Stay on 5.00 or update

smoere

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I have bought a new PS5 that is still on FW 5.00
So much so great. I tried to run 2 games which i could not get to run even after backporting them: Astrobot and Lego Voyagers.

I read somewhere that 5.50 has better compatibility. Now i am asking myself if i should update my PS5 to that version.
I do not see any good reason to stay on 5.00 today.
The only thing i want with that PS5 is play backups. Nothing else needed.

Will i be able to get at least Astrobot to run on 5.50 ?
 
Astrobot has a backport available that is listed as working with firmwares as low as 4.xx. So you shouldn't need to upgrade your system at all to play that one specific game. (There are other benefits to newer firmwares, but they aren't needed to play this one game)

Make sure you are using the fPKG version. Those have better performance and compatibility.
 
Ok you are right. Actually i got my version to run now, but it runs like shit, stuttering the whole time.

I am now getting an fPKG version and will see if that is any better.

Next one is Lego Voyagers. There are 4.xx versions but it does not run here. Crashes just after start.
Post automatically merged:

Just tested the fPKG version of Astrobot with 4.xx compatibility and i cannot get it to start.

Can you confirm that this really works well on FW 5.00? If yes can you point me to details that might be a hurdle? Just either does not work at all or runs like shit here.
 
Last edited by smoere,
Ok you are right. Actually i got my version to run now, but it runs like shit, stuttering the whole time.

I am now getting an fPKG version and will see if that is any better.

Next one is Lego Voyagers. There are 4.xx versions but it does not run here. Crashes just after start.
Post automatically merged:

Just tested the fPKG version of Astrobot with 4.xx compatibility and i cannot get it to start.

Can you confirm that this really works well on FW 5.00? If yes can you point me to details that might be a hurdle? Just either does not work at all or runs like shit here.
I don't have a FW 5.xx console, so there is nothing I can confirm for you. But the Astrobot backport itself is confirmed to work as low as 4.xx, so I am not aware of any reasons why it shouldn't work for you.

What is your setup? What version of kstuff are you using? The folder version running poorly is to be expected; getting the fPKG version working should be your goal.
 
You should only be using the kstuff lite 1.11 beta. kstuff 1.6.7 is significantly out of date and doesn't even support fPKGs.

If the fPKG version of Astrobot isn't running even on that barebones setup, then I am not quite sure what to tell you next. I guess you could try Drakmor's kstuff lite betas: https://gbatemp.net/threads/ps5-exploit-guide.613891/page-1193#post-10922090
 
My PS5 is on 5.00 and Astrobot runs fine on my end. Sure, it takes its time to load between levels here and there, but it doesn't really stutter when playing through level from what I can tell. As for my setup, I'm yet to update to the latest versions of everything but I have kstuff 1.6.7, ShadowMount+ 1.6 (beta3 or beta4) and BackPork 0.1. Obviously, ShadowMount+ nowadays has BackPork built-in so the BackPork can be skipped. etaHEN I have is 2.5B, I think. As for the game, I've copied it to the internal M.2 drive in FFPKG format, created with dump2ufs-gui 1.3.4.

I hope to get some free time next week so that I can update everything on my PS5 and see what are the current go-to tools and formats.
 
Thanks for that info. I have a version here that at least works. Unfortunately it is in folder format. I will try to convert it to fPKG.
Playing it from folder results in performance issues here. Already the music in the title screen plays too slow and has stuttering.

Can i use PS5 FPKG Builder for that? Or better use the tool you posted?
 
Last edited by smoere,
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Can i use PS5 FPKG Builder for that? Or better use the tool you posted?
You can give it a try. I'm not sure whether the one I use is better or not. :D

When I first created an image with dump2ufs-gui, I couldn't get my game to show up at all. Apparently, dump2ufs-gui by default created an image with the fragment size set to 2048 instead of 4096 which was ShadowMount+ default. Recreating the image with 4096 fragment size should have fixed the issue and it would work with the ShadowMount's default settings. Instead, I've set the lvd_ufs_sector_size to 2048 in ShadowMount+ config per drakmor's instructions and made it work. Nowadays, I don't think that you need to do that at all.
 
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You can give it a try. I'm not sure whether the one I use is better or not. :D

When I first created an image with dump2ufs-gui, I couldn't get my game to show up at all. Apparently, dump2ufs-gui by default created an image with the fragment size set to 2048 instead of 4096 which was ShadowMount+ default. Recreating the image with 4096 fragment size should have fixed the issue and it would work with the ShadowMount's default settings. Instead, I've set the lvd_ufs_sector_size to 2048 in ShadowMount+ config per drakmor's instructions and made it work. Nowadays, I don't think that you need to do that at all.

Ok. I actually just asked because i already started the PKG builing process with the other tool before i saw your comment. Do not want to stop it as it takes forever and is running since hours already. I will test whenever done.

Thanks for all that info!

In the meantime i was also able to get Lego Voyagers to run from an extfat file. Will also try to convert that to a fpkg later.
 
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Ok. I actually just asked because i already started the PKG builing process with the other tool before i saw your comment. Do not want to stop it as it takes forever and is running since hours already. I will test whenever done.

Thanks for all that info!

In the meantime i was also able to get Lego Voyagers to run from an extfat file. Will also try to convert that to a fpkg later.
Don't be afraid to use a lower compression level, especially for testing purposes. Level 2 achieves about 95% of the size reduction in under one-tenth the time.
 
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