Files
ps5upload/payload
phantomptrandClaude Opus 5.5 ece147d720 Games: hide a title's icon from the PS5 home screen, and show it again (#407)
For shortcuts and loaders that, once set up, only clutter the home
screen. ⋯ → "Hide from home screen" on a Games card; a "Hidden" badge
marks it, "N hidden from the home screen" at the top filters to them,
and ⋯ → "Show on home screen" puts it back.

How: every user's icon table in app.db (tbl_iconinfo_<user>) has a
`visible` flag; the system hides some of its own apps with it. The
helper (app.icon_set, app.hidden_list) flips only that flag: nothing is
deleted, the title stays installed and playable. Guards: title ids only,
system apps (NPXS) refused, tables found by shape (titleId + visible),
app.db backed up once to /data/ps5upload/app.db.before-hide before the
first change, BEGIN IMMEDIATE (fails before any change if the system
holds the lock), and rolled back unless at least one and at most one
row per table changed. The hidden list is read live from app.db, so it
cannot drift from the console, and leaves out the system's own hidden
apps. The home screen redraws when an app is next opened and closed;
the console shows a notification saying so.

Verified on the Phat (FW 13.60): WebKit Autoloader hidden, listed, shown
again; a system app and an unknown id refused; the backup written.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ub1mez9eaVtTF8pMEFXvA9
2026-10-11 00:36:44 -07:00
..

Payload

The C payload that runs on the PS5. Built with the PS5 Payload SDK (version pinned in ../scripts/ps5-sdk.env), sent to the console's ELF loader, and left resident until reboot or rest mode.

It listens on one port, 9120, for AVA1 (protocol/ava1/SPEC.md): transfers, status, filesystem, mount, app, hardware, package and shell calls all travel over one encrypted session with up to 8 data lanes.

Layout

src/main.c handles startup: credential elevation, runtime ownership, the takeover, starting the AVA1 server, and cleanup. It binds no socket of its own. src/runtime.c holds the management handlers the AVA1 table (src/mgmt_table.def, dispatched by src/mgmt_rpc.c) calls, and the instance lifecycle (ownership record, reap, shutdown). ava1/ is the AVA1 protocol in C (frames, generated codecs in ava1/gen/, Noise handshake, server); never edit ava1/gen/ by hand. src/takeover.c asks an older resident payload to stand down before binding.

The rest of src/ is one module per capability: registration and launch, package install, hardware and sensors, processes, profiles, saves and backup, cheats, remote play, fan curve, notifications, system registry and time, firmware spoofing, and the SDK version changer.

installer/ builds our own standalone install daemon (ps5upload-installer.elf, TCP :9115) used for package installs on newer firmware. It loads as a companion image on the :9021 loader (never evicting the helper), self-escalates, and answers a JSON-lines protocol (hello/install/job/stop); for a staged file it serves the package to Sony's installer over a 127.0.0.1 HTTP URL. The engine sends it automatically when nothing is listening on :9115.

Prior art

The installer daemon is our own implementation. Its design was informed, as behavioural references only (no code or names are carried into the daemon), by cy33hc's ps5-ezremote-dpi, etaHEN and elf-arsenal's DPI payloads, and itsPLK's on-console PKG Manager (the loopback-serving + cacheability rules).

Build

export PS5_PAYLOAD_SDK=/opt/ps5-payload-sdk
make -C .. payload        # → payload/ps5upload.elf (+ .gz)
make -C .. send-payload PS5_HOST=<ip>

Everything compiles with -Wall -Wextra -Werror.

Testing

Logic that can be separated from the console lives in a header under include/ and gets a host-compiled self-test in tests/, run by make test-payload with the same warning flags.

See tests/*_selftest.c for the full list (hardware guards, ptrace recovery, app.db reading, SDK param rewriting, installer, cheats, wake watchdog and more). AVA1 itself is tested from Rust: cargo test -p ava1-ctest -- --test-threads=1 in engine/ compiles ava1/ on the host and checks it against the Rust side.

Prefer adding to this set over testing on hardware: a host self-test runs in milliseconds and can't wedge a console.

Things that will bite you

  • Never rename() across mounts. It panics the kernel. Guard on st_dev.
  • Nothing large on a thread stack. Threads that need room ask for it explicitly (512 KiB–1 MiB); the default is small. A 256 KiB buffer in an FTP handler once overflowed it and wedged consoles hard enough to need a power cycle — bulk buffers are heap-allocated now.
  • Every blocking wait needs a bound. Unbounded ptrace waits froze consoles; Sony IPC init could hang the DPI daemon. Both are now timed, and a timed-out attempt is never restarted concurrently.
  • JSON keys must be snake_case, and any interpolated string must be escaped. The engine parses with serde: a wrong key silently yields a default value, and one bad byte rejects the entire response.
  • Some Sony libraries simply aren't on the console. libSceSqlite.sprx is absent under every lib path, so dlsym(RTLD_DEFAULT, "sqlite3_*") fails on every firmware — not just some. Degrade honestly instead of blaming the firmware.
  • "The platform doesn't ship it" is not "we can't have it." That SQLite conclusion was right about Sony and wrong about us: a static library is just more of our own .text. The payload now links its own SQLite (content_db.c, built from the amalgamation that scripts/install-ps5-sdk.sh fetches). Two full SQL implementations had been sitting behind that dead dlsym probe long enough to drift apart and hardcode different table names, and a third — in register.c — was a table of function pointers that nothing ever assigned. A branch that can never execute is where bugs go to hide, so prefer deleting it to keeping it as a fallback that never fires.
  • Check what a database says its schema is. content_db.c finds the app table through sqlite_master and PRAGMA table_info rather than naming it, because the two dead implementations disagreed about the name and there was no way to tell which was right.