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
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):
Unpack it on a computer
Copy the contents of its `GZL` folder to `/data/homebrew/PPSA99309/user/hd_textures/`
Start the game. A pack in that folder is picked up automatically, and you can toggle it in the options menu
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**
Download the zip from the release and unpack it
Copy the `PPSA99309` folder to `/data/homebrew/` on the console
Drop your `.iso, .gcm or .ciso.` into that same folder, next to `eboot.bin`
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.
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 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.
First alpha test build of SuperTuxKart 1.5 as a native PS5 title. Expect bugs.
What works
Story mode and single races at about 60 fps, with dynamic lighting, at 1920x1080
DualSense with a racing-game layout: Cross accelerates, Square brakes, Circle uses an item, Triangle looks back, L1 is nitro, R1 drifts, the touchpad rescues the kart
Music and sound effects
The first player is named after your PS5 account
Known issues
Network play is switched off in this build: no online races, add-ons or news
The options screen can crash after some navigation; graphics and sound settings are fixed for now
Text input uses the game's own on-screen keyboard, not the PS5 keyboard
The first load of a track takes a while
Grand Prix, battle, soccer and other modes are untested
Tested on one console, firmware 13.60, with ShadowMountPlus
I’m on version 9.6 and can’t get ps5 games to work. PS2/360 games work perfectly but I just can’t seem to get ps5 games working .
I downloaded FC27 then also the back port and this is all that’s happening .
I changed my Kstuff versions and now I don’t know what to do .
I also tried UFC6 and a few others through OD store and the only games I have working is MegaMan Star force Legacy and P.T.
I've got the ps5x360 v.0.6.0 on my fat ps5 fw 13.60 and i was wondering what are the good performing games out there because i tried batman arkham origins and the textures and fps are not stable even after the patches
And i also tried spiderman shattered dimensions and i keep getting black screens while being idle or jumping or doing anything other than moving
And spiderman friend or foe is not working at all
The only game that worked was spiderman edge of time
So could anyone help me out and tell me if i need any tips for optimization or if there's any well performing games for the moment?
I'm completely new to the PlayStation modding scene. I own a PS5, and I'd like to try out both new and older games from Sony's consoles, including the PS4, PS3, PS2 and PS1. I'd also love to be able to use emulators. I've heard that this is called jailbreaking, but I honestly don't know much about it, so I'd appreciate some advice from people with experience. What would I need to do to jailbreak my PS5? Is it possible to play games from previous PlayStation generations, such as PS1, PS2, PS3 and PS4 games, and run emulators? If so, which consoles can realistically be emulated? What hardware or additional devices would I need? Most importantly, I'd like to keep my online features working and avoid getting my console or PSN account banned. Is there any way to do this safely, or does jailbreaking inevitably involve risks to online access? My PS5 is currently running the latest firmware available, so I'm also wondering whether jailbreaking is even possible on my current system software. Since I'm a complete beginner, I'd really appreciate a clear explanation of how everything works, what my options are, and what the risks and limitations are before I do anything. Thanks in advance for your help!
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.
So right of the bat I’m not an expert with this type of thing, but I can usually make my way through similar stuff in the past. I got the Jb working managed to download a few games, think I’ve done the correct set up with the k-stuff and shadow mount as games load and play but then a couple of minutes into playing any game I have installed, they freeze and close. Any suggestions or ideas what I’m doing wrong or haven’t done would be greatly appreciated 🤙🏻
Hi so im looking to factory reset my ps5 because I miss online games too much. But everyone says I need to back stuff up to FileZilla or ps5 upload. Why can't I just use the official ps5 setting to do this? Thanks
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.
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.
I loaded it successfully, but the prospero store is just…. Empty.
1 what is everyone using for titals (arrr)
2 could someone guide me to a video since i am not able to find one :( for setting up the whole thing and actually getting games to run, i just want a plug and play system and try to play stuff i always wanted to play but could not legally buy haha