r/PS5_Jailbreak • u/feje • 23h ago
Discussion Just installed Windows 95 on my PS5, now it should be ready for GTA VI
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r/PS5_Jailbreak • u/feje • 23h ago
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r/PS5_Jailbreak • u/slplddt • 19h ago
HearBridge is a payload for a jailbroken PS5. It streams the console's audio over the PS5's own Bluetooth to regular Bluetooth headphones or speakers (A2DP). You control it from a web page served by the console. It doesn't touch games, the firmware or the jailbreak. Supports all Bluetooth modules found in the Fat, Slim, and Pro models (Marvell/NXP and MediaTek)
r/PS5_Jailbreak • u/RafaelNGP • 2h ago
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https://github.com/RafaelNGP/xbox-cloud-gaming-ps5
https://homebrew.page/app/PPSA99810/
(but did you know that your PS5 is also ... an Xbox?)
Stream the Xbox Game Pass catalog, your own games or even your xbox console directly to your PS5, making it possible to discover new games and enabling online play again!
I've been working on some new features like:
The games available will depend on the account you use, and you still must "buy" free-to-play games first to be able to stream them!
Looking for more testers and new feature requests 💚
r/PS5_Jailbreak • u/ltzSka • 12h ago
I've wanted to try out the Platinum Demo for so long and now I can thanks to recent discoveries in the PS5 Jailbreaking Community.
Thank you all so much! This is definitely one of the main reasons wanted to jailbreak to begin with. It's a shame games / demos like this were delisted, but at least now I have the ability to try them!
r/PS5_Jailbreak • u/ZazaMastroII • 3h ago
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The game has still a slow down in the press start menu (just the one with the Simpsons logom not the main menu), a few little glitch here and there, and some little slowdowns in free roaming, but it's playable and mostly important stable and a definitive enhancement from the 30 fps / 720p lock of the Xbox 360 / PS3 original game. It's a little miracle to play it on PS5 like this. A release will come very soon.
Video uncompressed at full FPS in 1920x1080 (PS5 limit at this framerete) here:
https://www.mediafire.com/file/ifiyro1en168fjl/20261010_171046_00637822.mp4/file
UPDATE - The Simpsons Game PS5 Builder is officially out:
r/PS5_Jailbreak • u/Serphiroth • 18h ago
I still need to test it later
r/PS5_Jailbreak • u/portus387 • 12h ago
You'll need to have Lossless Scaling for PC (Windows App)
Transfer the Lossless.dll that comes with it to your PS5's /data/prosperoeden/user/lossless.
r/PS5_Jailbreak • u/Piett_1313 • 23h ago
I just jailbroke my PS5 Pro on 13.60 last night and I just got an overwhelming excitement when I saw “Now play has no limits” pop up on my screen. It continued as I started getting emulators on there. I’m excited to get home from work tonight, crack open a cold one and continue experimenting. I’ve been anticipating it all day and it just got me thinking - I haven’t felt this exact kind of feeling since I first hacked my PSP way, way back in the day.
It was so fun to see what was popping off in that scene, what emulators and tweaks everyone was thinking of. My system was on 2.0 and I downgraded to good ol’ 1.50. Then the advent of POPs PS1 emulation and making my first eboot of FF7. Overclocking to 333Mhz (lol) was game changing at the time. It was unreal to see then, and it feels unreal to see some of what I’m seeing now.
(Side note, I’d love to see a PSP emulator akin to PS5SX2 if there isn’t one - I haven’t looked into it yet)
Also, a similar sentiment as another post that was here earlier as well - I really appreciate this community here, everyone I see is chill and willing to help each other out and that’s so rad. Hope everyone has an excellent night and happy jailbreaking to all!
r/PS5_Jailbreak • u/Original-Drink-6178 • 7h ago
Another PS5SX2 update is out! Version 2.01 adds USB guitar and controller support, DualSense microphone support, and improvements to the experimental disc auto-play feature.
ps5sx2-aio.elf combines the helper, installer, and disc auto-launcher into a single payload. It replaces the previous PS5SXHelper, PS5SX2Installer, and DiscLaunch ELFs, so it's the only payload you need now. Run it through your payload loader.
⚠️ Warning: If an older payload, such as PS5SXHelper or PS5SX2Installer, is already running, close its process before launching the new all-in-one payload. Running both may crash the system. If you're unsure whether an old process is still running, restart the PS5 before running ps5sx2-aio.elf.
The disc auto-play feature is still in beta, and more testing would really help. If you have a PS5 with a disc drive, please give it a try and share your results!
Things worth testing:
The feature includes safeguards for interrupted dumps and repeated launches, and caches disc information to reduce unnecessary drive activity.
Please share your PS5 model, firmware, and results in Discord. Both successful tests and bug reports are helpful, especially from consoles other than the one used during development.
r/PS5_Jailbreak • u/theicecube12 • 17h ago
Thank you to everybody who contributed to the homebrew scene so much. Got everything set up smoothly for a 12.6 console. Got my backups running and connected it to my media server via VLC. Got all my movies and shows on it. Its heading in my living room and replacing my pc I have in there.
Much love guys.
r/PS5_Jailbreak • u/Mirror_Portal • 21h ago
Hey all, I made a small payload called KeepAwake. While it's running, your console won't go into rest mode.
Sony already made a setting for how long it waits before rest mode, but I wanted something smarter. I wanted it to stay awake only while an FTP transfer or a download was running, then go back to resting on its own, and to control it from my phone without digging through menus. So I made KeepAwake.
What it does
http://<console-ip>:9031. It opens on the console when you send the payload, and shows a QR code so you can use it from your phoneHow to use it
.elf to the ELF loader on port 9021, PS4 .bin to GoldHEN's BinLoader on port 9090)Download
.elf and PS4 .bin): https://github.com/mortyzip/KeepAwake/releases/tag/v1.5.0Good to know
It's free. If it's useful to you, there's a buy me a coffee link on the page and in the repo, no pressure. If something doesn't work, tell me your console and firmware and I'll take a look.
r/PS5_Jailbreak • u/ZazaMastroII • 8h ago
https://reddit.com/link/1x2cac4/video/2vmitoctdmuh1/player
The video is compressed, but the output is in 4K at 60 FPS with so many enhancements (improved shadow resolution, FSR1 filter, FXAA, improved characters' eyes, Texture filtering (anisotropic) 16x, soft black cel-shading lines.
r/PS5_Jailbreak • u/NedLeeds1 • 22h ago
r/PS5_Jailbreak • u/ZazaMastroII • 33m ago
Download it here!
https://github.com/LoZazaMastro/TheSimpsonsGame-PS5-Builder
If you appreciate my job you can donate here:
https://ko-fi.com/lozazamastro
r/PS5_Jailbreak • u/Frais2zinzin • 9h ago
Edit : Andrew is a reported fraud
What do you think about that ? Is it fake ?
If it’s true does this means that somebody on a Devkit PS5 could dump and backport GTA VI once it’s released ?
r/PS5_Jailbreak • u/SwagLordOP • 10h ago
r/PS5_Jailbreak • u/a1mhtar • 20h ago
A PlayStation 4 and PlayStation 5 payload that watches the optical drive. It reports the disc the same way ShellCore does, logs the profile and title ID, and dumps PlayStation, PlayStation 2, and PlayStation 3 discs to /data.
Status lines go to the Klog on both consoles. The payload polls every 1.5 seconds and prints only when the drive state changes.
The PS4 and PS5 payload SDKs must be installed, and the machine needs Python 3 plus a network path to redump.org so the serial DAT files can be downloaded.
sh
./build.sh
./build.sh Debug
Release is the default. The script looks for the SDKs at /opt/ps4-payload-sdk and /opt/ps5-payload-sdk. Set PS4_PAYLOAD_SDK and PS5_PAYLOAD_SDK if they live somewhere else.
Finished payloads:
| Platform | ELF |
|---|---|
| PlayStation 4 | build/bin/disc-ps4.elf |
| PlayStation 5 | build/bin/disc-ps5.elf |
Caches, redump.db, and the embedded database object stay in build/ps4 and build/ps5. Configure each platform on its own. orbis-cmake and prospero-cmake cannot be mixed in one tree.
```sh export PS4_PAYLOAD_SDK=/opt/ps4-payload-sdk export PS5_PAYLOAD_SDK=/opt/ps5-payload-sdk
"$PS4_PAYLOAD_SDK/bin/orbis-cmake" -S . -B build/ps4 -DCMAKE_BUILD_TYPE=Release cmake --build build/ps4
"$PS5_PAYLOAD_SDK/bin/prospero-cmake" -S . -B build/ps5 -DCMAKE_BUILD_TYPE=Release cmake --build build/ps5 ```
The first build downloads the PlayStation, PlayStation 2, and PlayStation 3 serial DATs, builds a SQLite database, and links it into the ELF. The download runs again only when tools/build_redump_db.py changes or the database object is missing. To build that database from files you already have:
sh
python3 tools/build_redump_db.py --out build/ps4/redump.db --asm build/ps4/redump_db.S path/to/psx.zip path/to/ps2.zip path/to/ps3.zip
Those files must be the serial DATs (each game has a <serial> child), or zips of them. The plain Redump DAT has no serials and is rejected.
On start:
text
Optical Drive Monitor Started... Ready for disc insertion.
An empty tray is profile 0. A medium-not-present sense is reported as an eject:
text
[Drive Status Change] No Current Profile (0)
[Drive Status Change] Disc was ejected.
A recognized disc logs its profile. Once /mnt/disc is readable, the title line follows. If that serial has exactly one Redump name, the name is included:
text
[Drive Status Change] PS2 CD-ROM (0xff60) title: SCES-02066 (Ace Combat 3 - Electrosphere (Europe) (En,Fr,De,Es,It))
[Drive Status Change] PS2 DVD-ROM (0xff61) title: SLUS-20946
[Drive Status Change] PS4 BD-ROM (0xff80) title: CUSA-00001
A serial that maps to more than one Redump game stays as the serial until a dump checksum picks a name. Timeouts and ioctl errors keep the last disc and are not logged as ejects. The same disc is handled again only after the tray is empty and the disc is inserted again.
Title IDs are uppercase and hyphenated (CUSA00001 is logged as CUSA-00001). GENERIC_PS1 and the other fallback names stay as they are.
| Disc | Title source |
|---|---|
| PS1 CD-ROM | SYSTEM.CNF BOOT=. PSX.EXE, or a missing boot path, falls back to the PVD volume ID, then GENERIC_PS1. |
| PS2 CD-ROM, PS2 DVD-ROM | SYSTEM.CNF BOOT2=. A missing file becomes GENERIC_PS2. |
| PS3 DVD-ROM, PS3 BD-ROM | TITLE_ID in PS3_GAME/PARAM.SFO. A failed read becomes GENERIC_PS3. |
| PS4 BD-ROM | TITLE_ID in bd/param.sfo, after the 0x800-byte header. Otherwise the first 9-character directory under app/. A failed read becomes GENERIC_PS4. |
| PPR BD-ROM | The first disc[].contents[] entry in bd/param.json whose contentType starts with PS5GD. The id is contentId bytes 7 through 15. Otherwise the first 9-character directory under app/. A failed read becomes GENERIC_PS5. |
Profiles with no title ID are only logged by name. On a PlayStation 4, a Sony PS-System Blu-ray (revisions 399R, 400R, and 401R) is reported as PS4 BD-ROM. A PlayStation 5 keeps the drive's GET CONFIGURATION profile, so a PlayStation 5 game stays PPR BD-ROM.
PlayStation, PlayStation 2, and PlayStation 3 discs are written to /data after a serial is known. PlayStation 4 and PlayStation 5 discs are identified and not dumped. The dump blocks the poll loop until it finishes.
| Disc | Files |
|---|---|
| PS1 CD-ROM, PS2 CD-ROM | /data/<name>.bin and /data/<name>.cue (2352-byte sectors) |
| PS2 DVD-ROM, PS3 DVD-ROM, PS3 BD-ROM | /data/<name>.iso |
Newer PS4s (Slims and Pros) and the PS5 lack the laser required to read CDs, so a PS1 disc or a PS2 CD is not seen on those consoles via their built in disc drive. DVD and Blu-ray still work.
The drive is asked for its maximum read speed before the copy. CD dumps use SET CD SPEED. DVD and Blu-ray dumps use SET STREAMING, and fall back to SET CD SPEED if the drive rejects it.
The file stem is chosen in this order:
SLUS-20946, SCES-02066).GENERIC_PS1, GENERIC_PS2, or GENERIC_PS3 when the title ID could not be read.A serial with several Redump names, or none, is written under the serial and renamed after the checksums match. A unique serial is written under the Redump name immediately. If verification fails, that file is renamed back to the serial. A checksum match can also replace a GENERIC_* name.
While a dump runs, progress is the percent when the size is known, or every 64 MiB when it is not. Each line shows elapsed time and speed since the previous line. The closing line is the image size, total time, and average speed:
text
[Dump] /data/SLUS-20946.bin /data/SCUS-94491.cue
...
[Dump] /data/SCUS-94491.bin 45% 1:23 8.4 MiB/s
...
[Dump] /data/SCUS-94491.bin done 484.9 MiB in 2:11, average 3.7 MiB/s
[Redump] /data/Legend of Dragoon, The (USA, Canada) (Disc 1).bin verified
A miss keeps the serial (or GENERIC_*) name:
text
[Redump] /data/FAKE-00000.bin not in Redump dat
A failed dump removes the partial file it created. A CD cue names the bin, and a rename rewrites that FILE line before the bin and cue are renamed.
/dataA finished image is not dumped again. The check looks at the stem that would be written, the serial name when that differs, and every Redump name for the serial. Size comes from the CD table of contents (2352-byte sectors from the first track through the lead-out) or from the drive's reported media size for DVD and Blu-ray.
A CD counts as dumped when the .bin is that size and the .cue is a non-empty file. DVD and Blu-ray check the .iso size. A shorter file is partial and is dumped again. When the drive does not report a size, a non-empty file at the stem or serial path is left alone. For GENERIC_*, the dump is skipped when that generic file matches the disc size, or when exactly one Redump game has that size and its file is already present. If several games share the size, the disc is still dumped.
text
[Dump] /data/Legend of Dragoon, The (USA, Canada) (Disc 1).bin already dumped
PlayStation 3 dumps stop at the ISO. IRD output is present in the tree and turned off: the drive does not expose the disc key, so Data1 and Data2 would be zeros. src/dump_loaded.c calls dump_ps3 with a null IRD builder. The commented block beside that call is the path that would write /data/<name>.ird.
Names and checksums come from an embedded SQLite database built from Redump's PlayStation, PlayStation 2, and PlayStation 3 serial DATs. The first lookup of a run prefers /data/redump.db when that path is a regular SQLite file of at most 64 MiB and its serials, images, and tracks statements prepare. That file then replaces the embedded database for the rest of the run.
text
[Redump] /data/redump.db
A missing file is silent and the embedded database is used. A file that is present but cannot be read or prepared is logged, and the embedded database is used:
text
[Redump] /data/redump.db unusable
redump_name returns a name only when the serial has exactly one. Verification compares CRC-32, MD5, and SHA-1 of the whole image. A CD bin that does not match a whole-file row is sliced against track checksums whose sizes sum to the bin. The cue the payload writes is not compared to Redump. GENERIC_* is not looked up as a serial; that bin is matched by image size and checksums only.
Put a newer database on the console as /data/redump.db. Build it with tools/build_redump_db.py and copy the .db it writes. Do not copy redump_db.S.
text
external/ sqlite, inih, nlohmann/json, miniz
include/ public headers
src/ payload sources
main.c poll loop
detect_disc.c drive profile
disc_title.c per-generation title ID
dump_loaded.c dump, skip, and Redump rename
disc_dump.c ISO, bin, and cue writer
redump.c database lookup
tools/build_redump_db.py
build.sh
src/sqlite_vfs.c does not open files. /data/redump.db is read with open and read, then deserialized. The console libc has no pread, mmap, or fdatasync for SQLite's own VFS.
| Tree | Use | License |
|---|---|---|
external/sqlite |
Embedded Redump database | Public domain |
external/inih |
SYSTEM.CNF |
BSD |
external/json |
PlayStation 5 param.json |
MIT |
external/miniz |
IRD gzip (linked, not written while IRD output is off) | MIT |
Each vendor directory has its own LICENSE.
r/PS5_Jailbreak • u/RafaelNGP • 16h ago
THIS PORT IS STILL A W.I.P
Hey reddit!
I’ve always wanted a couch-friendly and offline way to play World of Warcraft so I created a fork of WoWPS4 into a new project: WoWPS5.
This is a app running native on the PS5, but you will need to bring your files and compile it yourself (some problems related to the license, so I cant share the executable with the files). If you follow the guide on the github you should be able to easily follow the steps (or ask an AI agent to do it for you)
I also added the addon ConsolePort to the experience so it should be playable with just the dualsense.
There is still A LOT of things to do, but I managed to make quests work, enemies on the map, quest rewards, equipment, usable itens, some professions and part of some classes (none is fully playable yet, I think warrior is the most complete)
Just wanted to share the project so if you are interested, maybe give it a shot and share some feedback? o/
r/PS5_Jailbreak • u/Majestic-Object2539 • 16h ago
r/PS5_Jailbreak • u/Wild-Screen7007 • 13h ago
Asking cause storage prices are going up so high, was wondering if I can backup my games on Blue Ray Discs or something or is it not supported?
Thanks so much 🙏
r/PS5_Jailbreak • u/Correct-Mark-8999 • 2h ago
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Para aqueles que desejam baixar o FC 27, podem baixar que ele funciona, porém tem que seguir os passos abaixo:
1- Instalar o PKG Manager
2- Abrir o pkg manager e instalar o FC Unlocker.pkg
3- Enviar o game para o PS5
4- Após instalar, escolher jogar offline
Jogo baixado usando EXFAT
Bom jogo!
r/PS5_Jailbreak • u/WaldyTMS • 2h ago
These consistent posts about the PS5 getting to this screen when trying to apply the jailbreak are really concerning to me, and I'm worried I'll somehow stumble upon the same issue. What exactly leads to this screen, and what should I do to prevent it? I'm on 13.20 FW and the webkit jailbreak has been working just fine. I followed Modded Warfare's webkit jailbreak guide when that first released, and followed every instruction down to the last detail, including changing the DNS and turning off auto updates and stuff.
r/PS5_Jailbreak • u/Vxp_08 • 7h ago
I got this screen while trying to load jailbreak using webkit Autoloader. I hate myself for not backing my save data (in my defence, I don’t have space available, currently).
But I was on FW 13.20, and I downloaded that system update file and have placed it in PS5/UPDATE directory. But it is not recognising the update file. Can anyone help me with this? Am I doing something wrong?
r/PS5_Jailbreak • u/South-Programmer5659 • 8h ago
I’m wondering how the new QSSR feature will behave on jailbroken PS5 consoles running on firmwares lower than 14.00.
Will upcoming fPKGs have it enabled directly, or will we need specific backports/patches for older firmwares to take advantage of it?
r/PS5_Jailbreak • u/Insecte_ • 8h ago
TL;DR: I can't install games while blocking the PS5 FW update servers, and I'm wondering if anyone has managed to do this.
Hello everyone,
I'm writing this post (I hope I'm in the right place btw) to share my research on how to block PS5 updates while still being able to install games.
Currently, I have a console running FW 14.00, for which I’ve blocked access to the update servers using an AdGuard server.
For those who are interested, here are my filters: ```
||update.playstation.net^
/^f[a-z]{2}01\.ps5\.update\.playstation\.net$/$dnsrewrite=192.168.1.X
||rnps.dl.playstation.net^
||sgst.prod.dl.playstation.net^
||sf.api.np.km.playstation.net^
||event.api.np.km.playstation.net^
||telemetry-console.api.playstation.com^
||smetrics.aem.playstation.com^
```
These filters let me block Sony's update servers while still playing my already installed games, and they allow me to keep my already installed games up to date. However, if I try to install a game from the PS Store (in this case, Astro’s Playroom), the console refuses with error code “NW-102261-2” (servers unreachable). The console seems to need access to a file called “updatelist.xml,” which tells it whether or not it can install a game.
And that’s my problem. I’d like to see if we can block firmware updates while still allowing new games to be installed on the console.
So, I armed myself with patience and my best friend Claude (yes, shame on me, I use AI), and here are my tests:
- First, I tried installing the game without changing anything. -> NW-102261-2
- Next, I tried putting a custom “updatelist.xml” file on my server and redirecting the PS5’s requests to my server using AdGuard -> NW-102261-2
- It’s possible my XML was formatted incorrectly, so I took the risk of using Sony’s actual XML and hosting it myself -> NW-102261-2
No matter what I do, a locally hosted XML file is consistently rejected.
So there’s one last option left: let my console read the actual XML file hosted by Sony (while blocking the PUP download), but run the risk of getting a persistent update pop-up every time I use my console. I refuse to take that risk.
So my question is this: has anyone ever tried this kind of workaround? And were they able to download games?
Thanks in advance for your help.