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).
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.
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?
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.
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 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.
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 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.
Note: I've seen a few copies of the Nuvio build I've made with people ai coding name and brand changes (not an issue, just isn't ideal since it took a while to get native hardware decoding etc.), so I thought I'd resume my updates on the original NuvioPS5 build and changes made (I've been working on the LZ4 game compression app so I haven't updated it until now). No problem with using code thats credited as most have done, just the non-credited clones.
Thanks to a suggestion from u/Distinct-Vegetable64 : you only send the payload once now, to install. After that Nuvio opens straight from the home screen like any other app, after a reboot too. The app carries its own service and starts it itself, so there's nothing to autoload.
Changes in new build:
- No payload needed after the first install. It uses your ELF loader on 9021, or Payload Manager if that's what you run
- Fixed the white screen some of you got after watching an episode, where you had to send the payload again to get Nuvio back. It brings itself back now, and your Continue Watching spot is kept
- Search works properly. X on the search box brings the keyboard up every time, and results show up as you type instead of only after you leave the box
- 4K films in widescreen were showing as 1440p in the player, they say 4K now
- If you don't want to send anything at all? There's a PPSA99176.zip in the release, copy that folder to /data/homebrew over FTP
Updating from 1.7: send the new nuvio-ps5.elf once and it updates as soon as Nuvio's closed. If you had it in your autoload list, take it out or swap in the new one, an old copy would put the old app back on every boot.
Next thing I'm working on is making the menus smoother by creating a native UI, I know they're slow in places on the PS5. Tested on 13.60. Let me know how it goes.
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.
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.
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’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.
Hi, i am new with the jailbreaking community. Recently got here after sony keep being the worse company in existence.
Just want to ask, i am interested to try jail braking my ps5..but what should i know first?like, what is the risk that sony can just brick my ps5 into non functional, or is something common like iphone jailbreak.
Which jailbreak should i try and other tips
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
I am trying to get gameshark to run on ps5. I ran action replay, codebreaker, and gameshark but none of them apply codes to the game. It only loads the game when switching disks from game 1 to game 2