Tutorial  Updated

PS5 Exploit Guide

PS5 Hack Status:


FW Ranges:
2.XX = KEX+HV: PS4/5 backups, possible keys exploit (WK: 2.50 best / 2.7X max)
3.XX = KEX+HV+Linux: PS4/5 backups, possible keys exploit (WK/BD/LUA: 3.20 best / 3.21 max)
4.XX = KEX+HV+Linux: PS4/5 backups (WK/BD/LUA (Y2/NF/YARPE 4.03+): 4.50 best / 4.51 max)
5.XX = KEX+HV+Linux: PS4/5 backups (
WK/BD/Y2/NF/LUA/YARPE: 5.50 best + max)

6.XX = KEX: PS4/5 backups (KEX+HV+Linux) (BD/Y2/NF/LUA/YARPE: 6.50 max)
7.XX = KEX: PS4/5 backups (KEX+HV+Linux) (
WK/BD/Y2/NF/LUA/YARPE: 7.61 best + max)
8.XX-10.00 = KEX: PS4/5 backups (KEX+HV) (WK/BD/Y2/NF/LUA/YARPE)
10.01-12.70 = KEX: PS4/5 backups (KEX+HV) (
WK/BD/Y2/NF/LUA/YARPE)
13.XX-13.60 = HV+KEX+WK (
WK/BD (13.42)/Y2/LUA/YARPE)
14.XX = No KEX/HV. UL ONLY (LUA/YARPE)

NOTE 1: Recommended firmware is subjective. Staying low is always recommended.
NOTE 2: Do not update too many major versions (e.g., 4.xx to 5.xx or 7.xx to 8.xx). Remain low unless all you want is backups.
NOTE 3: P2JB can take over an hour to exploit on FW up to 12.70.


Hypervisor (HV):
Highest released HV: 13.60
Highest unreleased HV: 14.00
*unreleased/unimplemented


Kernel (KEX):
Highest released KEX:
13.60 (ReLapse)
Highest unreleased KEX: 13.60 (SlopSploit)
UMTX2:
1.00-7.61 (*WK to 5.50 / BDJB to 7.61)
Lapse: 1.00-10.01
Relapse: 7.00-13.60
Poopsploit:
4.03-12.00 (*BD to 12.00)
P2JB: 9.00-12.70 (*WK: Lapse to 10.01 / P2JB to 12.70)

Userland (UL):
Webkit: 1.00-5.50 (PSFREE +UMTX2) / 7.00-13.60 (RELAPSE) (Recommended)
LUA (Artemis): 2.00-LATEST (LUA exploit, + Lapse up to 10.01)
Y2JB: 4.03-13.40 (YouTube exploit, + Lapse: 10.01 / P2JB: 12.70)
NFNH: 4.03-12.XX (Netflix exploit, + Lapse: 10.01)
YARPE: 4.03-12.XX (Ren'Py exploit, + Lapse: 10.01 / P2JB: 12.70)
BD-JB: 1.00-13.42 (BD exploit + UMTX2: 7.61 / BD-JB5 + Poops to 12.00)
Mast1C0re: 1.00-7.61 (Depreciated for LuaC0re)
LuaC0re: 1.00-12.70 (Poops: 4.03-12.00/P2JB: 9.00-12.70)
REDIS: 1.00-5.50 (Jordy's untethered JB on boot)

NOTE 1: A userland entry point (UL) chained to kernel exploit (KEX) is required to exploit your console at bare minimum.
NOTE 2: Consoles 7.00-13.60 should now use WebKit and RELAPSE (Recommended)


Useful Applications:
FPKG: 3.00-11.60 (KStuff Lite) / 12.XX-13.60 (KStuff-NG SOON)
Kstuff Lite: 3.00-12.70
HERE
Kstuff Toggle: 3.00-12.00 HERE
PS5 App Dumper: 3.00-13.60 HERE
Dump Runner: 3.00-12.00 HERE
Dump Installer: 3.00-12.00 HERE
Backporting: Possible (backpork / Porkfolio)
PS4/PS5 DLC: Work with Kstuff Lite
Trophies: Work with Kstuff Lite
Compression: Works with Kstuff Lite
Homebrew Enabler: etaHEN (3.00-10.01) latest HERE
PS5 Backup manager: ItemzFlow Compatibility list: HERE
PS4 Backup Loading: Works (rest mode & backports work, can crash).
PS5 Debug NG: 3.XX-13.XX
HERE
PS5 Remote Play: Works HERE & HERE
PS5 Trainers/Cheats: Work

UART:
HERE
Linux: (OG: 3.00-7.61, Slim: 7.61) HERE
Kldload (wip): 3.00-6.50 HERE
PSN access: NEVER
Latest OFW: 14.10 (01/10/26)
Summarised OFW/Model guide: HERE
1.XX-7.61 compatibility list:
HERE
PS5 SDK Repo: HERE
Legit PKG Updates: HERE or HERE
OFW Updates: HERE (history HERE)

Preparing Your Console:


It is recommended to either self-host offline or block these addresses in your router to avoid accidental updates or getting an update nag. Using the DNS method is no longer failsafe, as these are not guaranteed to be running 24/7.


dau01.ps5.update.playstation.net
dbr01.ps5.update.playstation.net
dcn01.ps5.update.playstation.net
deu01.ps5.update.playstation.net
dhk01.ps5.update.playstation.net
djp01.ps5.update.playstation.net
dkr01.ps5.update.playstation.net
dmx01.ps5.update.playstation.net
dru01.ps5.update.playstation.net
dsa01.ps5.update.playstation.net
dtw01.ps5.update.playstation.net
duk01.ps5.update.playstation.net
dus01.ps5.update.playstation.net
fau01.ps5.update.playstation.net
fbr01.ps5.update.playstation.net
fcn01.ps5.update.playstation.net
feu01.ps5.update.playstation.net
fhk01.ps5.update.playstation.net
fjp01.ps5.update.playstation.net
fkr01.ps5.update.playstation.net
fmx01.ps5.update.playstation.net
fru01.ps5.update.playstation.net
fsa01.ps5.update.playstation.net
ftw01.ps5.update.playstation.net
fuk01.ps5.update.playstation.net
fus01.ps5.update.playstation.net
hau01.ps5.update.playstation.net
hbr01.ps5.update.playstation.net
hcn01.ps5.update.playstation.net
heu01.ps5.update.playstation.net
hhk01.ps5.update.playstation.net
hjp01.ps5.update.playstation.net
hkr01.ps5.update.playstation.net
hmx01.ps5.update.playstation.net
hru01.ps5.update.playstation.net
hsa01.ps5.update.playstation.net
htw01.ps5.update.playstation.net
huk01.ps5.update.playstation.net
hus01.ps5.update.playstation.net
sgst.prod.dl.playstation.net
gs2.ww.prod.dl.playstation.net

Alternative DNS IP:
62.210.38.117 - User Guide = ES7in1
or
45.56.67.85
(Leave DNS 2 blank)

To determine your OFW version:
Go to settings > system > console information.

Version string info:
Year.Half (1st/2nd half of the year)-Major Version No.Minor Version No.Extended info-Further Info.Retail/Debug

21.02-04.03.00.00-00.00.00.0.1

It is recommended to keep your console as low as possible to have access to better jailbreak stability and features. Stay as low as possible within the "Golden" firmware brackets that apply to your current firmware, see the top of this page.

(No jailbreak is ever guaranteed. No developer is obliged to release anything publicly)

WARNING:

Only update OFW manually via USB by getting the firmware file from HERE and installing from <USB>:/PS5/UPDATE/PS5UPDATE.PUP
(Updating with RECOVERY PUP will perform a factory format and will wipe your internal HDD)

PS5 factory mode PUP installation path:
/usb/PROSPERO/UPDATE/PROSPEROUPDATE.PUP

NOTE: Make a system back up before attempting any modifications.
On console: go to [Settings] > [System] > [System Software] > [Back Up and Restore] > [Back Up Your PS5]

Select Your Jailbreak:


WEBKIT:BD-JB:LUA:Y2JB:NFNH:YARPE:LuaC0re:BD-UN-JB:


  1. Information:
    Firmware 1.00-5.50 or 7.00-13.60 is required for the webkit exploit.

    Enabling web browser:
    Open [Settings] > select [Users & Accounts] > select [YouTube] > click "Link" > click "use browser" > click "terms" (bottom right) > click google apps icon (top right) > select Google Search.

    Exploiting 1.00-5.50:
    Enter https://zecoxao.github.io/luasauce/ or https://github.com/kmeps4/PSFree into google > click “Jailbreak" or wait for it to complete.

    Exploiting 7.00-13.60:

    https://ntfargo.github.io/Relapse-Exploit/

    https://zecoxao.github.io/bagagwa/

    https://soniciso1.github.io/poopicker/

    Debug settings will be loaded, and the package installer can be found under [SETTINGS] > [DEBUG SETTINGS].

  2. Important:
    You will need a BD dive paired to your Slim/Pro console or an OG Phat model . Consoles must be on 1.00-13.42 to run this exploit.


    Recommended ISO: Viktorious AIO Auto BD-JB ISO for 4.XX-7.61

    Exploiting: 1, Burn ISO to a blank BD-R or BD-RE > Insert into console > click on the [DISC PLAYER] icon.

    2, Highlight [PIPELINE RUNNER] > click option 2 [Normaljailbreak-etaHEN-UMTX1.pipe] to auto load etaHEN ready for ItemzFlow.

    ELF Loader uses PS5 IP: port 9021 / BIN loader uses 9020 / Jar loader uses port 9025

    Debug settings will be loaded, and the package installer can be found under [SETTINGS] > [DEBUG SETTINGS].

  3. Important:
    LUA entry point works from 2.00 to the latest OFW, but there is no KEX above 12.70 yet.
    (A compatible PS4 game is required to launch the exploit on PS5. See below)

    Your PS5 console must be activated to use save copying for PS4 games.
    1. Insert your game disc and, as soon as possible, make a save file within it.
    2. Copy the save files to USB, go to [SETTINGS] > [STORAGE] > [CONSOLE STORAGE] > [SAVE DATA] > [PS4 GAMES] > select the game save and copy to a USB drive.
    3. On PC, using a Google Drive account, make a new folder with the GAME ID of your game, and upload the savedata & savedata.bin files to that folder.
    4. Share the folder, set it to editor mode, share with anyone, and click "copy the link".
    5. Join the HTOS Discord group: HERE type "/decrypt", select "FALSE" for including SCE_SYS, paste or type in the Google Drive link, and press enter. The bot should begin mounting your save. (If it doesn't, paste in the link again.)
    6. Click "ENCRYPTED" to remove the Sony PFS layer. Download the generated files and extract the folder to your desktop (you should have 4 files in there and be named dec_savedata_CUSA[GAME ID]).
    7. Using REMOTE LUA LOADER, open the savedata folder, copy the 20 files within into your encrypted save folder on your desktop.
    8. Upload the encrypted save folder (now with 24 files in) to your Google Drive. It should be named "dec_savedata_CUSA[GAME ID]" where GAME ID is your games 5 digit number, and set it to editor mode, share with anyone, and then click "copy the link".
    9. Go back to the HTOS discord server, and type "/encrypt", hit "FALSE" for uploading individually, and "FALSE" to include SCE_SYS. Finally, hit shared_gd_link and paste in your link to the original save (4 files) folder. (If it doesn't, paste in the link again.)
    10. When this is done, paste the link to the decrypted save (24 files) folder, and the bot will encrypt the files.
    11. Resign the files by typing "/resign" followed by your account name on the console, or PSN ID associated with that account if using the latest OFW.
    12. Download the resigned files, extract the files to your USB drive and overwrite them into the savedata folder on your USB or external drive.
    13. Copy the saves back to your console [SETTINGS] > [SAVE DATA AND GAME/APP SETTINGS] > [SAVE DATA PS4] > [COPY OR DELETE FROM USB] > [COPY TO CONSOLE STORAGE] > select your game save folder from the USB drive and copy/overwrite old save data.
    14. Load LUA game again, and you should see the LUA LOADER screen.
    15. You can use "SEND_LUA.PY" to send the UMTX files to the loader.
    (NOTE: Some games require manual loading of save game)

    On firmware up to 7.61, you can now load UMTX/2 followed by etaHEN by sending the files to your console IP on PORT 9026.
    On firmware 8.00-LATEST, you can connect with the REMOTE LUA LOADER APP to send debug notifications or FTP on port 1337.

    LUA Loader: HERE or HERE

    Auto LUA Loader Fork: HERE

    Compatible LUA games:
    Aerial Life (CUSA17122)
    Aibeya (CUSA17068)
    Aikagi 2 (CUSA19556)
    Aikagi Kimi to Issho ni Pack (CUSA16229)
    Aikano Yukizora no Triangle (CUSA19370)
    Boku to Nurse no Kenshuu Nisshi (CUSA12049)
    Boku to Joi no Shinsatsu Nisshi (CUSA18107)
    Fuyu Kiss (CUSA29745)
    Hamidashi Creative (CUSA27389)
    Hamidashi Creative Demo (CUSA27390 requires the latest OFW to download from PSN)
    Haruoto Alice (CUSA14324)
    IxSHE Tell (CUSA17112)
    IxSHE Tell Demo (CUSA17126)
    Jinki Resurrection (CUSA25179)
    Jinki Resurrection Demo (CUSA25180 requires the latest OFW to download from PSN)
    Maid-san no Iru Kurashi (CUSA18106)
    Nora Princess and Stray Cat Heart HD (CUSA13303: Rename save9999.dat into nora_01.dat)
    Nora Princess and Strat Cat Heart 2 (CUSA13586)
    Raspberry Cube (CUSA16074)
    Winter Guest (CUSA11977)

    WARNING: using demos is free but can become corrupt, and you cannot upgrade your internal HDD either. If you lose the demo you can no longer use the exploit. Disc recommended.

    Incompatible LUA games:

    Dokyusei Remake Csver (CUSA47117)
    Dōkyūsei: Bangin' Summer - Home Edition Demo (CUSA47132)
    Kiss Trilogy (CUSA19341)
    Love Clear Demo (CUSA18109)
    Mikagami Sumika no Seifuku Katsudou (CUSA11481)
    Sen no Hatou, Arazone no Hime (CUSA09647)
    Tonari ni Kanojo no Iru Shiawase: Two Farce (CUSA09825)
    Tonari ni Kanojo no Iru Shiawase Summer Surprise (CUSA18998)

    Debug settings will be loaded, and the package installer can be found under [SETTINGS] > [DEBUG SETTINGS].

  4. Requirements:
    PS5 console must be on 4.30-12.70 and previously activated through PSN or fake activated to use the YouTube app, unless you're restoring a backup.
    (Note: restoring a backup will factory reset your console).

    Information:
    If updating and older installation, download the latest download0.dat > use FTP or PS5 Explorer to place it in the user/download/PPSA01650 folder.

    Preparation:
    Download the Y2JB_backup_X.X(4.03) if you're on 4.03-12.40, or the Y2JB_backup_X.X(12.20) if you're on 12.60 or higher from HERE
    On PC: format a USB 3.0 HDD to exFAT, and copy the PS5 folder from the backup to the root, and put the latest nanodnf.efl from nanoDNS to the root too.
    On console: go to [Settings] > [System] > [System Software] > [Back up and Restore] > [Restore] > select the y2JB back up & let it install (the console will reboot when complete).
    (Note: The exploit will now be accessible under the [MEDIA] tab)

    Exploiting:
    Going to [Settings] > [Network] > [Settings] > [Set up Internet Connection] > [Set up Manually] > set up a wireless or LAN connection > change [DNS Settings] to manual > change [Primary DNS] to 127.0.0.1 > click [Done] > open the [YouTube App].
    (Note: Ignore and internet connection issue warnings)

    Firmware up to 10.01 will use Lapse Kernel Exploit. Firmware 10.20-12.70 and above will use P2JB and could take up to an hour.

    You can send payloads using netcat GUI to PS5's IP Address & port 9021.

    You can swap the download0.dat to itzPLK version for auto loading and payload manager in future (payload manager accessible through browser on 127.0.0.1:8084)

    Debug settings will be loaded, and the package installer can be found under [SETTINGS] > [DEBUG SETTINGS].

  5. Requirements:
    PS5 console must be on 4.30-10.01 and previously activated through PSN or fake activated. You will need a 256GB external HDD (minimum).

    Preparation:
    Download balenaEtcher
    Download the latest Extended Storage or M.2 Image (select your m.2's capacity)

    EXTERNAL DRIVE METHOD (Netflix_PS5_EU_Ext.7z):
    1a, On PC: connect your 256GB (min) USB drive to your Windows/Mac/Linux PC > extract the image to your computer > open Etcher > click [Flash From File] & select the extracted image *.zip > click [Select Target] & choose the external drive > Click [Flash!] & allow it to complete.
    (Note: 256GB is the smallest drive you can use)

    2a, On console: click [Settings] > [Storage] > [USB Extended Storage] > [Games and Apps] > press X on [Netflix] > select [NETFLIX] under items to move > select [Move] > move to internal storage & allow it to complete.
    (Note: The exploit will now be accessible under the [MEDIA] tab)

    INTERNAL DRIVE METHOD (Netflix.XXXXGB.7z):
    1b, On PC: connect the M.2 to your Windows/Mac/Linux PC > extract the image to your computer > open Etcher > click [Flash From File] & select the extracted image *.zip > click [Select Target] & choose the external drive > Click [Flash!] & allow it to complete.
    (Note: 4TB will take 80 mins, 2TB 45 mins, 256GB 10 mins)

    2b, On console: Power off the console > insert the M.2 SSD > power on the console > click [Settings] > [Storage] > press X on [Netflix] > select [NETFLIX] under items to move > select [Move] > move to internal storage & allow it to complete.
    (Note: The exploit will now be accessible under the [MEDIA] tab).

    Exploiting:
    1a, for consoles 10.01 and below, on console: go to [Settings] > [Network] > [Settings] > [Set up Internet Connection] > [Set up Manually] > set up a wireless or LAN connection. Go to Proxy > change [Automatic] to [Manual] > enter Address: 172.105.156.37 & port: 42069 > click [Done] > open the [Netflix App].
    (Note: Ignore and internet connection issue warnings)

    1b, for consoles 10.20-12.70, COMING SOON.

    Debug settings will be loaded, and the package installer can be found under [SETTINGS] > [DEBUG SETTINGS].

  6. Important:
    YARPE works from 4.30 to 12.70 (9.00 - 12.07 via P2JB)
    (A compatible PS4 game is required to launch the exploit on PS5. See below)

    Requirements:
    PS5 console must be on 4.30-10.01 to use this exploit.

    Exploiting:
    coming soon

    Debug settings will be loaded, and the package installer can be found under [SETTINGS] > [DEBUG SETTINGS].

  7. Requirements:
    PS5 console must be on 4.30-12.70 to use this exploit. SWRR

    Exploiting:
    coming soon

    Debug settings will be loaded, and the package installer can be found under [SETTINGS] > [DEBUG SETTINGS].


  8. [UPDATED]
    No longer needed if using latest WebKit (to 13.60) or BD-JB (to 13.42)!


    Important:

    This method modifies the BD-J stack to allows BD-JB entry point to be re-enabled on consoles up to 13.60, for convenience only.

    Very Important:
    This method requires your console to be jailbroken by another method first to gain access to alter the files.

    https://github.com/Gezine/BD-UN-JB

    Preparation:
    Burn the ISO to a blank Blu Ray, insert it into the jailbroken console. Send the bdj_unpatch.elf to elfldr using netcat GUI to PS5's IP Address & port 9021 to unpatch BD-J.

    (NOTE: DO NOT REINSTALL/UPDATE FW, IT WILL WIPE THE PATCH AND LOSE BD-JB)


Once jailbroken it is recommended to run KSTUFF LITE and SHADOWMOUNTPLUS at minimum to get you up and running.
(ShadowMountPlus: is an automated background auto-mounter payload for jailbroken PS5 consoles. Detects, mounts, and installs game dumps from internal or external storage, with support for UFS, exFAT, PFS, and nested compressed PFS containers)

Additional Information:


Blocking Updated with nanoDNS:
Set primary DNS manually to 127.0.0.1. Send latest elf to BIN LOADER using netcat GUI to PS5's IP Address & port 9021.

PS4 GAME INFORMATION:
OFW 1.xx cannot run PS4 games.
OFW 2.xx runs PS4 games up to 8.03

OFW 3.xx runs PS4 games up to 8.52
OFW 4.xx runs PS4 games up to 9.04
OFW 5.xx runs PS4 games up to 9.60
OFW 6.xx runs PS4 games up to 10.50

OFW 7.xx runs PS4 games up to 11.00
OFW 8.xx/9.xx runs PS4 games up to 11.50
OFW 10.xx runs PS4 games up to 12.00

OFW 11.xx runs PS4 games up to 12.50
OFW 12.xx runs PS4 games up to 13.00
OFW 13.xx runs PS4 games up to 13.42
OFW 14.xx runs PS4 games up to 14.00


(Note: PS4 backported FPKGs also work perfectly on an exploited PS5 with Kstuff)


You can install free/demo PKGS (legit pkgs) via the debug pkg installer, provided you have all the files/json/licences required.
(Astro’s Playroom has no licences and can be installed and played from official pkgs and updated inline with your firmware)

Warnings:


1: Never enable IDU mode.
If you do, you will need to enter staff mode by holding L1 + L2 and tapping this combo: circle, cross, square, triangle, right D-Pad. Release L1 + L2, and you can access settings to exit IDU.

2: Try to stay on the lowest FW possible and wait for hacks on that firmware.

3: Installing legit game PKGs you do not own will never work, even if spoofed.

4: If you get stuck in a boot loop at the PS logo, the SNVS is corrupted (if the hash check fails on boot, this causes a “soft brick”). It’s not “bricked”. Simply reinstall your current firmware RECOVERY PUP in safe mode from USB: PS5 > UPDATE > PS5UPDATE.PUP.

Archived Information


 
Last edited by KiiWii,
There is a lot going on…it’s not as easy as asking Claude to crack and update and make no mistakes
People generally aren't as interested in jailbreaking as they used to be. Experienced developers have ways to make new games accessible to jailbroken devices, but unfortunately, they aren't interested in doing so (it takes up too much time).

Besides, someone has to actually buy the game for it to be modified in that way—but who’s going to pay for it? The developers out of their own pockets? Unfortunately, there are very few people who actually support developers.


I am reading conflicting info here, does 12+ require a53 with the new bypervisor to run FPKG?

As for the question regarding firmware fpkg/a53 12++...

There are two possibilities:
1) Drakomor (or someone like that) needs to release a new method that enables fPKG support on versions 12xx–13xx. I believe he has mentioned—and others have noted—that he already has this method, but he doesn't want to release it yet until Sony has fully patched the vulnerability.

2) fPKG support via the HV (Hypervisor). This is theoretically possible, but someone needs to implement it. Again, not many people are keen on doing this because it involves a lot of work, though it might actually happen sooner than option 1.

Is there any alternative to garlic save manager? I can't seem to import one game save
Yes. What problem do you have with garlic?
Alternative:
https://github.com/n0llptr/Playstation-5-Save-Mounter
Post automatically merged:

If users want a nice overview of payloads. See table below:

PS5 Payloads Mirror​

This repository contains an automated mirror of useful payloads for the PlayStation 5.

Available Payloads​

View attachment 595755
Link: https://github.com/itsPLK/ps5-payloads-mirror
Post automatically merged:
A huge number of things are missing here, such as an alternative from trusted dev. https://github.com/n0llptr/Playstation-5-Save-Mounter
 
  • Like
Reactions: schatzi24
A huge number of things are missing here, such as an alternative from trusted dev. https://github.com/n0llptr/Playstation-5-Save-Mounter
Report it to ItsPLK - not here. It not a page of ALL the payloads that are out there.
Post automatically merged:

How do you get rid of the backports? I'm on 13.60 and yet have just thought of disabling fakelibs for titles.
Well it's not that complicated thankfully. I'll explain you some methods.

1. You can either unpack a .exfat or other format to folder and then remove the backport files.
2. Download a folder format first and then remove the backport files. Then rebuild to your desired format.

Result: No backport loading message.

Typical backport folder structure

Code:
Game/
├── eboot.bin
├── sce_sys/
│   └── param.json
├── sce_module/
│   └── *.prx
├── sce_modules/
│   └── *.sprx
├── fakelib/
│   └── patched system libraries
└── backport/
    └── optional metadata or patch files

What files do​

File or directoryPurpose
eboot.binMain game executable; may be modified to adjust its SDK requirement or compatibility.
sce_sys/param.jsonContains application metadata, including the title ID and title name.
sce_module/ or sce_modules/May contain game-specific modules and system libraries, depending on the dump.
fakelib/Can hold patched compatibility libraries used by particular backport methods.
.bps filesBinary patch files that describe changes to apply to a target file.
.bak or backup foldersPreserve original files before modification.
Readme or metadata filesDocument the target firmware, patch version, or installation instructions.

Where backports are stored with ShadowMountPlus​

The location matters because a backport overlay does not necessarily belong inside the original game folder.

Code:
/data/
├── homebrew/
│   ├── PPSA12345/
│   │   └── sce_sys/
│   │       └── param.json
│   └── backports/
│       └── PPSA12345/
│           └── [backport files]
└── etaHEN/
    └── games/
        └── [other game folders]

I'm a big fan of using option 2.It's the easiest part / method. Good luck and have fun.
Post automatically merged:

EDIT: Should you still have issues. Just download a full folder 13.60 game and seperate backport. Check the files from the backport folder to see what you can remove and how the layout and files are used.
 
Last edited by HS2005,
How do you get rid of the backports? I'm on 13.60 and yet have just thought of disabling fakelibs for titles.
Post automatically merged:


IIRC importing requires decrypted saves. Other than this tool the only i know is PS5Upload but I stay away from AIO apps.
edit: You should be able to do it with ShadowMountPlus. Theres an option in the interface if a game is selected and fakelib support is active I think
 
Last edited by Scheisssewasser,
I feel like people always ask about 3.xx/4.xx updating, the answer is always no every time.
people need to start asking about the unconventional firmwarws like:
"stay on 1.xx/2.xx or go to 3 or 4"
"stay on 5.xx/6.xx or go to 7"
"stay on 8.xx/9.xx or go to 10"
etc.
Yes.
In my case I'm on 13.00. Should I go to 13.60?
 
Fantastic, but why couldn't the guy just make a pull request lol.
No need for a whole new project (or, is there?)
because it's created with help of AI and he might not even know what a pull request is? maybe he doesn't even know what a fork is... yeah and so far it doesn't work for people as I've seen some experience from people

Report it to ItsPLK - not here. It not a page of ALL the payloads that are out there.
I don't know how to write to him, so I posted this here, hoping someone would let him know or that he might even read it himself. I have high hopes.

Yes.
In my case I'm on 13.00. Should I go to 13.60?
Yes, go ahead and update. Version 13.60 also supports BD-J entry point, in case you want to use BD-J discs for some reason (it requires a bit of initial setup, but that’s a quick and minor task). You’ll have peace of mind with 13.60 :)
 
because it's created with help of AI and he might not even know what a pull request is? maybe he doesn't even know what a fork is... yeah and so far it doesn't work for people as I've seen some experience from people


I don't know how to write to him, so I posted this here, hoping someone would let him know or that he might even read it himself. I have high hopes.


Yes, go ahead and update. Version 13.60 also supports BD-J entry point, in case you want to use BD-J discs for some reason (it requires a bit of initial setup, but that’s a quick and minor task). You’ll have peace of mind with 13.60 :)
You can also do youtube.
 
Yes.
In my case I'm on 13.00. Should I go to 13.60?
There is not much difference between FW 13.00 and 13.60. I would say: why even bother. But it does not hurt to update to 13.60. Some applications support the highest FW whilst it takes more time to develop for a lower FW.

I was on 13.20 when I decided to updated to 13.60. No loss there.
 
because it's created with help of AI and he might not even know what a pull request is? maybe he doesn't even know what a fork is... yeah and so far it doesn't work for people as I've seen some experience from people
I have so many projects that I keep private because they're not ready / not polished enough.
And people rush to release things? lol...

"ps5 linux" isn't a small feature, take it seriously :D
 
Last edited by cearp,
I have so many projects that I keep private because they're not ready / not polished enough.
And people rush to release things? lol...
Everyone nowadays also would rather have 0.2 seconds of recognition as well

It’s why there’s a thousand payload managers, or exfat converters (and other general homebrew clones)

Why contribute to make a great project when you can get AI to change minor details and call it yours ?
 
I have so many projects that I keep private because they're not ready / not polished enough.
And people rush to release things? lol...
1791911422426.png
 
My precious PRO get some more Paris Hilton love

Unlock PS5 Pro memory for homebrew​

One param.json flag gives a PS5 Pro homebrew app about 1.2 GiB more GPU memory.

PS5 Pro games get more memory than base PS5 games (Sony says about 13.7 GB instead of 12.5 GB). Homebrew apps don't get that extra memory automatically. They run in base PS5 memory mode even on a Pro. Setting bit 22 of attribute3 in the app's sce_sys/param.json switches the app into Pro memory mode:

attribute3Direct memory poolLargest allocation that succeeds
1048576 (0x100000), the usual homebrew value11.44 GiB11.31 GiB
5242880 (0x500000), the same plus bit 2212.63 GiB12.50 GiB

That is +1.19 GiB for the app. 12.63 GiB is 13.56 GB in Sony's decimal units, which is close to the ~13.7 GB Sony quotes for Pro games.

For a local LLM this is the difference between, say, an 8B model at Q8 with a short context and the same model with a long context, or room for a bigger model at Q4. Any Vulkan homebrew built on Mihawk's RADV driver picks it up with no code change. The driver sizes its memory heaps from the kernel's pool, so the extra memory just appears.

Tested on: PS5 Pro, firmware 13.60, with homebrew built on ProsperoAI's toolchain and Mihawk's RADV driver. One console so far. Reports from other firmware versions are welcome (open an issue).

Link: https://github.com/obl1vn/Unlock-ps5-pro-memory
 
Pure madhouse with 10 different backup formats, none of which work properly. And 100s of games not dumped at all.
I am dumping what I have. A mix of PS4 and PS5. Around 400 or so digital titles. Putting focus on PS5 and ones I personally haven't really seen out there on the usual sites. I'm on 13.42 so am uploading them in folder format but at least test each backup to make sure I can run it myself before I delete anything from the storage. The ones that need the fakelib to run will have that folder in them since that is what I will need when I download it again unless methods change, today it is what it is. I leave the decrypted folder in them too. Also keeping the info files for the dumps so hopefully can have some options for easy edits in the future in terms of format changes. Not sure if they would be useful to anyone else.

But...I hope there ends up being some of the titles you might be looking for in the bunch though. Cheers!
 
On 13.60 I've been having better luck leaving all backports in place and just selecting the emulator option for each dump in Shadowmount.
On case anyone hasn't been through the instructions this seems to ignore the files in the fakelib folders that aren't needed and just load the ones used for AMPR if relevant.
After a couple of weeks of hard learning I'm finding my feet.
So many files extracted badly it's been hard to tell where the fault has been.
 
Another update:

ProsperoEden v1.001.000​

  • A new launcher. The menu was rebuilt. Five sections sit on a rail at the left (Home, Library, Multiplayer, Settings, About): L1 and R1 go from one to the next, and Left from a screen's edge opens the rail. Home is built around the game to continue, with its cover and what it runs with. The Library shows your games as covers, with the chosen game's details beside them. A game's settings are a page of their own, and Settings is a board of tiles.
  • Themes. The launcher's look is a theme, chosen in Settings > Theme. This version comes with one, Canopy; docs/THEMES.md says what a theme is made of.
  • An opening. ProsperoEden appears out of the console's own launch picture without a cut: its mark comes forward over the picture, then goes to its place as the menu arrives. Any button skips it, and it plays only when the app is started.
  • A loading screen with the game's cover. While a game starts, its cover stands in the middle with a line of light going round it as the start advances, in front of the cover's own colours. Under it are the step the start is at, the shaders built so far, and the seconds a slow step has lasted.
  • The controller's buttons are drawn. Settings > Controls and the button mapping show Touchpad, L1, R1 and the other buttons as pictures instead of names.
  • Game settings from the home screen. The button beside Play, and Triangle on the game to continue or on a recent game, open that game's settings.
  • Demanding games keep their frame rate in heavy scenes. A game that times its own frames could fall from 30 to 20 frames a second whenever its frames came a few percent late. The clock the game reads now gives by up to 15% in those moments: the game keeps its frame rate and runs a little slower instead. Sound, the display and timeouts keep the real clock.
  • Full speed on newer system software. On consoles where the system does not tell the processor's cores apart, the emulator's threads were left to share cores and games ran markedly slower. The cores are now found by a timing, and each thread gets its own.
  • No more drops to 10 or 15 frames a second in new scenery. Textures in a format the PS5's GPU cannot read (ASTC) were converted inside the draw that first used them, which held up the whole frame. In play they are now converted in the background; on loading screens, menus and title screens they are still converted at once, so those pictures appear complete.
  • ASTC textures (new setting). Settings > Video > ASTC textures, also in each game's settings. Compressed (the default) keeps such textures as BC3, a quarter of the graphics memory they need decoded; Full quality keeps them decoded.
  • "Ran out of graphics memory" far less often. Four causes are fixed. The count of graphics memory in use read twice what was held, so games were refused memory that was free. ASTC textures took four times the memory they need. The reserve that memory is freed for was smaller than a game can ask for at once. And memory the app keeps for its whole life sat in the middle of the pool, so every game after the first had less room in one piece.
  • Fewer freezes and long frames. Freeing textures when graphics memory ran short could stop the picture for half a second. A game that read unmapped memory in bursts stalled for up to a second on its own log lines. And the graphics driver held up one frame every ten seconds, in every game, to write a line of statistics. All three are gone.
  • A crash with "jumped to an unmapped address" is fixed. It came from where the console happened to place the game's memory, so it struck some starts and not others.
  • RNG seed per game (new). In a game's settings under System. With a seed the game is loaded at the same place in memory at every start, which some mods need. Contributed by EIREXE.
  • Games that open the microphone no longer crash. Contributed by rpromas.
  • Faster CPU emulation no longer turns off the fast path for a game's exclusive memory accesses when it is switched on. Contributed by OverkillLabs.
  • PS5 OpenGL SDK 1.0.2 for the launcher and the OpenGL renderer (it was 1.0.0). A game whose shaders are compiled inside its first frames is no longer ended on its first run with the OpenGL renderer, the menu no longer loses a frame of about 180 ms every few seconds while Write logs at once is on, and drawing fixes from Mihawk and mpereiraesaa are in.
  • A single Joy-Con held upright. A game that gives a player one Joy-Con to hold upright is played with the whole DualSense: the shapes are that Joy-Con's four buttons, the D-pad and either stick are its stick, and L1/R1 and L2/R2 are its shoulder buttons.
Thanks to the people whose work is in this release:
  • Bauls Deep, for the texture collector's lookahead, where the fix for the half-second freezes began, and for the development timers and the recorded-input replay.
  • EIREXE, for the RNG seed per game.
  • rpromas, for finding and fixing the crash in games that open the microphone.
  • OverkillLabs, for the fix that keeps the fast path for exclusive memory accesses with Faster CPU emulation on.
  • Mihawk and mpereiraesaa, for the drawing fixes in the OpenGL SDK, and Mihawk for the Vulkan driver all of this runs on.
And to everyone who tests ProsperoEden on their own console and reports what they find.

Link: https://github.com/blackbearreloaded/ProsperoEden/releases/tag/v1.001.000
 

Post automatically merged:

Link to Echo's repo: https://github.com/EchoStretch/Byepervisor-Reborn

He is working on some improvements so just wait

View attachment 595687
Post automatically merged:

This is my own build based on:

1. https://github.com/ps5-payload-dev/sdk/releases/tag/v0.44
2. https://github.com/EchoStretch/Byepervisor-Reborn

Word of advise:

This SDK archive contains the SDK files and wrapper scripts. I used the available Clang 17 compiler with the SDK's PS5 target settings to complete the build. I can verify the ELF structure, but I cannot confirm full runtime compatibility (yet)

The repository describes this as a developer-oriented hypervisor exploit, not a finished end-user jailbreak. (I'm not a dev)
Although the source lists firmware 13.60 as supported you can test this build or wait.

Link: (Needs work yet) Too many KP's due to PRO model. It has a different physical address range mapped.

PS5 hypervisor exploit for 6.xx - 13.60 firmware.

It is interesting that firmware version 6.xx is mentioned, given that—if I recall correctly—`startup_mp` was introduced as early as fw 3.00. I remember Sony making major changes during transition from version 5.50 to 6.00.
 
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so, the next major goal for ProsperoEden is to add more video memory
https://github.com/blackbearreloaded/ProsperoEden/issues/155
right now an open world game at 2x leaves about 2gb of memory, and the major goal is to increase it to 3.2gb

but does this mean that a crash from running out of memory is ALWAYS inevitable? is there no way to make it purge the oldest ones from the memory to make way for new ones?
 
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so, the next major goal for ProsperoEden is to add more video memory
https://github.com/blackbearreloaded/ProsperoEden/issues/155
right now an open world game at 2x leaves about 2gb of memory, and the major goal is to increase it to 3.2gb

but does this mean that a crash from running out of memory is ALWAYS inevitable? is there no way to make it purge the oldest ones from the memory to make way for new ones?
Most systems have a garbage collector process for this reason

It seems like more of a bug than anything. I can’t imagine why prospero wouldn’t have a similar option.

But games and emulators are above my skill set so maybe this is a known quirk with these specifically
 
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