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ps5upload/README.md
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phantomptrandClaude Opus 5.5 67335e2c50 fix(settings): hide the Beta features switch while nothing is in beta; README drops Convert's beta note
Convert graduated; the switch revealed nothing and the README still told users
to enable Convert there. Stream install is Stream & install everywhere.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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# ps5upload
<p align="center">
<img src="logo.png" alt="ps5upload" width="420" />
</p>
<p align="center">
<strong>Fast, reliable transfers from your computer to your PS5.</strong><br/>
Transfer · Install · Convert · Mount · Browse — designed to live alongside your PS5-side tools.
</p>
<p align="center">
<a href="https://github.com/phantomptr/ps5upload/releases"><img alt="release" src="https://img.shields.io/github/v/release/phantomptr/ps5upload?display_name=tag&sort=semver&color=blue" /></a>
<a href="LICENSE"><img alt="license" src="https://img.shields.io/badge/license-GPL--3-green" /></a>
<img alt="platforms" src="https://img.shields.io/badge/platforms-macOS_·_Linux_·_Windows_·_Android_·_Web-lightgrey" />
<img alt="firmware" src="https://img.shields.io/badge/PS5_firmware-1.00_–_13.60_supported_•_5.10_&_9.60_tested-brightgreen" />
<a href="https://discord.gg/fzK3xddtrM"><img alt="discord" src="https://img.shields.io/badge/discord-join-5865F2" /></a>
</p>
---
## Highlights
- **One way to install any package.** PS4 `.pkg` and PS5 fake packages —
base games, updates and DLC — install through ps5upload's own on-console
installer, whether you **Stream & install** straight from your PC (nothing
copied to the PS5), **Upload & install** (copied first, kept for
reinstalls), or install from a NAS, a USB drive or a download link. Every
route shows the same live progress, only says "installed" once the console
has the whole package, checks that an update really raised the game's
version, and never wipes your base game.
- **Turn a game into an installable PS5 package.** **Convert to FPKG**
builds a fake package from a decrypted game folder or an `.exfat` / `.ffpkg`
image, on your computer, compressed the way Sony's own packages are — then
installs it with Stream & install or Upload & install in one click.
- **Sleep, wake and power from your desk.** Put the PS5 in rest mode, reboot
or shut it down, and **wake it back up over the network** — even straight
into your signed-in user with Wake & sign in. The app keeps the console and
your computer awake while a transfer runs.
- **Fast, resumable transfers** of games, folders, disk images and `.zip` /
`.7z` / `.rar` archives, with an upload queue and live speed.
- **Mount, browse and manage** disk images, files, installed games, saves,
screenshots and video clips; register, launch and uninstall games.
- **Backport tools, payload sender, FTP server, hardware view** and more.
- **Runs everywhere:** macOS, Windows, Linux, Android, or any web browser via
the self-hosted engine / Docker image — in 20 languages.
---
## What it does
- **Fast transfer** — FTX2 binary protocol with BLAKE3 per-shard
verification, small-file packing, and resume on disconnect.
Uses your LAN flat-out. Pack worker absorbs transient
`EIO`/`EMFILE` hiccups so a 200k-file game upload doesn't get
killed by one unlucky syscall.
- **Upload queue** — line up multiple games or images, hit Start,
walk away. Every running row shows live MiB/s and ETA; done
rows show the wall-clock-average rate so you can spot a slow
destination. Queue state survives app restarts.
- **Compressed archive uploads (`.zip` / `.7z` / `.rar`)** — keep a game
dump as a single archive on your PC (less disk, easier to move) and
upload it directly. ps5upload decompresses on the host and streams
the files into the same FTX2 pipeline, so they land **already
extracted** on the PS5 — no manual unpack, no temp copy of the whole
game. The Upload screen previews the expansion (`zipped → extracted`,
file count, space saved) and detects the embedded game. Decompresses
one file at a time, so a 100 GB archive doesn't need 100 GB of RAM.
`.7z` and `.rar` stream straight into the pipeline and write nothing to
your disk at all; `.zip` spills large entries to a temp file because its
format needs random access. `.rar` is desktop-only (the UnRAR C dep is
excluded from the Android build).
- **Native image mount** — attach `.exfat` and `.ffpkg` images on
the PS5 (MDIOCATTACH + nmount) with no third-party helper. Every
mount survives payload restarts and auto-reconciles on startup.
Mount read-write to **edit an image in place** — add DLC, swap
assets, or apply a backport patch to a game that ships as an image
rather than a folder. Edits go straight into the image file, so the
app warns before you start.
When ShadowMount+ owns the image (it mounts everything read-only and
re-adopts anything it finds), **Edit files…** checks the image out —
moving it out of ShadowMount+'s scan folder, mounting it read-write
where you choose, and putting it back when you finish. The checkout is
journalled on the console, so an edit interrupted by a crash or a
reboot can still be finished later, from any machine.
- **Browse everything** — list games anywhere on the PS5 (including
inside mounted images), disk images, files, and volumes. Run FS
ops (add files, replace a file, chmod, delete, move, copy, mkdir)
with a real directory tree. Bulk delete of a 200k-file folder
shows live progress with a working Stop button.
- **NAS / SMB upload** — browse a Windows share or Samba NAS from the
app, download to this computer, or **upload a file or folder
straight to the PS5** in one step (streamed to a host temp dir, then
FTX2 — no 2 GiB memory cap on that path).
- **FTP server on the PS5** — optional built-in FTP for FileZilla and
other clients (default port **2122**, so it coexists with ftpsrv on
2121). Not a replacement for FTX2 Upload.
- **Backport helpers** — Fakelib folder manager, BPS patch apply, and
SDK Version Changer for folder dumps that need newer system libs.
Runtime mount is still BackPork or ShadowMount+ (don’t run both).
- **Stay-in-the-loop notifications** — in-app alerts mirror to your
computer's notification center (macOS / Windows / Linux, plus the
Android shade) when a transfer finishes or fails in the background,
and the PS5 itself shows a toast when an upload starts and completes.
Your machine is kept awake automatically while a transfer runs.
- **Hardware view** — model, serial, uptime, storage and RAM, refreshed
live; plus a fan-threshold control that rings through to
`/dev/icc_fan` for quieter operation. Temperatures (CPU, SoC, M.2) and
CPU frequency are read **on demand** (a button), not auto-polled — each
read briefly pauses the system UI, so polling them could destabilize the
console. Some readings on that panel are simply not available on retail
firmware and show `—`: SoC clock, SoC power, CPU usage, fan duty, and
the per-drive sensor list. Storage totals and temperatures do work.
- **Power control & wake** — reboot, rest mode, or shut down the PS5 from
the app, and **wake it from standby** over the network (Sony's discovery
protocol — a PS5 does not respond to Wake-on-LAN). With the console's
Remote Play session keys stored, **Wake & sign in** brings it up straight
on your user's home screen instead of the user-select screen, the way the
PS Remote Play app does. Waking needs three console settings enabled
(Remote Play, plus *Stay Connected to the Internet* and *Enable Turning On
PS5 from Network* under Rest Mode) — the app spells them out, since without
them the wake fails silently.
- **Send any payload** — push `.elf`, `.bin`, `.js`, `.lua`, or
`.jar` files to the PS5's loader port (typical defaults: `.elf` →
9021 elfldr, `.js` → 50000 WebKit-stage, `.lua` → 9026, `.jar` →
9025 BD-JB / BDJ; custom loaders may listen anywhere). Recent-sends
history with click-to-replay and per-row success/fail badges. Curated
payload catalogue (kstuff, ShadowMount+, etaHEN, …) fetches releases on
demand — or **add your own GitHub/Gitea repo** and it tracks + caches
that too. **Payload playlists** run a scripted boot sequence, and a
playlist step can pull straight from a repo at run time so you don't
keep a pile of `.elf` files on your PC.
- **Install packages** — install a PS4 `.pkg` or PS5 fake package two ways:
**Stream & install** sends it straight from your PC (nothing is copied to
the PS5 first — handy when console storage is tight), and **Upload &
install** copies it to the PS5's package library first, where it stays so
you can **Install**, **Reinstall** or **Delete** it later without
re-uploading. **Install all** does a whole set in base → update → DLC order.
Packages on a NAS/SMB share or behind an HTTP(S) link install the same way.
Everything goes through ps5upload's own on-console installer, and an
install is only marked done once the console has pulled the whole package
and the result checks out — an update that didn't raise the game's version
is reported, not called a success. Base, update and DLC installs verified
on FW 5.10.
- **Convert to FPKG** — turn a decrypted game folder or an `.exfat` /
`.ffpkg` image into an installable fake package on your computer, with the
same compression Sony's packages use, then install it with Stream & install
or Upload & install.
- **Web browser access** — run the engine (or the official Docker image)
and manage your PS5 from any browser on the LAN, the full app served
over HTTP. No desktop install needed on that machine. Unauthenticated —
keep it on a trusted LAN. See the self-hosted-engine FAQ below.
- **Screenshots & video clips** — browse the PS5's Capture Gallery,
preview, and download screenshots (HDR `.jxr` auto-converted to PNG) or
gameplay video clips to your computer.
- **Register + launch** — Library row's Play button always registers
first (idempotent if already registered), retries with DRM-type
patch on rejection, then launches. Unmount unregisters every
title inside the image first so the dashboard stays clean —
no ghost tiles after unmount.
- **Speaks your language** — the whole UI, including error messages
and troubleshooting hints, is available in 20 languages: English,
Simplified & Traditional Chinese, Spanish, Hindi, Arabic, Bengali,
Brazilian Portuguese, Russian, Japanese, German, French, Korean,
Turkish, Vietnamese, Indonesian, Italian, Thai, Polish, and Hungarian.
## What it doesn't do
- **System pkg patches.** `sceAppInstUtilInstallByPackage` is built
for game pkgs; NPXS-prefix system pkgs (Store updates, Settings
app patches) register but the install path freezes Sony's mgmt
service mid-flight on most firmwares. Use the on-PS5 Settings →
Debug Settings → Game → Package Installer for those.
- **Insecure pkg signing keys.** The engine only installs pkgs signed
with keys already in the PS5's trust store. It does not generate or
inject fake signing keys.
## A quick look
<img width="1790" height="1425" alt="image" src="https://github.com/user-attachments/assets/a455f9b6-a7d4-49c2-a127-bf923c61d901" />
## Install
Pre-built downloads land on the
[Releases page](https://github.com/phantomptr/ps5upload/releases):
| Platform | File | How to install |
|---|---|---|
| macOS (Apple Silicon / Intel) | `PS5Upload-<ver>-mac-{arm64,x64}.dmg` | Open the `.dmg`, drag PS5Upload into Applications. See **First launch on macOS** below — Gatekeeper blocks downloaded apps the first time. |
| Windows (x64 / ARM64) | `PS5Upload-<ver>-win-{x64,arm64}.zip` | Unzip, double-click `PS5Upload.exe` — portable, no installer. See **First launch on Windows** — SmartScreen warns on first run. |
| Linux — Debian / Ubuntu (x64 / ARM64) | `PS5Upload-<ver>-linux-{x64,arm64}.deb` | `sudo apt install ./PS5Upload-<ver>-linux-<arch>.deb` — installs a normal app with a menu entry; pulls in the WebKitGTK deps automatically. |
| Linux — Fedora / RHEL / Bazzite (x64 / ARM64) | `PS5Upload-<ver>-linux-{x64,arm64}.rpm` | `sudo dnf install ./PS5Upload-<ver>-linux-<arch>.rpm` (Bazzite/Silverblue: `rpm-ostree install`) — menu entry + auto deps. |
| Linux — any distro (x64 / ARM64) | `PS5Upload-<ver>-linux-{x64,arm64}.zip` | Universal fallback (no install). Unzip, then `chmod +x PS5Upload.sh PS5Upload.AppImage` and run **`./PS5Upload.sh`** (the wrapper — handles the FUSE-less and WebKit white-screen cases for you). Running `./PS5Upload.AppImage` directly also works if your system has libfuse2 and a happy WebKitGTK. |
| Android | `PS5Upload-<ver>-android.apk` | Enable "install unknown apps" for your browser/file manager, then open the `.apk`. Same interface, mobile-friendly; connects to and manages your PS5 over Wi-Fi. |
### First-launch warnings (and why they're there)
ps5upload is not code-signed with paid OS certificates — same as
every other PS5 scene tool. The OS's verification layers
(Gatekeeper on macOS, SmartScreen on Windows) treat unsigned downloads
as suspicious until you allow them once. The one-time bypass:
**macOS** — "App is damaged" or "cannot be opened":
```bash
xattr -dr com.apple.quarantine /Applications/PS5Upload.app
```
That removes the *quarantine* attribute macOS slaps on every file
downloaded from a browser. Alternatively, right-click PS5Upload in
Applications → **Open** → click **Open** in the prompt. Either method
only needs to be done once per install.
**Windows** — "Windows protected your PC" SmartScreen prompt:
- Click **More info** → **Run anyway**.
- Only shown until SmartScreen builds reputation for the binary;
subsequent launches are silent.
- If your IT policy blocks "Run anyway", unzip + right-click
`PS5Upload.exe` → **Properties** → check **Unblock** → **OK**.
**Linux** — no equivalent warning. Just `chmod +x` and launch.
### System requirements
- **macOS** 11 (Big Sur) or newer. No dependencies — ad-hoc signed,
see *First launch* above for the one-line quarantine bypass.
- **Windows** 10 (build 19041+) or Windows 11. Ships with the
Microsoft Edge WebView2 runtime by default; LTSC / stripped
installs may need
[WebView2](https://developer.microsoft.com/microsoft-edge/webview2/)
installed once.
- **Linux** — the `.deb` and `.rpm` packages **pull in their
dependencies automatically** (WebKitGTK 4.1, gtk3, libsoup3, etc.) via
the package manager, so they're the easiest route on Debian/Ubuntu and
Fedora/RHEL/Bazzite. The universal `.AppImage` instead expects those
libraries already on the host (libfuse2, gtk3, webkit2gtk 4.1,
libsoup3, libappindicator, librsvg2); install commands for
Debian/Ubuntu/Fedora/RHEL/Arch are in
[the FAQ](FAQ.md#prerequisites).
**Minimum distro version:** all three Linux artifacts are built against
**glibc 2.39**, so they need a reasonably recent distro — **Ubuntu
24.04+, Debian 13+ (trixie), Fedora 40+**, or equivalent. (This is a
glibc floor, not a package dependency — the `.deb`/`.rpm` install fine
on older releases but the app won't launch, and the AppImage bundles
WebKitGTK yet still uses the host's glibc.) On an older distro, build
from source with `make dist-linux` on that machine.
The app checks GitHub for updates once per launch (Settings → Updates)
and downloads a fresh archive to your Downloads folder when you click
Download — replace the old app manually and relaunch.
Building from source:
```bash
git clone https://github.com/phantomptr/ps5upload.git
cd ps5upload
make install # bootstrap dev env (auto-detects host OS)
make build # payload ELF + engine + client UI
make run-client # launch the Tauri dev app
```
`make install` auto-detects your OS and runs one of:
- **`make install-ubuntu`** — Debian / Ubuntu / WSL2: `apt` deps for Tauri
(`libwebkit2gtk-4.1-dev`, `libgtk-3-dev`, `librsvg2-dev`,
`libayatana-appindicator3-dev`, `libxdo-dev`, `libssl-dev`,
`build-essential`), Node.js 22 LTS via NodeSource (only if missing),
Rust via rustup, and checksum-verified PS5 Payload SDK v0.42 →
`~/ps5-payload-sdk`.
- **`make install-macos`** — macOS: Xcode CLT, Homebrew, `node`, current
`llvm` (LLVM 22 at this release), Rust via rustup, and checksum-verified
PS5 Payload SDK v0.42.
- **`make install-windows`** — Windows 11: Node.js LTS, Rust, VS 2022 Build
Tools (C++ workload), WebView2 Runtime, 7-Zip, and PS5 Payload SDK
via `winget`. Run from an elevated PowerShell (or any shell with
`pwsh` / `powershell.exe` on PATH).
All three install scripts are idempotent — re-running them after a partial
setup is safe. A stale or unmarked SDK is upgraded to the repository pin and
moved to a timestamped backup instead of being deleted. Local and GitHub
Actions builds read the same tag and official release checksum from
`scripts/ps5-sdk.env`.
For per-platform bundles only (no full dev env): `make dist-mac`,
`make dist-mac-x64`, `make dist-linux`, `make dist-linux-arm`,
`make dist-win`, and `make dist-win-arm`.
## Quick start
1. Launch ps5upload on your computer.
2. Open the **Connection** tab and enter your PS5's IP address.
3. Click **Check**, then **Send payload**.
4. Once the third step turns green, go to any other tab — you're
connected.
The payload stays loaded until the PS5 reboots or goes into rest mode.
## Architecture
```
client/ (Tauri 2 · React · TypeScript)
│
└── spawns ── ps5upload-engine (HTTP :19113)
│
▼ FTX2 binary framing
payload/ps5upload.elf (PS5 C payload, ports 9113 + 9114)
```
Three layers:
- **`payload/`** — C payload that runs on the PS5 (FreeBSD 11).
Ports 9113 (transfer) + 9114 (management). Handles FTX2 framing,
BLAKE3 verification, mount pipelines, and FS ops.
- **`engine/`** — Rust workspace with the protocol types, transfer
logic, HTTP service, lab CLI, mock server, and benchmarks.
- **`client/`** — Tauri 2 desktop app. Tauri IPC commands proxy to the
sidecar HTTP engine, keeping the engine usable from CLI / CI too.
## Build
All workflows go through the root `Makefile` (see `make help`).
| Target | What it does |
|---|---|
| `make build` | Payload + engine + client |
| `make payload` | PS5 ELF at `payload/ps5upload.elf` (requires `PS5_PAYLOAD_SDK` env var) |
| `make engine` | `cargo build --workspace` |
| `make client` | `vite build` in `client/` |
| `make run-client` | Tauri dev (vite + Rust main process) |
| `make run-engine` | `ps5upload-engine` on `localhost:19113` |
| `make send-payload` | Send the built ELF to `PS5_HOST:PS5_LOADER_PORT` |
| `npm run validate` | Full non-hardware quality gate |
| `make quality` | Same full non-hardware quality gate via Make |
| `npm run coverage` | Generate frontend + Rust coverage reports |
| `make coverage` | Same coverage reports via Make |
| `make test` | Script syntax + engine tests + payload validation + client build |
| `make test-engine` | `cargo test --workspace` (no hardware needed) |
| `make dist` | Tauri bundle under `client/src-tauri/target/release/bundle/` |
## Test
Unit and integration tests run entirely against an in-process mock
FTX2 server — no PS5 needed:
```bash
make test-engine
```
Full local quality gate and coverage reports:
```bash
npm run validate
npm run coverage
```
Real-hardware smoke test (requires payload already loaded):
```bash
npm run smoke:hardware
```
See [`TESTING.md`](TESTING.md) for the complete mock-test, coverage,
cross-platform, and live-PS5 validation workflow.
## Tech stack
- **Payload** — C (FreeBSD 11), prospero-clang toolchain
- **Engine** — Rust (edition 2021), tokio + axum 0.8
- **Desktop client** — Tauri 2, React, TypeScript, Zustand,
Tailwind CSS v4, Vite
- **Protocol** — FTX2 (custom binary framing, BLAKE3 shard
verification)
## Supported platforms
**Desktop client**
| | x64 | arm64 |
|---|---|---|
| **macOS** | ✓ | ✓ |
| **Linux** | ✓ | ✓ |
| **Windows** | ✓ | ✓ |
**PS5 payload** — every firmware the PS5 Payload SDK supports,
currently **1.00 through 13.60** on every console model (original
CFI-1xxx, Slim CFI-2xxx, Pro CFI-7xxx, Digital). Built against SDK
v0.42, which ships per-firmware kernel offsets and resolves them at
payload startup via `kernel_get_fw_version()` — the same binary
runs on every supported firmware without per-release rebuilds.
| Ceiling | Range | Meaning |
|---|---|---|
| **Payload binary** | **1.00 – 13.60** | Same ELF runs on every FW the SDK has offsets for |
| **Practical jailbreak** | **~1.00 – 12.70** | Limited by the public ELF loader / exploit chain, not by our payload |
| Hardware-tested here | **5.10** and **9.60** | Core transfer, mount, browse, install, FTP, metadata |
> Fake/debug package install depends on the console's jailbreak having live kernel
> patches (kstuff / fpkg-enable). On builds where those aren't active the
> installer reports it honestly rather than claiming a false success — see
> the FAQ on install firmware support. `.ffpkg` / `.ffpfs` are UFS images for
> the mount flow, not install-package filename variants.
The process-list feature (Hardware tab's process snapshot) reads
`kinfo_proc` via `sysctl(KERN_PROC_PROC)` with field offsets that
have been stable across every SDK-supported firmware — pid at
byte 72, thread name at byte 447. No firmware-specific fallback
table required; real command names appear across the full 1.00 –
13.60 range. Transfer, mount, file browse, hardware monitor and FS
ops work identically across all supported firmwares. The Hardware
tab's blank readings (SoC clock, SoC power, CPU usage, fan duty,
date/time) are values retail firmware doesn't expose at all, not a
firmware-version difference — temperatures and CPU frequency read
fine on 5.10 and 9.60 alike.
**What actually gates users in practice is the ELF loader** on
port 9021 — a third-party component, not part of ps5upload.
## FAQ
**Q: "Connection Refused" or it won't connect?**
* Did you load the payload first? The PS5 stops listening after a
reboot or rest-mode cycle — send the payload again from the
**Connection** tab.
* Is your computer's firewall blocking outbound connections to
port 9113 / 9114 / 9021 on your PS5?
* Your computer and PS5 don't have to be on the same subnet, but
there has to be a route to the IP.
**Q: It connects, then drops within seconds?**
* If you load ps5upload with an autoloader or PLDMGR, put **elfldr first**
in its list, before `ps5upload.elf`. Without elfldr loaded first,
ps5upload connects and then drops after a few seconds. Loading elfldr
once from PLDMGR and then sending ps5upload again also fixes it.
**Q: Stream & install fails before the PS5 downloads anything?**
* The PS5 pulls the package from your computer, so it has to be able to
reach it. Allow ps5upload through your computer's firewall (on Windows,
for both Private and Public networks), keep the computer and the PS5 on
the same network with any VPN off, and set the PS5's Proxy Server to
"Do Not Use". **Upload & install** works without this connection.
**Q: Resume gets stuck on "Checking what's already on your PS5…"?**
* Reconcile scoped to the *local* tree's parent directories, so a
single-file upload into a folder that already holds other games
is now one `FS_LIST_DIR` call instead of a recursive walk of the
whole destination. Update to the latest build.
* Safe-mode reconcile still hashes every same-size remote file via
BLAKE3 — that's ~2–3 s per GiB on PS5 UFS. Use Fast mode for
single-file or large-file transfers.
**Q: Do I need a LAN cable?**
* Not strictly, but Wi-Fi caps throughput well below what the PS5
NIC can actually do. Plug in an Ethernet cable for the best
experience.
**Q: Can I use this over the Internet?**
* Yes, technically. If you forward ports 9113 / 9114 to your PS5
it will work. However, the FTX2 protocol is optimised for speed,
not for authentication — we don't recommend exposing an
exploited PS5 to the open Internet.
**Q: How do I install / launch a game from the Library tab?**
* The Library row exposes **Mount** for `.exfat` / `.ffpkg` /
`.ffpfs` images plus **Register** / **Register (patch DRM)** /
**Launch** / **Unregister** buttons on the games inside.
* **Mount** is hardware-validated on FW 9.60 — a 76 GiB UFS
`.ffpkg` mounts on `/dev/lvd1`, appears in Volumes with the
correct `source_image`, and unmounts cleanly. The new round's
payload uses compile-time `-lSce*` linkage so the rtld
initialises the Sony sprx state via `DT_NEEDED` before main()
runs.
* **Register** is hardware-validated: pointing it at a folder
game with `eboot.bin` + `sce_sys/param.json` succeeds end to
end — `sceAppInstUtilAppInstallTitleDir` returns 0, the title
appears in `app.db` with the correct title name, and a nullfs
bind is installed at `/system_ex/app/<title_id>`. Idempotent —
re-registering the same path returns the same result.
* **Register (patch DRM)** rewrites the source's
`sce_sys/param.json`'s `applicationDrmType` to `"standard"`
before staging — needed for PSN-extracted dumps that ship with
`"PSN"` or `"disc"`. Modifies the source file in place; only
use when a normal Register fails with a DRM error.
* **Launch** routes `sceLncUtilLaunchApp` through a ptrace RPC
into `SceShellUI` so Sony's `getpid() == SceShellUI.pid`
caller-context check passes natively. Hardware-validated on
FW 9.60: hitting Launch on a registered title actually starts
the game (SoC power draw confirms the title comes up). Falls
back to a direct call when ShellUI RPC isn't available.
* **Listing inside an active mount** (`/mnt/ps5upload/<name>/...`)
is gated by the PS5 sandbox / LVD mount permission set rather
than payload privilege. We re-check after every credential
elevation; treat "ENOTDIR descending into a mount" as
expected for now. Other PS5-side tools see the mount via
`/mnt/ps5upload/`, and the source path is recorded in our
tracker so reconcile-on-next-boot keeps state consistent.
* Sensors are read **on demand** (the Hardware tab's "Read sensors"
button), not on a timer. Each read briefly ptrace-pauses the system UI,
and doing that on a loop could destabilize the console — it powered
some consoles off — so the auto-refresh covers only the ptrace-free
data (info, uptime, storage).
* Which readings actually work, measured on FW 9.60 and 5.10:
* **Work:** CPU / SoC / M.2 temperature, CPU frequency, storage totals.
* **Show `—`:** SoC clock, SoC power, CPU usage, fan duty, per-drive
sensors, and the console date/time. These aren't broken payload code
— retail firmware doesn't expose them to us. A persistent `—` there
is the expected result, not a fault to report.
**Q: "No writable storage found"?**
* The tool blocks writes to read-only system partitions. If you
want to write to a USB drive, make sure it's formatted (exFAT is
best) and plugged in *before* you load the payload.
**Q: macOS: "App is damaged" or "Unidentified Developer"?**
* This is normal for unsigned apps. Right-click the app, select
**Open**, then click **Open** in the dialog.
* If macOS still blocks it, **System Settings → Privacy &
Security → Open Anyway**.
* Last resort — remove the quarantine flag:
```bash
xattr -dr com.apple.quarantine /Applications/ps5upload.app
```
* No Apple Developer account is required; the app is intentionally
unsigned.
**Q: Where are config and logs saved?**
* The desktop client uses the OS app-data directory:
* **Windows:** `%APPDATA%\com.phantomptr.ps5upload`
* **macOS:** `~/Library/Application Support/com.phantomptr.ps5upload`
* **Linux:** `~/.local/share/com.phantomptr.ps5upload`
**Q: Does this work on PS4?**
* No. The payload is compiled specifically for the PS5 (FreeBSD
11, Zen 2) and calls PS5-only kernel entry points.
**Q: What about older firmware (≤ 9.00)?**
* The FTX2 payload itself doesn't call firmware-gated APIs, but
the ELF loader workflow on port 9021 depends on what your
jailbreak exposes. Patches welcome.
**Q: Can I run ps5upload headless / over SSH?**
* Not the GUI. The `ps5upload-engine` binary speaks HTTP on
`:19113` and exposes the full transfer / reconcile / FS API, so
you can script transfers from a terminal or CI job without ever
opening the desktop client.
**Q: Can the engine run on a different machine (remote / self-hosted)?**
* Yes (3.3.7+). Host the engine elsewhere and point the desktop app at it via
**Settings → Engine URL**. An official multi-arch image is published at
`ghcr.io/phantomptr/ps5upload-engine` (`:latest` or `:<version>`); you can
also build from `engine/Dockerfile`. To let a remote box reach it, set
`PS5UPLOAD_ALLOW_IP` to that box's IP. **Security:** the engine's API is
unauthenticated (it can read/write/delete PS5 files), so only do this on a
trusted LAN — never expose the engine to the internet.
**Q: Can I run ps5upload from a browser, with no desktop app at all (self-hosted web UI)?**
* Yes (3.3.25+). A separate `webui` build of the engine serves the **full
React app over HTTP**, so you can manage your PS5 from any browser on the
LAN — handy for a NAS or headless box you don't want to install the desktop
client on. An official multi-arch image is published at
`ghcr.io/phantomptr/ps5upload-engine-webui` (`:latest` or `:<version>`); or
build it yourself with
`docker build -f engine/Dockerfile.webui -t ps5upload-engine-webui .`
(build context is the **repo root**, not `engine/` — it needs `client/` to
build the frontend first). Run it the same way as the plain engine image
(`PS5_ADDR`, `PS5UPLOAD_ALLOW_IP`) and open `http://<host>:19113` in a
browser on an allowlisted IP. Same security model as the remote engine
above: **unauthenticated**, LAN-only, never expose it to the internet.
**Upload works in the browser** too, operating on files already
present on the **engine's own machine** — e.g. mount a folder into the
container with `-v /host/games:/data/games`, then browse to `/data/games`
in the in-app file picker. That picker browses the *engine's* filesystem,
not the browser's own machine — a browser tab has no way to reach a
remote engine's disk except through what the engine itself can already
read. A few things are still desktop-only and hidden in the browser UI:
archive uploads (`.zip`/`.7z`/`.rar`), Payloads (sending a `.elf`/etc. from
disk), installing a `.pkg` you pick from your PC, and saving a save-data
backup to your computer — everything else that operates on the PS5 itself
(browse, transfer, install from a PS5-connected USB drive, hardware
monitor, saves list, …) works the same as the desktop app. The upload
queue also doesn't persist across a full page reload in browser mode
(queue persistence is desktop-only).
* Installing packages from the browser needs an engine that carries
ps5upload's on-console installer (`ps5upload-installer.elf`): every
install goes through it, and the engine sends it to the console when it
isn't already running there (it runs alongside the ps5upload helper and
never replaces it). The released engine binaries and the official Docker
images include it, and so does an engine built from a full checkout — the
ELF is in the repository. You can also point the engine at your own copies
with `-e PS5UPLOAD_PAYLOAD_DIR=/path/to/elves`.
## Contributing
- Report bugs:
[GitHub Issues](https://github.com/phantomptr/ps5upload/issues)
- Pull requests welcome — please read
`.github/PULL_REQUEST_TEMPLATE.md` and run `make test` locally
before opening.
## Disclaimer
> **ps5upload is provided for research, educational, interoperability,
> and homebrew development purposes only.** It is not affiliated with,
> endorsed by, or connected to Sony Interactive Entertainment Inc.
> "PlayStation", "PS4" and "PS5" are trademarks of Sony Interactive
> Entertainment Inc., used here for identification only.
>
> **Use this software entirely at your own risk.** It is provided
> "as is", without warranty of any kind, express or implied,
> including but not limited to warranties of merchantability, fitness
> for a particular purpose, and non-infringement.
**➡ Full terms: [DISCLAIMER.md](DISCLAIMER.md).** By downloading,
building, installing, or using this software you accept them in full.
If you do not agree, do not use it.
You are solely responsible for how, where, and on what hardware you
use this tool. By downloading, installing, or running it, you
acknowledge and accept that:
- **It interacts with a modified PS5.** This tool only works on a
console that has been jailbroken / has kernel exploits loaded by
the user. Modifying console state, bypassing platform integrity
checks, or running unsigned code may void your manufacturer
warranty, violate the platform's terms of service, and — under
certain operations — leave your console unrecoverable without a
reinstall. You took those steps before this tool entered the
picture; this tool does not put you in that state and cannot
reverse it.
- **It writes to your PS5's filesystem and can install / register
packages with Sony's installer.** Mistakes can corrupt the
console's app database, leave orphaned mount points, or wedge
Sony's mgmt service mid-install. Recovery normally means a
reboot or — worst case — a factory reset. Back up anything
important before bulk operations.
- **It is intended for use only with content you legally own and
hardware that belongs to you.** Using it to install, mount, or
distribute software you do not have the legal right to use is
your responsibility, not the project's.
- **No support is guaranteed.** This is a free, volunteer-built
tool. The author may answer questions on Discord but is under no
obligation to provide fixes, updates, or compensation if anything
goes wrong.
- **No piracy.** This tool must not be used to copy, distribute, or
run software you do not lawfully own or are licensed to use. The
authors do not condone or assist with piracy in any form, and
requests for such help will be refused.
- **You accept the real risks.** Operating a modified console can
permanently damage it, irreversibly destroy saves and licences, and
get your account or console banned from online services. Back up
anything you cannot afford to lose *before* you begin.
- **Indemnity.** You agree to hold the authors, contributors, and
distributors harmless from any claim arising out of your use or
misuse of this software.
If any of the above is not acceptable to you, do not use this
software.
## Third-Party Libraries
This software builds on the following open-source projects:
**Desktop client (Tauri 2 + React):**
* [Tauri](https://tauri.app/) — Rust-backed cross-platform desktop runtime
* [React](https://react.dev/) — UI library
* [Zustand](https://github.com/pmndrs/zustand) — Client state management
* [Tailwind CSS](https://tailwindcss.com/) — Styling
* [Vite](https://vitejs.dev/) — Build + dev server
* [lucide-react](https://lucide.dev/) — Icons
* [react-router](https://reactrouter.com/) — Routing
**Engine (Rust):**
* [tokio](https://tokio.rs/) — Async runtime
* [axum](https://github.com/tokio-rs/axum) — HTTP service
* [serde](https://serde.rs/) — Serialization
* [anyhow](https://github.com/dtolnay/anyhow) — Error handling
* [uuid](https://github.com/uuid-rs/uuid) — Job IDs
* [zip](https://github.com/zip-rs/zip2) + [sevenz-rust2](https://crates.io/crates/sevenz-rust2) — pure-Rust `.zip` / `.7z` extraction
* [unrar / unrar_sys](https://crates.io/crates/unrar) — `.rar` extraction on **desktop** (bundles the **UnRAR** source by Alexander Roshal; used to *extract only*, never to compress). See the required notice and the GPLv3 §7 linking exception in [`LICENSES/`](LICENSES/). The `unrar` wrapper (MIT OR Apache-2.0) is **vendored** at [`third_party/unrar`](third_party/unrar) carrying one local fix for an out-of-bounds read on multi-volume archives — upstream 0.5.8 has no fix; see that directory's README.
**Payload (PS5):**
* [PS5 Payload SDK](https://github.com/ps5-payload-dev/sdk) — Open-source SDK for PS5 payload development
* [BLAKE3](https://github.com/BLAKE3-team/BLAKE3) — Fast cryptographic hashing (per-shard verification)
## Thanks
ps5upload stands on the shoulders of the **PS5 homebrew scene**. Huge
thanks to everyone who makes this ecosystem possible — the exploit and
kernel researchers, the ELF/payload loader authors, the PS5 Payload SDK
maintainers, the homebrew tool developers whose work this lives alongside,
and everyone in the community who tests, reports bugs, and shares
knowledge. None of this exists without your collective effort. 🙏
## License
GNU General Public License v3.0 (GPLv3).
Free to use, free to modify. See [`LICENSE`](LICENSE).
**`.rar` support / UnRAR:** the desktop build bundles the UnRAR source (used
only to *extract* RAR — never to compress or build a RAR-compatible archiver).
A GPLv3 §7 linking exception covers combining it with this GPL code, and
UnRAR's own license is reproduced as required. See
[`LICENSES/UnRAR-exception.md`](LICENSES/UnRAR-exception.md) and
[`LICENSES/UnRAR-license.txt`](LICENSES/UnRAR-license.txt).
## Author
Created and maintained by **PhantomPtr**.
* [Follow me on X (@phantomptr)](https://x.com/phantomptr)
## Support
If you find this tool useful, consider buying me a coffee!
* Discord server: [https://discord.gg/fzK3xddtrM](https://discord.gg/fzK3xddtrM)
* Support me on Ko-fi: [https://ko-fi.com/B0B81S0WUA](https://ko-fi.com/B0B81S0WUA)
[![Support me on Ko-fi](https://storage.ko-fi.com/cdn/kofi3.png?v=3)](https://ko-fi.com/B0B81S0WUA)