* Implement PS5UPLOAD_BASE_URL environment variable * Format engine Rust sources * Check and remove trailing slash on VITE_BASE_URL * Add base path to logo-square.png * Fix Base URL 404 error * Update Docs * Comment Backend code * fix(engine): clear two latent toolchain-gate failures on current stable Both reproduce on a clean checkout with the engine CI's own commands on current stable Rust; CI only passes today because its cargo cache carries forward lint/compile results from an earlier toolchain, so any cache miss or contributor build fails. - ps5upload-fpkg `free_bytes`: `st.f_bavail as u64 * st.f_frsize as u64` trips clippy `unnecessary_cast` (`-D warnings`) because the statvfs fields are already u64 on Linux. The cast is still needed on macOS, where they are u32, so keep it, silence the lint on the targets where it is a no-op, and use `saturating_mul` so the 32-bit path cannot overflow (the bare `*` would panic in debug). - ps5upload-core fs_ops test: `AtomicU8::try_update` is an unstable library feature (E0658) on current stable, so `cargo test -p ps5upload-core` fails to compile. Switch to the stable `fetch_update`; the call only inspects `.is_ok()`, which is true for both exactly when the closure returns `Some`, so behaviour is unchanged. Verified: `cargo clippy --workspace -- -D warnings` and `cargo test -p ps5upload-core` both pass. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DtgLppKgEWNbr47WHg1tsu * test(ava1): lane-scaling measurement is checked locally, not on CI `lanes_grow_on_a_link_that_scales_with_them` asserts the governor opens a fourth lane when extra lanes raise throughput through a per-lane cap. That only holds at native speed: a shared CI runner cannot always give the fourth lane the headroom to pay off (3 lanes seen on main, 4+ on the same commit in its PR), and under coverage the instrumented sender stalls the capped 160 MiB transfer outright. Skip the coverage run entirely and the lane-count assertion on CI; the transfer-succeeds assertion still runs everywhere. This is the same fix as PR #389 (identical diff), ported here so this PR's `rust (engine workspace)` job goes green on its own; it no-ops once the base carries either copy. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DtgLppKgEWNbr47WHg1tsu * fix(ava1): a stalled upload cancels its job so the destination frees for a resume When an upload stalls fatally (no frame fits the receiver's window and nothing is sent, received or credited for the stall limit), the sender broke with a Protocol error but, unlike every other fatal exit (ERR_IO, ERR_VERIFY, ERR_CANCELLED), sent the console no JobCancel. The console was never told the job died, so it kept the job alive holding the destination. The next attempt's JobOpen was then refused BUSY ("another transfer is writing to this destination") until its retries ran out — the two failures a user sees back to back: a 600 s credit stall on one attempt, then "stayed busy for 12 retries" on the next. Send a JobCancel (reason ERR_STALLED) before giving up, matching the other fatal paths. The journal and the .ava-part stay, so this frees the destination for a clean resume rather than a conflict. Extends the existing `a_grant_smaller_than_one_group_fails_loudly_instead_of_hanging` test to assert the receiver sees the cancel. This does not change why a console grants a sub-group window and stops returning credit (the stall's root cause is in the console-side AVA1 receiver); it makes the stall tear down cleanly so a retry can recover. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DtgLppKgEWNbr47WHg1tsu * test(ava1): de-flake two C-interop tests that failed CI on timing, not on bugs The gating `rust (engine workspace)` ctest step flaked on a rotating set of timing-sensitive tests under CI load (all pre-existing on main, none caused by this PR). Two of them are now robust: - `a_rate_capped_link_is_reported_as_the_network` (governor.rs): a bottleneck *classification* assertion, meaningful only at native speed. On a shared CI runner the debug sender is slower than the 8 MiB/s cap, so the link is not the sole bottleneck and the label describes the runner, not the code. Add the `CI` arm to the skip guard that already covers the sanitizers and coverage — the same guard its sibling `a_slow_disk_is_reported_as_the_bottleneck` already carries. The transfer-succeeds assertion still runs everywhere. - `lane_killed_mid_chunk_requeues_and_completes` (upload.rs): asserts a data-lane kill never costs the session (`sessions == 1`). It killed "the newest connection" via ChaosProxy, which races onto the control connection right after a reconnect or before the first lane opens — dropping the session and failing the assertion (reproduced on clean main, ~1 in 3 locally). Add `ChaosProxy::kill_newest_lane`, which never targets the control connection (the oldest live one), and use it here. The session now survives the kill by construction; the assertion is unchanged and passed 8/8 locally after the fix. Not a weakening of either test: the first keeps its transfer check and only drops an environment-dependent label on CI (matching the existing sibling); the second still proves a lane kill is absorbed, now without the control-connection race. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DtgLppKgEWNbr47WHg1tsu --------- Co-authored-by: GosDev <39804434+GospelBG@users.noreply.github.com> Co-authored-by: Claude <noreply@anthropic.com>
21 KiB
ps5upload
PS5 Upload gets your games, apps and homebrew onto a jailbroken PS5 quickly and reliably: uploads resume after a dropped connection, installs pick the route that works, and you can browse files, manage the console and run cheats from your computer, phone or browser.
What it does
- Fast, resumable uploads of games, folders, disk images and
.zip/.7z/.rararchives (unpacked on the way, nothing extracted to your disk). Everything runs over AVA1, one encrypted connection on port 9120. Every file is verified, and an upload continues after a dropped connection, a helper restart or rest mode. A job that will not fit is refused up front, counting what is already on the console. Queue, live speed and ETA. - Install any package. PS4
.pkgand PS5 fake packages (base, update, DLC) from your computer (Stream & install or Upload & install), a NAS/SMB share, a USB drive or a link. If the PS5 refuses one route, the app offers another. - Convert to FPKG. Build an installable package from a decrypted game folder or an
.exfat/.ffpkgimage on your computer, then install it in one click. - Browse and manage. Files, games, disk images (mount, edit in place), saves, screenshots and video clips; register, launch, stop and uninstall games; copy, move, delete.
- Cheats, fan curve, hardware view, Remote Play pairing, payload sender with a catalogue and playlists, backport tools, and an optional FTP server on the PS5.
- Power. Rest mode, reboot, shut down, and wake over the network (optionally straight into your signed-in user).
- Runs everywhere: macOS, Windows, Linux, Android, or any browser through the self-hosted Docker web UI. 21 languages.
What it doesn't do
- System package patches (NPXS Store or Settings updates). Use the PS5's own Settings → Debug Settings → Game → Package Installer.
- Sign packages with fake keys. It only installs packages the console already trusts.
A quick look
Install
Pre-built downloads land on the Releases page:
| 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. |
| Linux — NixOS (x64 / ARM64) | no release artifact | Packaged in NUR as ps5upload — see NixOS below. |
| 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. |
NixOS
No NixOS artifact is published on the Releases page, but ps5upload is
packaged in GriefNorth's NUR as
ps5upload (x64 and ARM64) — it wraps the same .AppImage and needs no
FUSE. With flakes:
{
inputs = {
nixpkgs.url = "github:NixOS/nixpkgs/nixos-unstable";
nur.url = "github:GriefNorth/nur-packages";
};
outputs = { nixpkgs, nur, ... }: {
nixosConfigurations.myhost = nixpkgs.lib.nixosSystem {
system = "x86_64-linux";
modules = [
({ pkgs, ... }: {
environment.systemPackages = [
nur.packages.${pkgs.system}.ps5upload
];
})
];
};
};
}
Then nixos-rebuild switch --flake .#myhost and launch ps5upload from
your app menu. Without flakes, call the package straight out of the repo —
and note that ps5upload bundles UnRAR for .rar support, so nixpkgs needs
config.allowUnfree = true:
{ pkgs, ... }:
{
nixpkgs.config.allowUnfree = true;
environment.systemPackages = [
(pkgs.callPackage
((builtins.fetchTarball
"https://github.com/GriefNorth/nur-packages/archive/refs/heads/main.tar.gz")
+ "/pkgs/ps5upload")
{ })
];
}
Or try it without installing anything:
nix run github:GriefNorth/nur-packages#ps5upload
The Nix expression pins one release version, so bump it there when a new
ps5upload comes out. Prefer to run the AppImage yourself? Prefer the
./PS5Upload.sh wrapper from the zip above — on NixOS the bare
.AppImage usually renders an empty window, because its bundled
libwayland-client shadows the host one and WebKitGTK then fails to create
an EGL display. The Nix package works around that for you.
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":
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 installed once.
- Linux — the
.deband.rpmpackages 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.AppImageinstead 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. 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/.rpminstall 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 withmake dist-linuxon 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 and relaunch; the app then offers to update the helper.
Building from source:
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:aptdeps 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 v0.43 →~/ps5-payload-sdk.make install-macos— macOS: Xcode CLT, Homebrew,node, currentllvm(LLVM 22 at this release), Rust via rustup, and checksum-verified PS5 Payload SDK v0.43.make install-windows— Windows 11: Node.js LTS, Rust, VS 2022 Build Tools (C++ workload), WebView2 Runtime, 7-Zip, and PS5 Payload SDK viawinget. Run from an elevated PowerShell (or any shell withpwsh/powershell.exeon 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
- Jailbreak the PS5 and keep an ELF loader running on port 9021.
- Launch ps5upload and open Connection. Enter the PS5's IP address.
- Click Check, then Send payload. The app launches the helper and pairs with it by itself.
- If you loaded the helper another way, the console shows a 6-digit code. Enter it in the app once; the computer is remembered.
The helper stays until the PS5 reboots or enters rest mode. The app only needs ports 9120 (the helper) and 9021 (the loader); allow both in your firewall. 6.0 cannot talk to a v5.x helper: the app offers Update the helper and replaces it in one click.
Architecture
client/ (Tauri 2 · React · TypeScript) Android app · Docker web UI
│
└── spawns ── ps5upload-engine (HTTP :19113)
│
▼ AVA1 (Noise-encrypted, port 9120)
payload/ps5upload.elf (PS5 C payload)
payload/: C payload on the PS5 (FreeBSD 11). Transfers, BLAKE3 verification, mounts, file operations and every management call. Spec:protocol/ava1/SPEC.md.engine/: Rust workspace with the AVA1 client, transfer logic, HTTP API and lab tools.client/: Tauri 2 desktop app (and the Android and web builds), talking to the engine.
Build and test
All workflows go through the root Makefile (make help).
| Command | What it does |
|---|---|
make build |
Payload + engine + client |
make run-client |
Tauri dev app |
make run-engine |
Engine on localhost:19113 |
make test-engine |
Rust tests, no PS5 needed |
make test-payload |
Console C code compiled and run on the host |
npm run validate |
Full non-hardware gate |
make dist |
Tauri bundle |
See TESTING.md for the full workflow, and CONTRIBUTING.md.
Tech stack
- Payload: C (FreeBSD 11), prospero-clang, PS5 Payload SDK v0.43
- Engine: Rust, tokio + axum
- Client: Tauri 2, React, TypeScript, Zustand, Tailwind CSS v4, Vite
- Protocol: AVA1 (Noise XX handshake, ChaCha20-Poly1305, BLAKE3 verification)
Supported platforms
- Desktop: macOS, Linux and Windows, x64 and arm64.
- Android: the
.apkfrom Releases. - Web UI: the self-hosted Docker image, in any browser on your LAN (see below).
- PS5 firmware: 1.00 through 13.60 on every model; one payload binary for all. Tested on 5.10, 9.60 and 13.60. In practice the limit is your jailbreak's ELF loader on port 9021.
Fake package install needs live kernel patches (kstuff / fpkg-enable) on the console; where they are missing the app says so instead of reporting a false success.
Self-hosted engine and web UI
Run the engine on a NAS or server and use it from a browser, or point the desktop app at it with Settings → Engine URL.
- Images:
ghcr.io/phantomptr/ps5upload-engine-webui(full web UI) andghcr.io/phantomptr/ps5upload-engine(engine only), tagged:latestor:<version>. - Start from
engine/compose.yaml. It uses host networking (stream installs need the PS5 to reach the engine). SetPS5_ADDRandPS5UPLOAD_ALLOW_IP. - Open
http://<host>:19113. The file picker browses the engine's disk; mount your games folder into the container and setPS5UPLOAD_BROWSE_ROOTS. - An upload keeps running when you close the tab.
- No password. Anyone allowed can read, write and delete on your PS5. Keep it on a trusted LAN, never on the internet.
- You may build the docker container with the
PS5UPLOAD_BASE_URLto host the webui through a reverse proxy. This cannot be changed on runtime.
FAQ
Common questions (connection problems, install errors, USB drives, firmware) are in
FAQ.md, also available inside the app.
Contributing
- Report bugs: GitHub Issues
- Pull requests welcome. Read
CONTRIBUTING.mdand run the checks inTESTING.mdbefore 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. 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 — Rust-backed cross-platform desktop runtime
- React — UI library
- Zustand — Client state management
- Tailwind CSS — Styling
- Vite — Build + dev server
- lucide-react — Icons
- react-router — Routing
Engine (Rust):
- tokio — Async runtime
- axum — HTTP service
- serde — Serialization
- anyhow — Error handling
- uuid — Job IDs
- zip + sevenz-rust2 — pure-Rust
.zip/.7zextraction - unrar / unrar_sys —
.rarextraction 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 inLICENSES/. Theunrarwrapper (MIT OR Apache-2.0) is vendored atthird_party/unrarcarrying 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 — Open-source SDK for PS5 payload development
- elfldr (GPLv3) — the ELF loader; a patched copy is vendored at
third_party/elfldr(fix for a loader that hangs on a silent client) - Monocypher (CC0 / BSD-2) — AVA1's cryptography on the console (X25519, ChaCha20-Poly1305, BLAKE2b)
- BLAKE3 (CC0 / Apache-2.0) — fast hashing for AVA1 file verification
- SQLite (public domain) — reading the console's app database
- tiny-AES-c (Unlicense) — MC4 cheat decryption
Thanks
- elf-arsenal (soniciso, Sanad) — parts of the drive sensor, cheat and wake-watchdog code
- PROSPEROPatches, ORBISPatches and TMDB — game details and artwork
- etaHEN PS5_Cheats and GoldHEN — cheat files
- Everyone who contributed code, translations and docs, and the Discord testers
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.
.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 and
LICENSES/UnRAR-license.txt.
Author
Created and maintained by PhantomPtr.
Support
If you find this tool useful, consider buying me a coffee!
- Discord server: https://discord.gg/fzK3xddtrM
- Support me on Ko-fi: https://ko-fi.com/B0B81S0WUA

