PS4 Apollo Save tool (PS4 dev thread)

You cannot expect adding PS4 encryption save to BruteForce SaveData Tool because this depend on keystone (can be real, can be zeroed, can be any; and it is per game key). This encryption layer should be dealt by PS4 tools on PS4 side and dedicated on PC side. The same with PSV/PSTV saves as they are closed in similar containers as those on PS4.

BTW: Thank You by report that saves between remasters on PS3 and PS4 are compatible. This means that also PS2 versions are because I moved my ancient save to PS3 (but additional tool is needed as they changed something in structure, beside hash type, forgot the details, sorry).
 
Hi, I decided to try this beta tool with Final Fantasy X Remastered PS4 version. Since this game has cross saving with the PS3 I decided to try something. I created a PS3 save at the first save point on the PS3, I used Bruteforce SaveData to decrypt the PS3 save, applied the cheats "Al Bhed Translated" and "200 Lightning Evades", used the MemorySumChecker.exe tool to fix the checksum, encrypted the save, and tested it on the PS3 to make sure it loaded.

Thanks for testing and sharing your feedback.

Btw, you could have used Apollo PS3 to patch and decrypt FF-X saves directly on the ps3. :)

Using the Apollo tool on the PS4 I dumped the decrypted bin for a FFX at the same spot. I decrypted the PS3 save file again with the cheats applied that worked on the PS3. The PS3 save file had a 27KB SAVES file which is the same size as the bin file dumped from the PS4. So I renamed the SAVES file to bin and I attempted to swap them with Apollo. I tried using the import decrypted save function to import the bin, but wasn't sure where it would look for the bin when importing. I tried swapping the the dumped PS4 bin in data/apollo/temp/gameID folder/bin with the modified bin, then running the import, but that didn't seem to work. So I'm not sure how the import works with this tool.

Edit: I confirm the bug, the importing decrypted files wasn't working in the public beta. It's fixed now and will be included in the first release.

I'd suggest to "enable debug logs" from Settings before trying, so you can share the logs in case of issues and I can get a full picture of what is going on.

Anyways after playing around for while I decide to try swapping the file with PS4 Save Mounter, I mounted the PS4 FFX save, FTP browsed to the mounted location, backed up the bin file, deleted it, then put in the modified PS3 SAVES file that I renamed to bin, and unmounted the save. Loaded up the game save with no issues at the beginning and I was able to read an orb on the wall with the Al Bhed language fully translated. Nice! So the PS3 BruteForce cheats can be be applied to this PS3 game since the file structure is so similar and just swapped it with PS4 save. Hopefully BruteForce adds PS4 functionality in the future as all these awesome tool develop and people discover PS4 cheats.

Not sure if you know, but if save file format is identical, then you can avoid all the decrypt/encrypt/move-from-ps3 stuff and just apply any BSD cheat codes directly using Apollo PS4.
You just need to copy the "savepatch" code file to /data/apollo/data . It should be named CUSAxxxxx.savepatch to match the Title-ID of your game. Both Apollo PS3 and Apollo PS4 can handle every BSD cheat code and Save wizard code, including many custom hashes, checksum, encryption schemes and more.
You don't even need any "memsumchecker.exe" for FF-X. That custom checksum is already supported.

I think that many games that have ps3 and ps4 versions can probably share codes too, but it needs to be tested and checked on a per-game basis. Persona 5 is another one that save-games are identical.

Regarding Bruteforce Savedata, from aldostools comments he's not actively working on it, and he actually recommends using Apollo too.
 
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I'm not sure what you did, as importing decrypted files is working, so I'm assuming the file was not placed in the right spot.

I'm sorry, I just checked and the import save code on the Beta wasn't working. I was testing on my latest branch but when I compared with the released beta I saw the problem that you had.

My apologies. At least the beta has been useful to get feedback and find bugs and little things missed here and there.
 
Does this tool activate the account on PS4?

Btw, I have added the Offline Account activation feature to the "user tools" menu, and also a "password revealer" for the Parental security passcode.
You can now activate your offline ps4 account by just pressing a button, no need for ps4debug or the Windows Account activator tool.
It doesn't depend on firmware, so it should work with any firmware, exploit, payload, hen, goldhen, etc.

Apollo will list all the local accounts, and if you select an offline account, it will be activated with a fake account-id.
 
Does user can choose Account ID for fake activating? This would be great feature if someone want use his exported to USB savedata.
 
Does user can choose Account ID for fake activating? This would be great feature if someone want use his exported to USB savedata.

not supported right now, but could be added in the future. Maybe using the on-screen keyboard and asking the user to enter the 16 hex digits? or maybe loading options from a text file... not sure
 
File is quicker. Maybe special field in owner.xml or just totally special file? Or maybe read and allow to choose from export/import folders found on USB?
 
Btw, I have added the Offline Account activation feature to the "user tools" menu, and also a "password revealer" for the Parental security passcode.
You can now activate your offline ps4 account by just pressing a button, no need for ps4debug or the Windows Account activator tool.
It doesn't depend on firmware, so it should work with any firmware, exploit, payload, hen, goldhen, etc.

Apollo will list all the local accounts, and if you select an offline account, it will be activated with a fake account-id.
excellent job
 
File is quicker. Maybe special field in owner.xml or just totally special file? Or maybe read and allow to choose from export/import folders found on USB?

yes, probably from a file it could be quick and simple... I don't have an XML library on the PS4 yet, so it could be just a txt... "accounts.txt" ? still, I'll take a look and see if I can port any xml library to the ps4, so I can keep the "owners.xml" style

excellent job

the account activator is available in the v0.6.0 release. Just keep in mind, if you have 9.00 firmware the release crashes due to save-mount patches, so the option is to use the "no-patch" version.
 
Would be great if owners.xml can be shared between PS3 and PS4 (and in future PS5). NP Account ID is the same on all. Maybe just add to child node some parram/variable like i.e <config target="ps4"></config> for cases when we have differences (like in PS3 user number vs user id on PS4). Just an idea. ^^ XML is flexible beast.
 
yes, probably from a file it could be quick and simple... I don't have an XML library on the PS4 yet, so it could be just a txt... "accounts.txt" ? still, I'll take a look and see if I can port any xml library to the ps4, so I can keep the "owners.xml" style



the account activator is available in the v0.6.0 release. Just keep in mind, if you have 9.00 firmware the release crashes due to save-mount patches, so the option is to use the "no-patch" version.
It does not work for me on update 9, the device turns off after the pirate logo.
 
yes, probably from a file it could be quick and simple... I don't have an XML library on the PS4 yet, so it could be just a txt... "accounts.txt" ? still, I'll take a look and see if I can port any xml library to the ps4, so I can keep the "owners.xml" style



the account activator is available in the v0.6.0 release. Just keep in mind, if you have 9.00 firmware the release crashes due to save-mount patches, so the option is to use the "no-patch" version.
I can't find the most current version on your github
 
Hello bucanero,I have Squads FIFA 22 I downloaded it from the server EA Is it possible to extract files DATA,NAME,INDEX manually?
note Squads Contains all current player transfers.
 
@Berion , what do you think, I still have the PS2 save-game handling code around in Apollo PS4, but I'm not sure if it really makes sense to enable it or not

I mean, for example the code to convert PSU, CBS, XPS, etc to PSV, or extract a ps2 save from PSV.

I know that you can run a ps2 emulator on ps4, but still I don't know if these ps2 save conversion features would make sense, or I just remove all that code from Apollo PS4.

(but no worries, the code will still remain on the ps3 version, and perhaps one day a PS2 version :D )
 
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