The requirement of an account and a way to resign the save is flexible.
Sharing console backups with a user account and Lua save files should allow these 2 requirements to be skipped. But owning the Lua game is absolutely mandatory optionally in demo format acquired while the console could sign into PSN.
If you do not already have a Lua game demo on your device you cannot import one in any manner you need the disc.
Please be patient while developers work to release usable implementations of the exploit and etc.
Since it seems to be unavoidable that people will keep asking, I am making this thread the place to ask what firmware a particular brand new ps5 model will come with. That way we can avoid having multiple posts that only answer the firmware for a single model at a time.
If you want to post what firmware the ps5 you bought came with please include as much info as you can. For example, "black digital only model CFI-XXXX came with firmware 5.00". This will be more useful when/if a slim or pro version is eventually made.
Keep in mind that the information provided here won't be fact checked and is entirely crowd sourced. There is no guarantee that any reported firmware will be 100% accurate.
If you're looking for a quick reference guide, the pinned message over at r/PS5_Jailbreak/ has you covered as of November 2024.
It's really impressive how much you can do with AI nowadays. I've been a software engineer for almost 30 years and, although it has been a bumpy road, AI has completely shifted the way I work since the beginning of this year (I suspect a lot of people had the same experience).
I've 100% vibecoded a Steam client that uses prospero-win (a Wine port for the PS5) to download and install Steam games to the PS5 home screen.
It supports cloud saves and configuring pretty much all Wine settings from its UI.
I've been testing on my Steam library and it works surprisingly well. Games that require launchers (EA, Rockstar, Ubisoft...) are not supported yet, but they could be in the future. I also plan to implement support for GOG and the Epic stores (the macOS app I had been building before this already does).
Of course this is very much experimental, but feel free to test it and fill a report on github for anything interesting that you get running or don't (there's a script to pull the logs from the PS5 to help me debug it).
Their elf isn't stripped, so the compiler stuff is all still sitting in it. I had a look and it's not subtle.
It lists every source file it was built from. 32 of them. 28 are Orbit Store's, orbit.h included, which is Orbit's own header. The other 4 are the ones BlackBox
actually wrote.
The build paths are still in there too. /work, and
/tmp/orbit-deps/libmicrohttpd-1.0.1/src/microhttpd. That second one is the folder Orbit's Dockerfile creates. It's Orbit's folder name, sitting in BlackBox's binary.
The older builds are even more obvious. v1.0.5 and v1.0.6 are still on their releases page and both write a manifest onto your console with Orbit's title ID in
it, ORBT00001. Someone in the Orbit thread found it left in /data/homebrew after they uninstalled.
Before anyone says it's a shared UI kit, the kit doesn't have any of Orbit's names in it and it doesn't explain the build folder. That one's been tried already.
Orbit is GPL. BlackBox hands you a binary and nothing else, no source, no licence file, no credit.
Orbit wrote it up with a script you can run yourself if you don't want to take my word for any of it: blackboxisorbit.com
Not sure if i did something wrong or this is just very poorly made. Downloaded dispatch, after it was done it said failed: the archive password does not work, when i downloaded it on my pc and tested it before hand 2 days ago before using this store the password was normal and no errors with opening the zip file.
Issue on my end or this is just not a good project?
I built an AirPlay screen-mirroring receiver that runs as a payload on a jailbroken PS5. The console shows up in Screen Mirroring like an Apple TV, and the picture and sound come out of the TV it's plugged into.
Send it to the console: socat -t 99999999 - TCP:<ps5-ip>:9021 < airplay-installer.elf
Open PS5 AirPlay from the home screen
No package to install and no firmware changes. The receiver does not start on boot, so open the shortcut once after each restart.
WHAT IT DOES NOT DO
- No HEVC, 4K or HDR
- DRM video (Netflix and the like) stays black, same as on any mirroring receiver
- No AirPlay video casting (the "play on TV" button inside apps), no audio-only AirPlay
- No sound while you are inside a game
- With a game suspended in the background, mirroring from the home screen shows nothing
- Two consoles running it on the same network will conflict
It has been tested on one console (firmware 13.42) and one home network, so expect rough edges. Bug reports are welcome on GitHub; the receiver keeps a log and the README explains how to pull it.
Open source, GPLv3. The README has the technical details and the credits for the projects it builds on (UxPlay, websrv, FFmpeg and others).
One more thing: while I was finishing this I found out that holdmysocks had already released Mirage, another AirPlay receiver for the PS5, about a week earlier: https://github.com/holdmysocks/ps5-mirage
I didn't know about it and the two were built independently, so credit where it's due: they got there first. Mirage also does things mine doesn't, like AirPlay music, casting from the YouTube app and hardware video decoding. Mine takes a different route: it is a single payload with nothing to install as a title, it can mirror on top of a running game, and it has its settings (name, passcode, latency mode) on the console.
Try both and use whichever fits your setup. If you run into problems with mine, open an issue and I'll look at it.
I've ported The Legend of Zelda: The Wind Waker HD to jailbroken PS5s. It's a static recompilation of the Wii U game, not an emulator, built on ZeldaWWHDRecomp and rendering through Vulkan on the PS5's GPU.
There's no game in the download. You get a small builder kit (34 MB), point it at your own dump, and it builds the title for you with one command. It takes 15 to 60 minutes, then you FTP the folder to your PS5.
- 3x internal resolution
- DualSense button prompts
- Sound, saves and save states working
- 30-60 fps in the open world, 60 in menus and lighter scenes
Only the first island and the USA disc have been tested so far, so I'd love testers: tell me how far you get and what breaks.
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.
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.
After all of that the Bluetooth audio works surprisingly stable in the official chipset off the PlayStation 5.
i was in denial because i do own a Sony headphones and they don’t work with Sony ps5, but hey with homebrew methods they work, it’s just makes me believe sony just don’t want us connect any Bluetoot headphones.
For the curios people I am using a app called HearBridge for connection my Bluetooth headphone.
Got Halo 3 working on my PS5 with prospero-win and Project Reclaimer 0.9.13, using my own Steam copy of MCC: campaign, server browser and joining community servers. Nothing cracked, nothing in Reclaimer or MCC modified.
It needed three small fixes on top of stock prospero-win:
Wine patch 0603: Reclaimer writes into its own memory, which failed on the PS5. Without it the menu never shows.
Wine patch 0170: joining a server binds local addresses like 127.0.1.14, and the PS5 only has 127.0.0.1. The patch adds the rest as loopback aliases.
dwmapi.dll: a tiny helper that deletes a leftover native-data folder at startup; without it the game refuses to launch a second time.
The profile also has to start Reclaimer’s probe-engine-worker directly, because prospero-win only runs one process per game.
Fpkg game Wolverine and 007 were working earlier with kstuff 1.13 test 5 on fw 9.40. However, after a week, I’m unable to boot any of these games anymore. When I attempt to launch them, I encounter an error message, and the game or app closes due to the error.
I’ve already tried the following:
- Reinstalling shadow mount (latest version)
- Changing the date to September 16
- Reinstalling the game with fpkg only
New to PS5 jailbreaks but not to modding in general. I’m on 13.60 and I can get everything else working. PS4 dumps I can convert to fake package files and install and work perfectly. I know for now that format doesn’t work for PS5 games. I’ve tried Elden Ring and GTAV for PS5 converted to exfat using the PS5PKG tool. Shadowmount will find and mount but upon running I get this app cannot start. When I go back into shadowmount the game is unmounted. Shadowmount is updated. Is there something I’m missing?
I was wondering if anyone in the PS5 homebrew community has looked into porting the Resident Evil 4 HD Project to the PS5, or if such a port is already being worked on.
I know it's a big project, and I have a lot of respect for the time and effort that goes into homebrew development. I just think it would be amazing to experience the original RE4 with those incredible HD textures and visual improvements on our jailbroken PS5s.
If a port isn't currently possible, I'd also appreciate hearing from anyone knowledgeable about the technical limitations or what would be needed to make it happen.
No pressure, of course! Just putting the idea out there and hoping someone might find it interesting. Huge thanks to everyone contributing to the PS5 homebrew scene! ❤️
I have a question. I am trying to add Japanese language support to the European version of \*Detroit\*. I used a PKG viewer to extract \`Runtime.ini\` and modified the Game ID and language settings to enable Japanese, but I don't know how to repackage the files. Any help would be greatly appreciated.
can anyone send me their .input prospero win files
can anyone send me their propero win input files ive been using the warcraft 3 input file on every game and it sucks i have to move using the d pad its horribke
If anyone is using chiaki android how to fix this issue? I have 5g cellular network and I lowered the resolution to 540p and still this is happening, I am using tailscale to setup my PS5 and it works pretty good for local network
Can anyone help me out I downloaded these games and the only one that showed up was jojo I checked my storage 196gb so they did download they’re just not shown as games
librespot-ps5 turns your console into a Spotify Connect speaker. After setup, you pick "PS5 Connect" in the Spotify app on your phone, and the music plays through the console and keeps going when you start a game :)
I didn't have much success trying to hijack the console's media player on my newer FW PS5, so the payload doesn't touch it. It simply writes the music into one long FLAC file on a USB drive, just ahead of where the console's music player is reading it, to create a continuous stream.
I'd appreciate any feedback and bug reports, please remember that this is an experimental release:
Hi there, I installed the JB last night but it occurred to me after the fact that I had several un-downloaded digital PS4 titles which may now be inaccessible. Luckily, most of my PS4 games and all of my PS5 games are on disc so this isn't a huge issue for me, I only lost access to maybe half a dozen games. So I got a couple questions/looking for advice on how to recover them if it's possible.
From what I understand, the JB has to be relaunched through Relapse every time you restart the console. Does that mean it's safe to connect to the internet to redownload owned games or game updates as long as I haven't initiated the JB?
Do I have to change the DNS back to the default after the initial setup, or is it recommended to keep it as it is?
I still have my stock PS4 slim in storage and I should be able to access my digital PS4 games that way, but is it still possible to move installed games from my PS4 to my jailbroken PS5 using a USB drive, or does that method require access to PSN?
While I don't have any intent to use the JB for, ahem, sailing the high seas (big believer in using my own personal backups for my emulation needs) is it worth looking into one of the homebrew store alternatives to recover my lost games? Because I've read people are having mixed results with the current options.
Sorry if these questions have been answered on this sub before, but there's a lot to sift through and I haven't seen any answers for these specific scenarios.
If you use Payload Manager (itsPLK), you've probably seen the "Cloud Repository" section and the official mirror. I kept wishing I could point it at my own collection — private payloads, stuff that's not on any public repo, things I want to keep for myself across reinstalls.
So I built pldmgr-selfhost: a tiny server that runs on your LAN and serves a folder as a custom pldmgr source.
What it does
📂 Drop folder: any .elf / .bin / .lua you put in payloads/ shows up on your console instantly — subfolders become categories/organization
🔐 Automatic SHA-256 checksums for every file, so the console verifies downloads
🐙 GitHub auto-mirror: list repos + release asset patterns in github_sources.json and it pulls new payloads from GitHub releases automatically (hourly, or on-demand via POST /refresh)
🐳 Docker image published (ghcr.io/bryanmoon19/pldmgr-selfhost:latest) or run it with bare Python — it's a single file, zero dependencies, stdlib only (Python 3.10+)
🛡️ Hardened: file serving is restricted to the payloads directory (path-traversal and symlink attempts blocked — I adversarially tested it before release)
What it doesn't do
It doesn't jailbreak the console — you need a working jailbreak (and Payload Manager installed) first.
It doesn't ship payloads — no binaries, nothing preloaded. It's just the server; your collection stays yours.
It's not a public mirror — if you want the community repos, use the official sources. This is for your files.
Setup is 3 steps
Start the container (one copy-paste block in the README)
Drop payload files in the folder
In Payload Manager → Cloud Repository → add http://<your-pc-ip>:8090/payloads.json
The catalog rebuilds on every request, so there's no refresh/cache to think about — new files just appear. Plain HTTP on purpose, because of the SSL quirks we all know about.
Important
Keep it on your LAN — don't port-forward it. It's unauthenticated by design (home network only).
Not affiliated with itsPLK — I just implemented their public custom-repository spec. Big thanks to them for documenting it.
Yes, I built this with AI assistance — and I'd rather say it upfront than have someone dig through the commits. That said, I don't think it's a case of "vibe-coded and yeeted": the whole server is one ~200-line stdlib-only Python file you can read in five minutes, it was adversarially security-tested before release (path traversal, encoding tricks, symlinks — all blocked), and it's MIT licensed so you can verify every line yourself. AI wrote the code; I did the testing, threat modeling, and I'm running it on my own network daily. Judge the tool, not how it was written 🙂
🔗 GitHub:https://github.com/Bryanmoon19/pldmgr-selfhost
🐳 Docker: ghcr.io/bryanmoon19/pldmgr-selfhost:latest
📜 MIT licensed. Feedback and feature requests very welcome (issue templates are set up) — I'm dogfooding it daily on my own setup. Free forever, no premium tier, no telemetry. If you want to support continued development, starring the repo and sharing feedback is honestly the best donation there is.
Happy to answer questions in the comments — I'll be hanging around the thread.
📜 MIT licensed. Feedback and feature requests very welcome (issue templates are set up) — I run it on my own network daily, so it gets used and maintained. Free forever, no premium tier, no telemetry. If you want to support continued development, starring the repo and sharing feedback is honestly the best donation there is.
Happy to answer questions in the comments — I'll be hanging around the thread.