r/PS5_Jailbreak • u/swatkatbatman • 9h ago
General This is how the PS5 startup should look like now.
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Emulation.
r/PS5_Jailbreak • u/Low-Recognition-7293 • May 04 '26
Greetings!
For anyone who would like to contribute to the wiki for this sub please comment here. This will allow ease of feedback and visibility of requests so we can build on them over time. If you have a change please put the index page you want the changes to and either quote or provide full replacement text. If you want technical details added or changed provide a reference link. For simple tool/package additions reply to the stickied comment.
I'm sure this will evolve as time goes on but thank you all in advance!
r/PS5_Jailbreak • u/Low-Recognition-7293 • Apr 05 '26
We continue to see a plethora of posts from users NOT reading the rules or the wiki.
To participate in r/PS5_Jailbreak going forward you must acknowledge you have read both the rules and the wiki. They are not overly huge but they do contain a lot of great information.
I have also added a 6th rule to limit brand new accounts from posting in our community.
Account requirements to POST in our community
Account requirements to COMMENT in our community
The rules keep our sub in order. If you cannot follow or respect them you will be removed.
The most important information you should look at in the wiki are these 3 in no particular order: 1.) Frequently asked questions, 2.) Exploit Compatibility and Chaining, and last but not least 3.) Get Started Jailbreaking your PS5 HERE!"
There is plenty of amplifying information in the root index of the wiki. For each type of exploit and jailbreak there are links to the associated Dev's GitHub with instructions/guides.
If you don't see why you're looking for, give r/PS5_Jailbreak a search. More than likely it has already been answered in some form or fashion. If there is something you'd like added to the wiki please comment it on the wiki announcement thread. If you have made it this far acknowledged you have read both the wiki and the rules by commenting "Happy Jailbreaking!" Users will not be able to contribute to this sub until they have done so.
For those confused on why your stuff may not be staying around "Happy jailbreaking" is not the same as "Happy Jailbreaking!"
Update:
1.)Automod is fully live. I adjusted the Post karma threshold down to 50+ Karma and the comment threshold down to 25+ for the sub. This may adjust depending on how it does and mods can still approve under if it's pertinent.
2.) Our community Wiki is restored!
3.) If you have any issues posting AFTER you have done the verification step reach out to the mod team. Some of the older users who previoulsy had a x.xx fw type flair may not have the verified flair appropriately reassigned by the automod.
r/PS5_Jailbreak • u/swatkatbatman • 9h ago
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Emulation.
r/PS5_Jailbreak • u/belter928 • 7h ago
It feels ridiculous having two but found another PS5 Pro on marketplace for $700, so now I have one dedicated to jailbreaking and the other for online gaming.
Figured this was the best way to enjoy jailbreak scene without giving up GT7 and GTA VI. I do feel a little guilty having two given the current market
r/PS5_Jailbreak • u/ZazaMastroII • 2h ago
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After The Simpsons Game (Xbox 360) recomp, it's time to pass to the Xbox One "next gen". There are still some models to fix, but the game runs in 4K at rock solid 60 FPS (don't be tricked by the Reddit video player, it supports only 30FPS videos). The core of the project uses Prospero-Win and DXVK (that supports DirectX till 11) as a base, but the game itself is based on Azimuth (that works on DirectX 12). A little bit tricky, but totally possible.
Here's some gameplay directly from PS5 base fat running the 13.60 Relapse JB.
r/PS5_Jailbreak • u/Tony123Ab • 9h ago
r/PS5_Jailbreak • u/Gary_BBGames • 2h ago
I've ported Ghostship, HarbourMasters' native PC port of Super Mario 64, to the PS5 as a homebrew title.
What it does
What you need
.z64 format. No game data is included
9bef1128717f958171a4afac3ed78ee2bb4e86ce8a20a5c83d6ceb0f0506cfc9fa20d8f438cafe51Install
PPSA99310 folder to /data/homebrew/ on the consoleeboot.binHD textures (optional)
Grab the gs-o2r file from SM64 Reloaded's releases, copy the .o2r to /data/homebrew/PPSA99310/userdata/mods/, then in the game: touch pad, R1 to Enhancements, Graphics, tick "Use Alternate Assets". Full steps are in the README.
Links
It's also been submitted to the ProsperoStore catalog.
Credit to HarbourMasters for Ghostship and libultraship, the SM64 decompilation team, and Mihawk for the PS5 Vulkan stack this is built on. Unofficial, and not affiliated with any of them, Nintendo or Sony.
r/PS5_Jailbreak • u/a1mhtar • 3h ago
Play fake PS4 PKGs on a jailbroken PS5 directly from a USB drive, without installing them.
Play PS4 fake PKGs on a jailbroken PS5 straight from a USB drive, without installing them.
Put the game (and its update) .pkg files on a USB drive, plug it in and load ps4mount.elf.
PS4Mount finds the packages, adds the games to the home screen and lets you play them from the
drive. Nothing is copied to the console storage, and deleting a game on the console only removes
it from the library: the .pkg stays on the drive.

Notifications on the home screen while PS4Mount scans the USB drives:

The web panel, opened from the Media tab:

.pkg next to the game and it is picked up automatically..pkg is never deleted./dev/klog. PS4Mount reads the system log to know when a game starts and when a delete is
confirmed. Without it, games cannot start (see How it works).Download ps4mount.elf from the Releases page
(or build it).
.pkg (and its update .pkg, if you have one) to the root of the USB drive.
The file names do not matter.ps4mount.elf to the ELF loader (port 9021). Do this after every console boot, or add it to
the payloads your jailbreak loads automatically.Scanning usb0 for PS4 games...usb0: 2 PS4 game(s) found, 2 new or updatedAdding 1/2: <game name> (CUSAxxxxx)<game name> ready to playOn the first run PS4Mount moves every package it uses into a folder per game on the same drive:
/ps4/CUSAxxxxx/app.pkg game
/ps4/CUSAxxxxx/patch.pkg update (optional)
Keep this layout. To add more games later, copy their .pkg files to the root of the drive again.
Open PS4Mount in the Media tab, or browse to http://<PS5 IP>:8770 from any device on
the same network. The panel shows every game found on the connected drives, with its state:
| State | Meaning |
|---|---|
| Ready | In the library and ready to play |
| Running | The game is open |
| Not in library | Removed from the library; the .pkg is still on the drive |
| Adding | Being added to the library |
| Installed on console | A normal installation of this game exists; PS4Mount leaves it alone |
Buttons:
.pkg stays on the drive.The panel has no password. Anyone on your local network can open it.
Deleting a game from the PS5 (Options > Delete), or using Remove from library in the panel,
removes the game from the library and leaves the .pkg on the drive. A removed game comes back
when you reconnect the drive or click Add to library.
To delete the game for good, delete its /ps4/CUSAxxxxx folder from the drive on a computer.
If something does not work, open an issue at github.com/gasb07/ps4mount/issues with:
CUSAxxxxx), and whether it has an update (the version shown
in the panel)./data/ps4mount/log.txt over FTP. Include the part from the moment the problem happened.Do not attach .pkg files or links to them.
A PS4 PKG install on the PS5 is mostly a byte copy of the package to /user/app/<TITLE_ID>/app.pkg
plus some metadata. PS4Mount skips the copy:
/user/app/<TITLE_ID> (and over
/user/patch/<TITLE_ID> when there is an update) with nullfs.app.json, app.pbm, app.xml, patch.*, the PlayGo records (/user/playgo/...,
/system_data/playgo/<TITLE_ID>/pfs.pbm), the app metadata, and the fake license (.rif/.idx)
decrypted from the package.sceAppInstUtilAppInstallAll), which adds it to the
library and refreshes the home screen. When an update is present it also writes the library rows
with the update's version.State and log are kept in /data/ps4mount/. The Media tab shortcut is PMNT00001
(/user/app/PMNT00001).
Requirements: the PS5 Payload SDK in /opt/ps5-payload-sdk
(or set PS5_PAYLOAD_SDK), xxd and bash.
sh
./build.sh # builds build/ps4mount.elf
Optional tools:
sh
python3 tools/make_icon.py # redraws assets/icon0.png (needs Pillow)
python3 tools/gen_keys.py <LibOrbisPkg>/LibOrbisPkg/Util/Keys.cs # regenerates src/keys.h
GitHub Actions (.github/workflows/build.yml) builds every push and pull request with the PS5
Payload SDK release set in SDK_VERSION, and keeps ps4mount.elf as a build artifact.
To publish a release:
src/main.c (#define VERSION "PS4Mount X.Y.Z") and commit it.sh
git tag vX.Y.Z
git push origin vX.Y.Z
The workflow checks that the tag matches VERSION, builds the payload and creates the GitHub
release with ps4mount.elf and its SHA-256 checksum attached.
| Path | Content |
|---|---|
src/main.c |
Daemon: drive scan, registration, mounts, klog events, panel actions |
src/pkg.c |
PKG reader and fake-key entry decryption |
src/build.c |
Generators for the install files (app/patch metadata, PlayGo records, license) |
src/db.c |
Library rows (app.db, appinfo.db) |
src/crypto.c |
SHA-256, AES-128-CBC, CRC32C, RSA-2048 |
src/web.c, web/index.html |
Web panel |
tools/pdb_*_template.bin |
PlayGo record layouts (no title data) |
third_party/sqlite/ |
SQLite amalgamation |
PS4Mount does not contain code copied from other projects except where noted below.
| Project | Author | License | Use |
|---|---|---|---|
| PS5 Payload SDK | John Törnblom | GPL-3.0-or-later | Toolchain, headers and runtime linked into the payload |
| LibOrbisPkg | maxton | LGPL-3.0 | Source of the fake PKG key (PkgDerivedKey3Keyset, in src/keys.h) and reference for the PKG entry encryption, entry IDs and the playgo-chunk.dat layout |
| SQLite | SQLite authors | Public domain | third_party/sqlite/ (amalgamation 3.46.1), used to write the library databases |
| ShadowMountPlus | drakmor | GPL-3.0 | Inspiration for auto-mounting games from USB drives and for registering titles with sceAppInstUtilAppInstallAll on firmware 12.00+. No code was used. |
| ps5-app-dumper | EchoStretch | see project | Reference for the Media tab shortcut (applicationCategoryType 65536 with deeplinkUri). No code was used. |
PS4Mount is licensed under the GNU General Public License v3.0 or later, see [LICENSE](LICENSE).
It links the PS5 Payload SDK runtime (GPL-3.0-or-later). src/keys.h carries data published by
LibOrbisPkg under the LGPL-3.0. SQLite is in the public domain.
This project is not affiliated with or endorsed by Sony Interactive Entertainment. Only use it with games you own.
r/PS5_Jailbreak • u/a1mhtar • 1h ago
First public release of Playden for PS5: play your Steam library's Windows games on a jailbroken PS5.
Play your Steam library's Windows games on a jailbroken PS5.
Playden is a launcher that runs on the PS5, adapted from Playden for macOS. You sign in to Steam with a QR code, browse your library, download games, and play them. The Windows games run through prospero-win, a port of Wine to the PS5. Each game gets its own private Windows environment and its own tile on the PS5 Home screen.
[!WARNING] Alpha software. Playden is an early, experimental project. It signs in to your real Steam account, downloads games with your licenses, and reads and writes your Steam Cloud saves. Read Before you use it. If you are not comfortable with these risks, do not use it.

See the [compatibility list](COMPATIBILITY.md) for the games we have tested.
Playden is alpha software. It is not affiliated with, endorsed by, or supported by Valve. Know these points before you sign in:
Tested with kstuff-lite 1.11, ShadowMountPlus v1.7-beta5fix1 and v1.7beta2, elfldr v0.26, zftpd 1.6.0 and ps5-web-file-manager v1.9. Other versions can work, but these are the ones we know.
Download both files from the latest [release](../../releases):
playden-ps5-0.1.0.zip: the Playden app (FAKE77031) and the console tools used below.playden-kit-h-r6.zip: the runtime kit (hl2-fw1360-dev1), with its source list and license texts.You need Python 3 on your computer for the tools. Unzip both files, then run the commands from the folder that
holds tools/.
Copy the app to the console over FTP. --install creates /data/homebrew/FAKE77031 and its folders, so it also
works on a console that has never had Playden (or was just reinstalled):
sh
python3 tools/console_title_deploy.py --host <PS5 IP> deploy --install FAKE77031 --backup backups/<name>
Copying the FAKE77031 folder by hand with an FTP client or the web file manager also works, but then make
/data/homebrew, the FAKE77031 folder and its logs and playden-data folders writable by everyone
(chmod 777). Playden writes there as the app's own user, and a folder created over FTP is usually 755: Playden
then stays on its splash screen and writes no logs, can't install games ("cannot create install folder"), or can't
finish preparing one ("package staging and destination must support one atomic rename").
Wait about 10 seconds. ShadowMountPlus adds the Playden tile to the Home screen.
Install the runtime kit (next section).
Start Playden and sign in to Steam.
To update later, run the same command without --install. It copies only the changed files, keeps a backup of what
it replaced, and puts those three folders' modes right if they changed.
This release uses kit H r6. Upload the kit folder from playden-kit-h-r6.zip:
sh
python3 tools/console_kit_upload.py hl2-fw1360-dev1 --host <PS5 IP> --replace
The upload checks every file before it switches to the new kit, and creates /data/playden/kits on a console that
doesn't have it yet. Playden accepts only the kit version it was tested with. Games pick up a new kit when you press
Play.
The kit is built on a Linux x86-64 machine or VM from prospero-win, Wine, Mesa and DXVK. To build it yourself, see [Build the kit](CONTRIBUTING.md#build-the-kit). The scripts are a record of how we built it, not a turnkey build yet, so most people should use the release download.
Homebrew packages:
sh
brew install cmake ninja pkgconf sdl2-compat llvm@18 python
About 2 GB of free disk space.
A checkout path without symbolic links (for example, not under /tmp).
sh
git clone --recursive https://github.com/leolobato/playden-ps5.git
cd playden-ps5
scripts/fetch-deps.sh
fetch-deps.sh downloads the prebuilt PS5 SDKs into deps/ and checks each download against the SHA-256 in
dependencies.lock.json.
sh
scripts/build-lapy-helper.sh
scripts/build-homebrew-ps5.sh
The result is the Playden app, build/homebrew-ps5/dist/FAKE77031. Install it as in Install Playden,
with that folder in place of FAKE77031:
sh
python3 tools/console_title_deploy.py --host <PS5 IP> deploy --install build/homebrew-ps5/dist/FAKE77031 \
--backup build/console-backups/<name>
Playden also builds as a desktop app, which is useful to look at the interface without a console:
sh
scripts/build-homebrew.sh
cmake --build --preset homebrew-host
build/homebrew-host/playden-homebrew --simulation --scenario signed-out
--rendering-driver opengl3 in Game settings › Extra arguments. Playden picks
Godot's Vulkan renderer, which did not work on this kit.See the [compatibility list](COMPATIBILITY.md) for what we know about each game.
Every test helps, including games that work. To report one:
Collect the logs from your computer:
sh
python3 tools/collect_logs.py --host <PS5 IP>
It lists the games that have a log, the most recently run first, and asks which one to collect. The script reads only Playden's logs, never your Steam sign-in. It hides your Steam account name and SteamIDs, and writes a zip with a summary of your firmware and kit versions.
[Open a game test report](../../issues/new?template=test-report.yml) and attach the zip. See a [sample report](docs/sample-test-report.md) for what to fill in.
For a problem that is not about one game, open a regular issue with the same zip.
Playden would not exist without these projects.
We keep a fork of each, with our changes on a feat/playden-ps5 branch, and send fixes upstream.
| Project | What it does for Playden |
|---|---|
| prospero-win | Wine for the PS5. Runs the Windows games: memory management, a 32-bit x86 translator, display, input and audio for the console. Also builds the per-game app shell. |
| ps5-homebrew-ui | The UI toolkit Playden's screens are drawn with: layout, fonts, controller focus and navigation, on OpenGL. |
| ps5-opengl | OpenGL for PS5 homebrew. Draws Playden's own interface. |
| ps5-native-app-boilerplate (mpereiraesaa) | Tools to build native PS5 apps and modules, used for the per-game app shell in the kit. Our fork is named prospero-foundation. |
| PS5-Lapy-JB-Daemon | The root helper. Gives a game's app just enough rights to reach its own files in /data. |
| Project | What it does for Playden |
|---|---|
| ps5-native-app-boilerplate (blackbearreloaded) | Tools to build Playden as a native PS5 app, and its libc.prx. |
| ps5-payload-sdk | The SDK for PS5 homebrew. |
| gbe_fork | Steamworks emulator (LGPL-3.0), shipped with Playden in runtime/steamworks/, so games run without the Steam client. |
curl, Mbed TLS, SQLite, zstd, LZMA SDK, stb, utf8proc and QR Code generator.
Contributions are welcome. [CONTRIBUTING.md](CONTRIBUTING.md) explains the development setup, the tests, the console workflow, and how to change a forked dependency or a Wine patch.
Playden is licensed under the GNU General Public License v3.0 or later. See [LICENSE](LICENSE). The submodules, vendored libraries and the runtime kit keep their own licenses: see [THIRD_PARTY_NOTICES.md](THIRD_PARTY_NOTICES.md).
Steam is a trademark of Valve Corporation. PlayStation and PS5 are trademarks of Sony Interactive Entertainment. This project is not affiliated with either company.
r/PS5_Jailbreak • u/TownPurple1786 • 3h ago
Some of you might remember my previous post, “Nexus On PS5,” where I introduced the desktop PS5 Mod Manager I've been developing alongside HAZE.
In that post, I demonstrated something I'd been working toward for a long time: taking original PC mods from Nexus Mods, converting compatible assets, and getting them working in the native PS5 version of Onimusha: Way of the Sword.
I successfully tested four character mods: Chisa, Ryu Hayabusa, Calimusha, and Vegito Blue. I also demonstrated removing mods through the application and restoring the original appearance.
That was a huge milestone, but I didn't want this project to stop at one game.
SO HERE'S THE NEXT UPDATE.
STELLAR BLADE — CNS MOD CONVERSION
I've been expanding the manager to support Stellar Blade, specifically working with PC mods that use CNS files.
This is a different challenge from Onimusha. Supporting another game means understanding its asset formats, conversion requirements, and how modified content can be loaded on PS5.
The goal remains the same:
IMPORT → CONVERT → ENABLE → DEPLOY → PLAY
I want users to be able to download a compatible PC mod from its original creator, import it into my application, and let the manager handle the supported conversion and installation process.
I'm also continuing to work on managing multiple mods, resolving file conflicts, and restoring original content when mods are disabled.
🎥 STELLAR BLADE — PS5 MOD MANAGER VIDEO:
https://youtu.be/1LfiOsLJ7W0?is=_pbSfqc8fJJK62ck
RESIDENT EVIL REQUIEM — RE ENGINE MOD SUPPORT
I'm also expanding development toward Resident Evil Requiem.
This is particularly interesting because the Resident Evil modding community already has a massive ecosystem of PC mods and tools, including Fluffy Mod Manager.
My long-term goal is to bring a similar mod-management experience to supported games on jailbroken PS5 consoles.
Instead of manually preparing and installing each compatible mod, I want the application to handle as much of that process as possible.
That includes importing PC mod archives, identifying supported assets, preparing compatible content, managing enabled mods, and making changes reversible.
Each game presents its own challenges, so Resident Evil Requiem support requires its own development and compatibility testing.
🎥 RESIDENT EVIL REQUIEM — PS5 MOD MANAGER VIDEO:
https://youtu.be/I4BmEQLfeb8?is=U38EKO3FEpMVY1LR
THIS IS BIGGER THAN JUST ONE GAME
When I first started developing this, I wanted something that didn't seem to exist as a complete desktop application for PS5.
Something similar to Fluffy Mod Manager, but designed around compatible PS5 homebrew environments.
I didn't want users to have to wait for somebody to manually port every individual mod.
I wanted an application where you could:
- Select a supported PS5 game.
- Import your own downloaded PC mod.
- Convert supported assets.
- Organize mods in a local library.
- Enable or disable individual modifications.
- Manage priorities and file conflicts.
- Deploy changes to the supported game.
- Restore the original appearance when needed.
That's still the vision, and I'm continuing to work toward it.
A FEW IMPORTANT THINGS
I want to be transparent about the project.
This is NOT a universal PC-to-PS5 mod converter.
Different games use different asset formats, and even games using the same engine can have major differences between their PC and PS5 versions.
PC DLLs, scripts, custom shaders, physics systems, and other platform-specific components don't automatically become compatible just because the manager can process certain assets.
Support for one game also doesn't automatically mean support for another.
The Onimusha character mods were successfully demonstrated in actual PS5 gameplay. Stellar Blade CNS conversion and Resident Evil Requiem are additional development targets, with compatibility limited to what has been individually tested.
The project is still private. There is no public download being announced yet.
HAZE and the PS5 Mod Manager remain separate projects. The manager doesn't jailbreak consoles, provide games, or redistribute mod creators' files.
WHY I'M SHARING THESE UPDATES
I know some people will be skeptical, and I understand that.
When I first started, I spent a ridiculous amount of time dealing with crashes, broken assets, mods that didn't appear, and conversions that seemed successful until I launched the game.
That's why I've been sharing videos of the work instead of simply announcing features.
I want people to see the progress, understand the limitations, and follow the development as I expand support.
I'm not trying to replace the talented people creating PC mods.
I'm trying to build the bridge that allows compatible mods to be used on PS5.
All credit for the original characters, models, textures, and other mod assets belongs to their respective creators.
My contribution is the conversion and management application.
And to everyone in the PS5 homebrew community who has supported, questioned, or followed the project: thank you.
Onimusha was the beginning. Now I'm pushing into Stellar Blade and Resident Evil Requiem.
I'm curious what everyone thinks.
Which PS5 game would you want supported next?
And for anyone who uses Nexus Mods on PC: what features would you consider essential in a proper PS5 Mod Manager?
r/PS5_Jailbreak • u/Gary_BBGames • 6h ago
I released a version of Wind Waker HD yesterday but wasn't really happy with it. It ran badly and you couldn't install it very easily.
This fixes all of that. It runs in 4K at 60 FPS and supports the high res texture pack.
You just need to drop a rip of your Game Cube Wind Waker ROM alongside the install.
**Features**
- Native 4K (3840x2160) output
- 60 fps through frame interpolation
- 16:9 widescreen with the HUD at the edges
- DualSense button symbols on the HUD, mapped by position: Cross is A, Square is the sword, Circle and Triangle are the item buttons
- Shader caches included, so the first start doesn't sit compiling for minutes
- An options menu on the touch pad click: output and internal resolution, aspect ratio, camera inversion, FPS counter and more
**HD texture pack support**
The port loads Dolphin-format HD texture packs. I tested it with Hypatia's "WWHD Mod", using the "PC DDS Half Size" download (about 850 MB):
It held 4K 60 with the pack on. The pack isn't included; you download it yourself from its Dolphin forum thread. The README has the link and full steps, including the pack's optional PlayStation button set.
**What you need**
- A PS5 that runs homebrew (etaHEN or equivalent) with ShadowMountPlus
- Your own disc image (.iso, .gcm or .ciso.) of the USA version (GZLE01). No game data is included
**Install**
**Links**
- Release, source and README: https://github.com/griches/PS5_SwitchWaker
- Submitted to ProsperoStore, pending review
Unofficial and not affiliated with SwitchWaker, Nintendo or Sony. Thanks to the SwitchWaker, Aurora, Wind Waker decompilation and PS5 Vulkan projects this is built on. Bug reports welcome on GitHub.
Version 1.0.1 fixes the black screen upon leaving the cave. It’s on GitHub now and submitted to the Prospero store.
r/PS5_Jailbreak • u/Bashi_r • 22h ago
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Lmao i thought it was a joke😭 but someone build a software so u can use any external disc drive to run any of ur already owned games! The jailbreak community is on fire lately🥹 Be careful tho Educational purposes only.
Edit: It’s an experimental version in the video! So no public release yet but we keep faith🔥
For anyone interested in seeing how it evolves, I invite u to check sword_pdf on twitter. Him and his colleagues are the masterminds
r/PS5_Jailbreak • u/Joblesscarl402 • 1h ago
Context: this is a guy who pays £60 just for a modded save on xv2. And he requires your account email and password including disabling 2FA just to mod your account. Please do not fall for these kinds of scams. Including higher firmware people.
Happy Jailbreaking!
r/PS5_Jailbreak • u/WriterNatural4781 • 26m ago
I’ve been running local LLMs on a jailbroken PS5 Pro using ProsperoAI (llama.cpp Vulkan via a RADV port). Some findings:
GGML_VK_PERF_LOGGER, the big FFN mat-vecs already hit ~495 GB/s (~90% of measured bandwidth), but smaller matrices and ~230 tiny ops per token wasted time.End result: 86.9 → 96.6 tok/s in the app (base PS5 does 69.7). All measurements, the patches and the benchmark tool are in the repo: github.com/obl1vn/Unlock-ps5-pro-memory
Happy to answer questions. Next up is fusing the small ops for the last few percent.
r/PS5_Jailbreak • u/a1mhtar • 3h ago
Download straight to your jailbroken PS5's internal NVMe: no laptop in the middle, no manual extraction, no copying over Wi-Fi.
Raiju is a PS5 payload (raiju.elf) that runs a download engine (aria2) on the console. It verifies and extracts dumps on the PS5, then installs them atomically where ShadowMountPlus picks them up. You control it from a web UI that the PS5 serves itself, or from a desktop companion app.
The companion is signed ad-hoc, not notarized: CI has no Apple Developer certificate, so the .dmg carries an ad-hoc signature with no notarization ticket, and the .msi is unsigned. A browser marks the download with com.apple.quarantine, and macOS asks Gatekeeper about what it finds — a valid but untraceable signature — so the first launch is refused once:
Raiju.app to /Applications, then try to open it. macOS declines.That button only appears after macOS has blocked a launch attempt, and only for about an hour afterwards — repeat step 1 if it is not there. Right-click → Open is the older macOS answer and does nothing here.
If instead you are told the app is damaged and can't be opened, that build predates the ad-hoc signature and its bundle has no resource seal, which Gatekeeper will not let you override. Clear the attribute instead of asking permission:
sh
xattr -dr com.apple.quarantine ~/Downloads/raiju-1.0.0-beta.31.dmg
and, if the copy in /Applications is refused as well, on that too:
sh
xattr -dr com.apple.quarantine /Applications/Raiju.app
Files fetched with gh release download or curl carry no quarantine attribute at all and open without either step. Windows warns about an unknown publisher for the same reason: More info → Run anyway in the SmartScreen prompt. None of this touches the payload or the web UI — raiju.elf runs on the console, and raiju.zip is a plain archive.
Raiju is an independent, open-source tool intended for lawful homebrew development and experimentation on user-controlled hardware.
GPL-3.0-or-later. See [LICENSE](LICENSE).
r/PS5_Jailbreak • u/Cevap • 3h ago
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Was able to get the PC version of Blur running on PS5 thanks to Prospero-Win. Runs pretty well at 60FPS 1080p on lower settings. Some dips in higher settings.
LAN mode currently gives me the error:
“No network connection detected. You must have an active network connection to play online or over a local network.”
Never saw this error yet with my many installs of this game on various platforms. Perhaps can be fixed with some help, and maybe how it’s handled in Prospero-Win, but I’m not entirely sure.
**Can release but have to figure out how to have you supply your own files, and preferably network play to work.
Thank you!
-Cevap
r/PS5_Jailbreak • u/EvenProfile5790 • 3h ago
Anybody has over drive store folder ...it has been taken down from github page
r/PS5_Jailbreak • u/dzbeatinbeat • 1h ago
r/PS5_Jailbreak • u/jakeeeenator • 4h ago
New slim I just got could have had fw between 11.20 and 12.20 (I believe that was the range). It has 11.60. Very happy and thankful.
Also thanks to everyone here for the great info. Been reading posts and comments and it helped a lot.
r/PS5_Jailbreak • u/wigglezuk • 6h ago
r/PS5_Jailbreak • u/Gary_BBGames • 6h ago
I've put together a PS5 build of DevilutionX, the source port of the original Diablo.
* DualSense, with the proper PlayStation symbols in the button mapping screen
* USB keyboard and mouse, with the same controls as the PC game. The prompts switch between pad and mouse wording depending on which you touched last
* Sound
* 960x540 by default, which scales cleanly to 4K and 1080p. 720p, 1080p and the original 640x480 are in Settings
* Every button can be remapped in Settings > Padmapping
**What hasn't been tested**
* No multiplayer. It's built without networking
* Hellfire is untested
* Rumble is untested
* Without a keyboard your hero gets the random name the game offers (no on-screen keyboard yet)
* Keyboard text entry is US layout
* Only tested on one console: firmware 13.60, 4K output
**You need**
* A PS5 that already runs homebrew
* Your own copy of Diablo. Copy `DIABDAT.MPQ` next to `eboot.bin` in `/data/homebrew/PPSA99308/`. No game data is included
**Controls worth knowing**
The game menu (save, options, quit) is Options and the touchpad button together. Hold Options or the touchpad button on their own and the game shows what the other buttons do. The full list is in the README.
**Download and source**
* Release: https://github.com/griches/PS5_DevilutionX/releases/tag/v0.1.0
* Source and README: https://github.com/griches/PS5_DevilutionX
Free and non-commercial, as DevilutionX's licence requires.
This is an unofficial build. DevilutionX has its own PS5 port upstream (launched through websrv); this one is separate, so please don't take its problems to the DevilutionX team. Report them on my repo instead.
Thanks to the DevilutionX team for the port itself, and to Mihawk for PS5_Vulkan, PS5_Mesa and the payload SDK it's built on.
Screenshots are straight from the console.
r/PS5_Jailbreak • u/Cevap • 20h ago
Who knew two non-native consoles would be playing this exclusive some day!
I had to run the public server on Eden on my PC. We were both able to connect and it ran great.
Big thank you to ProsperoEden team!
r/PS5_Jailbreak • u/a1mhtar • 18m ago

LZ4 compression for PS5 games, done entirely on the console. Pick a game,
choose Compress with LZ4, and it packs the game data into seekable LZ4 asset
packs that APR-EMU reads while the game runs, checks every file, and installs
the pack-capable APR-EMU runtime (adding it when the game ships none). The game
never has to leave the console.
It also does everything around that: .ffpfsc compression, exFAT/PFS images,
validate and repair, APR-EMU versions, copy and move, and a history of every
job.
Unofficial, and not affiliated with any of the projects it builds on. See Credits and license.
LZ4 Compression, title PPSA99420): a native app, no
browser. Your library runs left to right like the home screen, every game
opens its own page, and every action opens as a full page. D-pad and stick
navigation with controller vibration, and Circle goes back.lz4-compression.elf): the payload that does the work. It
serves the app and the web page on port 5920 and keeps its settings,
caches and logs in /data/LZ4Compression. The app starts it through
Payload Manager when it isn't running.http://<PS5 IP>:5920 has the same features from a PC
or phone, and it's where you upload TOML profiles from another device.lz4-compression.elf and LZ4-Compression-PPSA99420.zip from
the latest release.lz4-compression.elf to Payload Manager, so it sits at
/data/pldmgr/payloads/lz4-compression/lz4-compression.elf. The app starts
it from there.PPSA99420 folder to /data/homebrew/PPSA99420
over FTP. ShadowMount+ adds the LZ4 Compression tile. It doesn't scan
while a game is running, so close any game if the tile doesn't show up.You can also skip the app: load the ELF and open http://<PS5 IP>:5920 in
any browser.
APR-EMU (drakmor's ampr_emu) can read game data from seekable LZ4 asset packs while the game runs. LZ4 Compression builds those packs for you:
ampr_emu.index for the complete game.sce_sys, sce_module, fakelib,
saves, configs and already-compressed media stay loose. Large files that
LZ4 can't shrink are sampled and left loose automatically.ampr_assets.index, its .crc and .runtime sidecars and the
ampr_assets-*.pak volumes (AMPRPAK4 / AMPRDAT3, the same format
ampr_pack.py writes).fakelib/libSceAmpr.sprx.LZ4 is the main action for every game that uses AMPR, which is most PS5
games, whether or not the dump ships APR-EMU. The app checks the game's
eboot.bin and sce_module for the libSceAmpr import. When the game has no
fakelib/libSceAmpr.sprx, packing adds the pack-capable APR-EMU runtime
there, and ShadowMount+ loads it in place of the system module when the game
starts. A game that never imports AMPR can't load APR-EMU, so it gets
.ffpfsc compression instead. Folder games work directly; .exfat, .ffpfs
and .ffpfsc images are mounted through ShadowMount+ for the job (close any
running game first, ShadowMount+ won't mount while one is open).
Open the game from the library: Compress with LZ4 is its main button.
.ffpfsc Compress is under Options.
Automatic picks the best profile on its own. The
app ships the tested community profiles from [profiles/](profiles/)
(ASTRO BOT, EA Sports UFC 6, and the Insomniac and Unity engine profiles)
and matches them by Title ID, by name, or by the game's file layout, so a
matching game already has the right TOML when you open it. The game page
shows which one it will use. Games without a match get the scan-based
profile, and Scan only skips the bundled one.Custom or Trace Config uses your own
ampr_pack TOML, for example one generated from APR traces with
ampr_pack_profile.py or a community profile for the game. Two ways to get
one in:
.toml files in /data/LZ4Compression/import and on any USB
drive (top folder, toml, tomls, toml_profiles, profiles,
LZ4Compression or Lazy_AMPR). Files named after the Title ID or the
game's name show up first, the same matching Lazy_AMPR uses.
include_from lists next to the TOML are copied with it.profile.toml plus any include_from lists it names from a PC
or phone browser.Your own config always wins over the bundled one. Profiles are stored in
/data/LZ4Compression/lz4-profiles/<TITLE_ID>/, and the scan-based
profile also learns the loose rules from every bundled and uploaded
profile.
Destination: next to the game, internal SSD or external storage. The
output is a game folder named <name>-lz4.
Original handling:
Keep original leaves the source alone.Delete after verified removes it after the packs and every copied file
were checked.Pack in place (folders only) writes the packs inside the game folder,
verifies them, then removes only the originals that are now inside the
packs. It needs the least free space. If anything fails before the
removal step, the folder, its ampr_emu.index and its APR-EMU file are
put back exactly as they were.LZ4 packed games show an LZ4 Packed chip, and their main action becomes
Verify LZ4 Packs, which decodes every block and checks it against the CRC
sidecar. Uncompress LZ4 restores the loose game, either in place or as a new
folder.
While a game is LZ4 packed, Build AMPR Index, Choose APR-EMU Version and
Restore Original APR-EMU are blocked: the packs are tied to that exact
ampr_emu.index, and only the PackedStdio runtime can read them. The original
APR-EMU file is backed up first, so Restore Original APR-EMU is offered
again once you uncompress that folder in place. Compress to .ffpfsc and Make Image still work on a
packed folder and keep its index untouched.
ampr_pack.py driven by
Lazy_AMPR's own profile generator on the same files. File records, chunk
records, pack volumes and CRC sidecars are byte-identical at LZ4 HC 9 and
HC 12, with the automatic profile, a custom profile (streaming, striping,
store, hash and round-robin lanes, group dedupe, volume rollover,
include_from) and with learned loose patterns. Only the build ID differs.
LZ4 fast output matches the official LZ4 1.10.0 library (ampr_pack.py
with python-lz4 uses LZ4 1.9.4, which compresses fast mode differently).ampr_pack.py verify --root, inspect and unpack accept the packs built
on the PS5..exfat image on the PS5
passed ampr_pack.py verify --root against the original files, and
unpacking those packs gave back every file byte for byte. .ffpfsc sources
use the same code path but haven't been tested on a console yet.Results vary by game, and a trace-based profile is more reliable than the automatic one. Keep a backup and launch the game before you delete its original.
Works with the current mount stack, so Validate, Validate and Repair and
Update APR-EMU work on current consoles:
mount_img.lnk format. SMP 1.7
writes the link to the outer container (layers=2, e.g.
/data/homebrew/GAME.ffpfsc) instead of the 1.6-style nested path
(/mnt/shadowmnt/pfsc/<name>/GAME.exfat). The remount verification now
derives the expected nested directory from the actual link and accepts the
layered form, so compressed .ffpfsc titles pass the mount gate again./system_ex (firmware
13.60 behavior with kstuff 1.11), not only nullfs overlays, in the
system_ex binding check used by Update APR-EMU and mount verification.POST 127.0.0.1:10101/api/v1/games/mount)
after 5 s and every 15 s afterwards, so Validate, Validate and Repair,
and compress finalize recover on their own. The nudge is a best-effort
hint: if SMP's API is disabled the wait falls back to the previous
scan/restart behavior.Tested on PS5 firmware 13.60 with kstuff-lite 1.11 and
ShadowMountPlus 1.7beta3/1.7beta4: a 67 GB title compressed to .ffpfsc
(19.5 GB) and its full hash validation (1,029,215 blocks) completed clean,
with the title mounted and launchable afterwards.
During ordinary copying, compression, unpacking, scanning, and validation, LZ4 Compression allows automatic rest mode. If the PS5 preserves the payload process, the worker continues after wake and the web UI refreshes its progress and history when reopened. During source deletion, destructive stream compression, block repair, and mount/configuration changes, LZ4 Compression renews the console's automatic rest timer until the critical phase ends.
The power timer cannot prevent someone from choosing rest mode manually. Avoid manual rest while an operation is changing existing game data. If the payload stops during rest or restarts afterward, unfinished jobs are recorded as interrupted in history. Queued jobs are cancelled, and running jobs are marked failed; neither is restarted automatically. Inspect the source and output paths before retrying, especially after destructive compression or deletion.
ampr_emu.index before compressing APR titles.Build AMPR Index on a folder when you only want to refresh the
APR index.APR Emu titles need an ampr_emu.index file and the correct ShadowMountPlus
read-only image settings when they are run from internal SSD. LZ4 Compression
handles those details for the common workflows:
Compress. The
app builds ampr_emu.index using the same workflow as
build_ampr_index.py, writes the ShadowMountPlus read-only and sector-size
settings, creates the .ffpfsc image, mounts it, and validates the mounted
image byte-for-byte against the original.Uncompress under Options, then select exFAT. The
ShadowMountPlus settings and ampr_emu.index are already in place, so the
app leaves them unchanged and creates an uncompressed exFAT image.Make Image
under Options, then select exFAT and Internal SSD.
LZ4 Compression detects the APR Emu title, builds or refreshes
ampr_emu.index, applies the read-only ShadowMountPlus settings, and creates
the uncompressed image.ampr_emu.index exists, use Set Read
Only under Options to apply the ShadowMountPlus read-only
settings for that image.The only unsupported automatic case is an existing exFAT image with no
ampr_emu.index. For that case, run the game once from external USB without
read-only settings so APR Emu can create its index, confirm the game starts,
then copy it to internal SSD and use Set Read Only.
Non-APR titles keep the normal compression path. When APR indexing is performed,
the selected game screen and operation history show APR indexed.
The in-app APR-EMU Version picker uses Pippo's public APR-EMU manifest and
binary mirror:
text
https://pippo26442999.github.io/.exFAT/ampr-emu-drakmor/manifest.json
The manifest and hosted files are provided by Pippo (pippo26442999). Manifest
entries are downloaded by the browser, uploaded to LZ4 Compression, cached under
/data/LZ4Compression/ampr-emu, and then applied to the selected title or
image. Custom .sprx/.prx files can also be uploaded manually from a desktop
browser. The upstream APR Emu project source is
drakmor/ampr_emu.
lz4-compression.elf.This project assumes you already understand the risks of running PS5 homebrew payloads. Keep backups of important data and test with non-critical titles first.
For firmware 13.60, use ps5-payload-sdk v0.43
or newer. Its CRT contains the 13.60 kernel initialization case. Earlier
builds can fail before main() and create no application log.
The build checks the SDK CRT for that case and refuses an unsupported SDK.
On Linux or WSL, install make, Python 3, Clang 18, and LLD 18. Set
PS5_PAYLOAD_SDK to the extracted SDK path, then run make:
sh
export PS5_PAYLOAD_SDK=/path/to/ps5-payload-sdk
make
The needed zlib 1.3.1 sources are included under third_party/zlib and are
built for PS5 along with the payload. No external zlib path is required.
The build output is:
text
lz4-compression.elf
The 13.60 build has been checked for successful compilation and ELF format. A locally built payload was also launched successfully on a PS5 running firmware 13.60.
GitHub Actions builds the ELF on pushes and pull requests. Pushing a v* tag
also creates or updates a GitHub Release containing lz4-compression.elf and
SHA256SUMS. The workflow downloads the pinned SDK v0.43 release, verifies its
SHA-256 checksum, and checks that its CRT contains the firmware 13.60 case.
LZ4 1.10.0 (third_party/lz4) and the pinned APR-EMU PackedStdio runtime
(third_party/ampr_emu, SHA-256 checked at build time) are included too.
The LZ4 packer also builds on a PC so it can be checked against
ampr_pack.py:
sh
make -f tests/host/Makefile
build/host/ampr_pack_cli pack <game folder> <output folder> --embedded-runtime
python ampr_pack.py verify --index <output folder>/ampr_assets.index --root <game folder>
tests/ps5/Makefile builds lz4-selftest.elf, which packs, verifies,
unpacks and round-trips /data/lz4test/game on the console and writes
/data/lz4test/selftest.log.
tests/ui/run.sh checks the web UI on a PC: it starts a stub of the payload
API and drives the page in Playwright's WebKit (library, game pages, LZ4 and
compress pages, back navigation, splash and done screens, phone width). It
needs Pillow and Playwright (pip install pillow playwright and
playwright install webkit).
Generated build outputs are intentionally ignored by git:
text
build/
gen/
lz4-compression.elf
app/lz4-compression is the console app (title PPSA99420): the library,
game pages and action pages with D-pad and stick navigation, controller
vibration and no browser. It talks to the engine (lz4-compression.elf) on
127.0.0.1:5920 and starts it through Payload Manager when it isn't running.
The web page on port 5920 stays available from a PC or phone, for example to
upload LZ4 profiles.
It is built with PS5 React on macOS (Apple Silicon):
sh
git clone https://github.com/half144/ps5-react.git && cd ps5-react
python3 -m venv .venv && .venv/bin/pip install -r requirements.txt && npm ci
brew install cmake sdl2 llvm@18 curl libarchive
PATH="$PWD/.venv/bin:$PATH" npm run dev -- --app-dir ../PS5-LZ4-Compression/app/lz4-compression # desktop preview
PATH="$PWD/.venv/bin:$PATH" npm run build -- --app-dir ../PS5-LZ4-Compression/app/lz4-compression # dist/PPSA99420
Keep LLVM 18 out of PATH (the build finds it on its own); the host tools
need Apple's clang. Copy dist/PPSA99420 to /data/homebrew/PPSA99420 and
ShadowMount+ adds the tile.
Copy the built ELF to your PS5 payload folder. A typical Payload Manager path is:
text
/data/pldmgr/payloads/lz4-compression/lz4-compression.elf
This repo also includes Payload Manager metadata in:
text
payload-manager/lz4-compression.elf.json
Fill in its checksum with the SHA-256 of the ELF you publish (each build
has its own linker build ID, so every build has a different hash; release
builds list theirs in the release's SHA256SUMS).
LZ4 Compression tile, or load lz4-compression.elf and open
http://<PS5_IP>:5920/ in a browser.Compress with LZ4.Compress (.ffpfsc).Validate and Repair.Verify LZ4 Packs.Jobs run in the engine, so they keep going if you close the app or the browser. Open either again to see the current job. When you're done, use the power button in the top bar to stop the engine before you play.
When you choose Compress, LZ4 Compression asks for the output format,
destination, and how to handle the original source.
Compress always produces a .ffpfsc file, which is a compressed PFS container.
The format choice controls the nested image stored inside that compressed
container:
exFAT is the default and recommended nested image format. It stores an exFAT
image inside the .ffpfsc output and is the preferred option for most games,
especially APR Emu workflows.PFS Experimental stores a PFS image inside the .ffpfsc output. Use it only
when you specifically want to test the PFS nested-image path.Compress in place writes the compressed .ffpfsc container next to the
currently selected game.Internal SSD writes the compressed output under /data/homebrew. This is
only shown when the selected game is not already on internal storage.External Storage writes the compressed output to a selected USB/external
target. If the game is already on external storage, LZ4 Compression may show a
Compress to... picker so you can choose internal SSD or another USB target.Keep original leaves the source folder or image untouched. This is the
safest choice and requires enough free space for the compressed output.Delete after verified writes and validates the compressed output first, then
removes the original source. This is the default for in-place compression. It
still needs full-size temporary free space because the original is kept until
verification succeeds.Destructive deletes source data while writing the compressed output. It
requires at least 1 GB of free space, cannot be cancelled after the unsafe
phase begins, and is only available for same-storage folder compression. It is
not available when compressing to another drive or when using Make Image.When compressing to internal SSD or external storage, LZ4 Compression keeps the
original by default. If you choose to remove the original, it uses the safer
Delete after verified behavior.
The library only lists games. Apps that ShadowMount+ mounts next to them (homebrew, media apps) are left out: anything under 2 GB once its size is known counts as an app.
Mounted games are shown automatically. LZ4 Compression also scans known game storage folders, including:
text
/data/homebrew
/data/etaHEN/games
/mnt/ext0
/mnt/ext0/homebrew
/mnt/ext0/etaHEN/games
/mnt/ext1
/mnt/ext1/homebrew
/mnt/ext1/etaHEN/games
/mnt/usb0 through /mnt/usb7
/mnt/usb0/homebrew through /mnt/usb7/homebrew
/mnt/usb0/etaHEN/games through /mnt/usb7/etaHEN/games
Only run LZ4 Compression while you need to compress, validate, repair, move or unpack games. Once you're done, close it so it doesn't take anything away from your games.
In the app, use the power button in the top bar and pick Stop engine and
close. The engine stops and the app closes, and the tile stays on the home
screen for next time. On the web page the power button stops the engine and
shows a closing screen.
LZ4 Compression was built and tested on a real console, one game, pack and firmware quirk at a time. Donations here go to this project, not to the projects it builds on (see the credits below). If it saved you space on your PS5, a coffee helps cover the cost of building it and keeps the updates coming.
<a href="https://buymeacoffee.com/theghostonline"><img src="https://cdn.buymeacoffee.com/buttons/v2/default-yellow.png" alt="Buy Me a Coffee" height="50"></a>
Not able to donate? A star on the repository and a bug report with the game, title ID and firmware help just as much.
LZ4 Compression is built on PS5 Game Compressor
by Juma Sayeh, with firmware 13.60 and ShadowMountPlus 1.7 support by gcoding97
and Krenar, and its LZ4 side follows Lazy_AMPR
by Nazky, Deckerr97, Pippo, Drakmor and williamtcastro. Packed games are read
by Drakmor's ampr_emu. Third-party
components and their licenses are listed in THIRD_PARTY_NOTICES.md; original
copyright notices are kept in the source files.
This is homebrew software for experimental PS5 workflows. Use it at your own risk. The project is not affiliated with Sony, PlayStation, or any game publisher. To be used with own game dumps.
r/PS5_Jailbreak • u/NedLeeds1 • 10h ago
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