PS4 Apollo Save tool (PS4 dev thread)

this maybe useful with apollo for ps4

ccp_crypto_bug.c (github.com)

maybe the decryption can be done using that extracted SAMU keys, not sure about encrypting the save files back since most of the thing I read on twitter said its only a decryption key stuff. still it would be awesome with those keys were able resign save files without using save mounter just like how ps4 save wizard work.
 
Apollo doesn't need Save Mounter payload. It read saves from mounted PFS disguised as owner (game) or decrypting PFS containers by his own (but this needs keys and leading to legal problems, so I put stake for variant A ;)).
 
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Apollo doesn't need Save Mounter payload. It read saves from mounted PFS disguised as owner (game) or decrypting PFS containers by his own (but this needs keys and leading to legal problems, so I put stake for variant A ;)).

well, currently for Apollo-PS4 to access all the savegames on the HDD the save-mounter patches are actually required.
Those patches include skipping the fingerprint check, and also allow to mount "saveData Memory" saves (sce_sdmemory) that are a special type of save that can't be mounted directly.

If you had a database of save fingerprints, in theory perhaps you could mount most saves without patches... but since I don't have such database I'm relying on save-mounter patches anyway.

Basically right now: you have ps4debug payload, and then use the SaveMounter application for your specific firmware. Connect and click "setup". (patches are applied). Then you can close the app and use Apollo as you wish to manage your saves.


I might include the patches in Apollo itself to simplify and avoid dependencies, but that would require keeping track of all the firmware versions and the patches for each FW... so for now I'll just let the user apply those patches before using Apollo.
I was also talking with Sistro and other devs, so perhaps these patches can be directly included on HEN, GoldHEN, etc.
 
I might include the patches in Apollo itself to simplify and avoid dependencies
Oh, that's sad news. ^^ I was sure this is the way You deal with this Sony crap.

If you had a database of save fingerprints
By fingerprints You have in mind keystones?
 
Oh, that's sad news. ^^ I was sure this is the way You deal with this Sony crap.

By fingerprints You have in mind keystones?

yes, the fingerprint is a hash made from the product passcode, and stored in the keystone. (from the wiki https://www.psdevwiki.com/ps4/Keystone , it should be the 32 bytes from 0x20 to 0x40 )

I'm thinking about adding a "fingerprint dumper" option, so if you have the save-mounter patches Apollo could easily go through all the saves, and get all the fingerprints available.
If users start to dump fingerprints, I assume a good database could be built and be used as a fallback option in the future.
 
well, currently for Apollo-PS4 to access all the savegames on the HDD the save-mounter patches are actually required.
Those patches include skipping the fingerprint check, and also allow to mount "saveData Memory" saves (sce_sdmemory) that are a special type of save that can't be mounted directly.

If you had a database of save fingerprints, in theory perhaps you could mount most saves without patches... but since I don't have such database I'm relying on save-mounter patches anyway.

Basically right now: you have ps4debug payload, and then use the SaveMounter application for your specific firmware. Connect and click "setup". (patches are applied). Then you can close the app and use Apollo as you wish to manage your saves.


I might include the patches in Apollo itself to simplify and avoid dependencies, but that would require keeping track of all the firmware versions and the patches for each FW... so for now I'll just let the user apply those patches before using Apollo.
I was also talking with Sistro and other devs, so perhaps these patches can be directly included on HEN, GoldHEN, etc.
hello brother where can i find PS4 Save Mounter for 9.00?
 
@bucanero so I am collecting some of the save edits I have done for Bloodborne but each code is actually tied to your characters name. Still want them? I have some pretty crazy gems and some other things. I have to change them with each build I use them in. Like to make items you have to edit them before applying. I do have a few that aren't tied to your characters name I will still share but nothing really special mostly public.
 
@bucanero so I am collecting some of the save edits I have done for Bloodborne but each code is actually tied to your characters name. Still want them? I have some pretty crazy gems and some other things. I have to change them with each build I use them in. Like to make items you have to edit them before applying. I do have a few that aren't tied to your characters name I will still share but nothing really special mostly public.

oh yes those kind of saves that are tied to specific consoles/users are a bit of a pain to handle, usually require manual editing to get them to work

that's why I'm mostly looking for Save Wizard codes right now... those should work on generic saves and allow some customizations without manual hex-editing.

in any case if you want to share those saves, just post a link to the decrypted save, and I'll take a look when I have a chance
 
oh yes those kind of saves that are tied to specific consoles/users are a bit of a pain to handle, usually require manual editing to get them to work

that's why I'm mostly looking for Save Wizard codes right now... those should work on generic saves and allow some customizations without manual hex-editing.

in any case if you want to share those saves, just post a link to the decrypted save, and I'll take a look when I have a chance


Well these are Save Wizard codes but the app patches those once you load up your profile. That I am not sure how they do that.
 
Well these are Save Wizard codes but the app patches those once you load up your profile. That I am not sure how they do that.

yes, save-wizard / game-genie apps also did a few tricks behind the scenes, like re-calculate some checksum hashes or decrypt custom save formats.
They never provided codes for such things, so you can't support those saves unless you also research/reverse those specific things.

On the PS3, the Bruteforce save-data forums had people doing that, like finding customs checksums and creating decryption tools.
In the ps4 the same effort would be required, to confirm that codes work properly.

The good thing is that a lot of devs recycle their code, so for example if the "Resident Evil Revelations" save on PS4 has a checksum, it's probably the same checksum used on the 'RE Revelations' PS3 save. So a lot of these things can be solved by doing some research and comparing with other games or platforms.
 
yes, save-wizard / game-genie apps also did a few tricks behind the scenes, like re-calculate some checksum hashes or decrypt custom save formats.
They never provided codes for such things, so you can't support those saves unless you also research/reverse those specific things.

On the PS3, the Bruteforce save-data forums had people doing that, like finding customs checksums and creating decryption tools.
In the ps4 the same effort would be required, to confirm that codes work properly.

The good thing is that a lot of devs recycle their code, so for example if the "Resident Evil Revelations" save on PS4 has a checksum, it's probably the same checksum used on the 'RE Revelations' PS3 save. So a lot of these things can be solved by doing some research and comparing with other games or platforms.


Well I'll get some stuff I have and have made together soon. I just took a new job today with a HUGE pay increase. So I will be tied up a bit getting the business running but I'll share any of my stuff.
 
Alright, here's the first beta ever of Apollo Save Tool PS4 :D
https://www.mediafire.com/file/qje9pgakn1fxogp/IV0000-APOL00004_00-APOLLO0000000PS4.pkg/file

It's midnight over here so tomorrow I'll try to commit the last bunch of changes to GitHub, write down a Readme and make a proper release.

keep in mind: the app currently requires Save-mounter patches applied for your FW version.
(the app will run without patches, but when you try to copy or export saves from HDD it won't work)
 
Screenshots please. I cannot complains without them. :D

What "Save-mounter patches" means? Does user must inject ps4debug payload and run Save-Mounter app on Windows side, and after that, run Apollo? Sorry for my ignorance but I still don't fully get it how this works.
 
Screenshots please. I cannot complains without them. :D

What "Save-mounter patches" means? Does user must inject ps4debug payload and run Save-Mounter app on Windows side, and after that, run Apollo? Sorry for my ignorance but I still don't fully get it how this works.

Yes, the most common way is that one: you have ps4debug payload, and then use the SaveMounter application on your computer for your specific firmware. Put your PS4 IP, connect and click "setup". (patches are applied to the ps4). Then you can close the app and use Apollo as you wish to manage your saves.

I also saw that there's a homebrew by TheDarkprogrammer called "PS4 Tools", if you have ps4debug that app says it can apply Save-mounter patches, but I haven't tested it so I can't confirm if it works with Apollo.

I only tested the first (classic) option: load ps4debug, and use the Save mounter app on the computer.

I still think this is only a temporary thing, until I add the firmware detection and patches to Apollo or some new features are added to HEN / goldHen.
 
Yes, the most common way is that one: you have ps4debug payload, and then use the SaveMounter application on your computer for your specific firmware. Put your PS4 IP, connect and click "setup". (patches are applied to the ps4). Then you can close the app and use Apollo as you wish to manage your saves.

I also saw that there's a homebrew by TheDarkprogrammer called "PS4 Tools", if you have ps4debug that app says it can apply Save-mounter patches, but I haven't tested it so I can't confirm if it works with Apollo.

I only tested the first (classic) option: load ps4debug, and use the Save mounter app on the computer.

I still think this is only a temporary thing, until I add the firmware detection and patches to Apollo or some new features are added to HEN / goldHen.
Didn't work for me on 9.00 ?
 
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