew • • 1d ago

Got Dark Cloud running natively on PS4, no emulation. Almost 60fps!

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152 Upvotes

Been messing around with a native PS4 port of Dark Cloud using the Chronicle decompilation project and thought you guys might find it interesting.

This isn't the PS2 Classics version running through an emulator. It's the actual game code compiled for PS4, using a custom OpenGL ES renderer and PS4 platform backend.

Started working on it last night and honestly didn't expect to get this far so quickly lol.

Getting it running was one thing, getting it running well was another. We ended up writing a new renderer, moving GPU submission onto its own thread, and doing quite a bit of optimisation to get the performance where it is now.

Had a particularly annoying issue early on where dialogue, cutscenes and loading screens were running ridiculously slowly despite the reported frame times looking fine. Turned out to be a PS4 clock issue where the game was measuring CPU time instead of actual elapsed time. Fixed that and things improved massively.

It's now running close to a solid 60fps in the areas I've tested. I've been playing through the story, exploring dungeons, using the Georama system and messing around with the menus. It genuinely plays really well.

One of the coolest things is that Chronicle has a bunch of additional PC features and settings, and those have carried over to the PS4 too.

Still testing everything at the moment. I want to make sure saving, longer gameplay sessions and the rest of the game are stable before putting it out there.

If it's solid enough, I'll clean up the fork, upload it to GitHub and post the link here so anyone interested can have a look or contribute.

Massive credit to the Chronicle developers for the original decompilation and PC port. None of this would be possible without their work.

Anyway, thought I'd share some screenshots. Pretty bloody cool seeing Dark Cloud running like this on a PS4 in 2026 lol. It's so cool to see how quickly people are coming up with stuff like this, so I wanted to try my hand too.


r/ps4homebrew • • 11h ago

Game Mod Installing bo3 updates, help?

1 Upvotes

The base game boots up and plays fine. For whatever reason I can't get the updates or dlc to install.

I've installed them all from the same source and I am positive they are all the same version.

Besides installing them in hen, do I need to do anything else to make it work?


r/ps4homebrew • • 21h ago

Discussion You guys think sony will someday kill official updates?

5 Upvotes

Im terrified of connecting my ps4 to the interner because im too dumb and scared ill accidently update so km wondering if the day will come when the console will just plain stop getting updates and be left on the firmware you left it with


r/ps4homebrew • • 20h ago

Que aplicaciones homebrew recomiendan

4 Upvotes

Hola chicos, instale gold hen hace poco en mi ps4 y estoy bastante emocionado con todo lo que se puede hacer

Y quería preguntarles que aplicaciones recomiendan y si pueden dar una breve descripción se los agradecería

La que mas me emociona ahora es crema por el juego de Mario kart 8


r/ps4homebrew • • 13h ago

What can I do with this firmware?

0 Upvotes

I have a ps4 pro I just got with firmware 12.50

Or should I just update to 13.50 and do the jailbreak then?


r/ps4homebrew • • 17h ago

Goldhen Payload server on port psip:9090 not starting

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2 Upvotes

i used webkitty and gamehack for web exploit, the goldhen loads but the payload port shuts down.

the port is active for like 30 second and then it is closimg by itself

the payload server is tick and turned on, the ftp server is turned on.

tested on 12.50 and 13.52.

I want to use ubuntu server to send fpkg on multiple consoles with dpi or something similar but the 9090 port is inaccesible. and it doesn t stay open.

any help? is this the way it should work?


r/ps4homebrew • • 14h ago

Is there anyone here who knows about PS4 trophy files?

1 Upvotes

I wonder if Sony actually lacks the ability to detect signs of hacking by just analyzing whether trophy data was obtained legitimately.

On both the PS3 and PS Vita, I have been using timestamps from third-party PSN leaderboard sites as a reference—manually altered the unlock status and timestamps of trophies on my own consoles; I then logged into PSN and uploaded the trophies without facing a ban for my console or suspension for my PSN account.

Furthermore, to my knowledge, there were users of hacked PS3 consoles who had their hardware banned in 2017, yet their PSN accounts remained active. Also, for players whose PS3 and PSV trophy data shows clear anomalies—such as unlocking thousands of trophies in a single instant—the only consequence is being blacklisted by third-party PSN ranking sites (though, obviously, most such players couldn't care less); there are no other repercussions.

Does the above suggest that Sony cannot determine whether a console has been hacked based solely on trophy data? Or, to put it more precisely: due to the way trophy files are designed, is Sony's PSN server-side infrastructure incapable of distinguishing whether a change in a trophy file's records—such as the unlocking of a specific trophy—was triggered by the player running a legitimately signed game (thereby invoking the relevant system calls) versus being caused by the player directly modifying the trophy file via system calls using unsigned homebrew software?

Does this imply that if someone—having previously used a jailbreak on a console—retains only the modified trophy files while deleting all PKG/FPKG files installed during the jailbreak process, as well as any copied RAP files, and then effectively removes the jailbreak (by restarting the console without re-enabling GoldHEN), they could connect to PSN without risking a console ban or a PSN account ban—with the only trade-off being the loss of the jailbreak status?