a1mhtar
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UPDATE: Jailbreak Status
-EchoStretch shared a screenshot of Kstuff for firmware 13.60
💣 Be patient
What is it?
LibProsperoPKG is a C# (.NET) library designed to handle PlayStation 5 (Prospero) package files (.pkg) and its internal filesystem (PFS).
Key Features (Based on the Source Tree):
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PKG Handling: It includes builders, readers, and signers (ProsperoPkgReader.cs, ProsperoPkgSigner.cs) to disassemble and assemble PS5 packages.
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PFS Filesystem Support: It can read and write the PlayStation Filesystem structures, handling flat path tables and FS trees (ProsperoPfsReader.cs, ProsperoFsTree.cs).
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Kraken Decompression: It features built-in support for Oodle Kraken decoding and encoding (KrakenDecoder.cs, OodleKrakenEncoder.cs), which is essential for handling the highly compressed asset formats used by the PS5.
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PlayGo Integration: Contains layout structures for PlayGo (ProsperoPlayGo.cs), the system that handles chunking for "Play as you download" features.
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Crypto & Keys: Implements XTS block transformation and manages RSA keys/passcodes needed for image mounting and decryption (Crypto.cs, pkg_meta_rsa_key.pem).
Use Cases
This library is highly useful for tools targeting:
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Game Modding & Asset Extraction: Extracting game files (textures, audio, text for translations) and repacking them.
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Homebrew Development: Packaging custom applications into legitimate-looking PS5 .pkg formats for testkits or jailbroken environments.
Updated:
PS5 firmware
ps5-linux is only supported on PS5 Phat and Slim on the following firmwares:
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3.00, 3.10, 3.20, 3.21 without M.2 support
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4.00, 4.02, 4.03, 4.50, 4.51 with M.2 support
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5.00, 5.02, 5.10, 5.50 with M.2 support
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6.00, 6.02 with M.2 support
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7.20, 7.61 with M.2 support
Support for 1.xx and 2.xx firmwares may be added in the future, but we will not prioritize this effort.
0dbbf4e
1.6 Changelog
Added support for 12.60 and higher firmware
Added payload validation to remote js loader
Updated elfldr with 13.40 support
Firmware 4.03 – 12.40 → Y2JB_backup_1.6(4.03)
Firmware 12.60 and up → Y2JB_backup_1.6(12.20)
Thanks Rush and Dr.Yenyen for providing backup!
You're imagining things. I didn't upload any file, and the link is from the same source. If you're imagining things, please see the nearest hospital.
The credit always goes to the developers, not to me; I'm just a content and news publisher. I have never attributed any work or effort of others to myself, and I always share support links for developers.
Added
❤️ Support Development
You can support continued APR Emulator development through the #donations channel.
🙏 Special Thanks
Massive thanks to Drakmor for APR Emulator and the surrounding ecosystem that makes this project possible.
Additional thanks to:
@zombie_round @bestpig @𝔎𝔦𝔯𝔞 @VoidWhisper_ps @Sonic_Iso @@sistro @StretchEcho for helping with development, testing, bug reports, and compatibility research.
By Echo Stretch
BD-UN-JB
Note : YOU NEED ALREADY JAILBROKEN PS5
BD-UN-JB is RemoteJarLoader that can be used on already jailbroken PS5 upto 13.20 firmware.
It supports on-screen logging and network logging.
Send bdj_unpatch.elf to elfldr to unpatch BD-J.
bdj_unpatch.elf will backup existing bdjstack.jar to bdjstack.jar.bak just in case.
Then burn BD-UN-JB iso and run.
DO NOT REINSTALL FW, IT WILL WIPE THE PATCH AND LOSE BD-JB
RemoteLogger server is listening on port 18194.
Use log_client.py to get the log.
I recommend first running the log_client.py then starting the BD-J app.
RemoteJarLoader server is listening on port 9025.
Use jar_client.py to send the jar file.
You can use any other TCP payload sender too.
Don't forget to set Main-Class in manifest.txt.
Use john-tornblom's bdj-sdk and ps5-payload-sdk for compiling.
Credits
-
TheFlow — BD-JB documentation & native code execution sources.
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hammer-83 — PS5 Remote JAR Loader reference.
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john-tornblom — BDJ-SDK and ps5-payload-sdk used for compilation.
🎮 PS5 Rules for Success
Before asking for help, please make sure you’ve read and followed the guidance below.
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Use a Single Mounting Method
Always use only one mounting solution at a time.
Examples include:
Voidshell
ShadowMount Plus
Dump Installer
etaHEN + ItemzFlow
Mixing multiple mounting methods can lead to conflicts, crashes, duplicate shortcuts, or games failing to launch.
Note: Dump Installer can generally be used alongside etaHEN.
⸻
2. Use the Latest kstuff
Using an up-to-date version of kstuff is recommended.
Use either the latest Echo Stretch kstuff Lite release or Drakmor’s 1.1 Stable release. Drakmor’s 1.1 Stable should only be used on firmware 10.01 or below, while Echo Stretch kstuff Lite can be used on firmwares up to 12.xx.
If you are experiencing issues, test different kstuff versions before reporting problems.
⸻
3. Use an SSD for Best Results
For the best compatibility and loading performance:
✅ Use an SSD in a USB enclosure
✅ Connect it to a SuperSpeed USB port:
Rear USB ports
Front USB-C port
⚠️ Internal storage is generally not recommended for mounted content.
⸻
4. Configure kstuff Pause Correctly
Do not set your kstuff pause delay too the kstuffshort.
The pause delay should generally be set to at least 45–60 seconds.
Some games require additional time to finish loading resources. If kstuff resumes too early, the game may crash during startup or shortly afterwards.
If you experience crashes, increase the pause delay and test again.
⸻
5. Check Firmware Compatibility
Games must be compatible with your firmware.
Examples:
Firmware 4.xx → Game must support 4.xx or have a backport.
Firmware 5.xx → Games requiring 6.xx will need a backport.
If a game requires a newer firmware than your console supports, you must:
Obtain an existing backport, or
Create one yourself (advanced users)
Many popular titles already have backports available within the community.
⸻
6. Switching from ItemzFlow to Other Mounting Methods
If you previously mounted games using etaHEN + ItemzFlow and want to switch to ShadowMount Plus, Voidshell, or another mounting solution:
Open ItemzFlow.
Locate previously mounted games.
Remove all created shortcuts.
Reboot if necessary.
Mount again using your new preferred method.
Failing to remove old shortcuts can cause launch issues and conflicts.
⸻
Before Asking for Help
Please verify:
✅ You are using only one mounting method.
✅ Your game is compatible with your firmware.
✅ You are using a suitable kstuff version.
✅ Your kstuff pause delay is not too short.
✅ You are using an external SSD connected to a SuperSpeed USB port.
✅ You removed old ItemzFlow shortcuts if switching mounting methods.
⸻
Community Etiquette
❌ Do not post the same question across multiple channels.
❌ Do not repeatedly bump your question.
✅ Ask once and wait for a response.
✅ Provide useful information such as:
Firmware version
Mounting method used
kstuff version
Storage device used
Exact error or crash behaviour
This helps experienced users and moderators diagnose problems much faster.
don't confuse between kernel and userland
BD-UN-JB is Userland
Poopsploit is Kernel
Poopsploit support up to 12
BD-UN-JB support up to 13.20
userland+Kernel = jailbreak
12.00 = Userland (Y2JB or BD-UN-JB)+ Kernel(P2JB or Poopsploit)= can be jailbreak
12.70 = Userland (MAST1CORE or LUA or BD-UN-JB) + Kernel(P2JB only)= can be jailbreak
13.00 = Userland (BD-UN-JB)+ Kernel(not available yat)= can not be jailbreak
BD-UN-JB
Note : YOU NEED ALREADY JAILBROKEN PS5
BD-UN-JB
Note : YOU NEED ALREADY JAILBROKEN PS5
BD-UN-JB is RemoteJarLoader that can be used on already jailbroken PS5 upto 13.20 firmware.
It supports on-screen logging and network logging.
Send bdj_unpatch.elf to elfldr to unpatch BD-J.
bdj_unpatch.elf will backup existing bdjstack.jar to bdjstack.jar.bak just in case.
Then burn BD-UN-JB iso and run.
DO NOT REINSTALL FW, IT WILL WIPE THE PATCH AND LOSE BD-JB
RemoteLogger server is listening on port 18194.
Use log_client.py to get the log.
I recommend first running the log_client.py then starting the BD-J app.
RemoteJarLoader server is listening on port 9025.
Use jar_client.py to send the jar file.
You can use any other TCP payload sender too.
Don't forget to set Main-Class in manifest.txt.
Use john-tornblom's bdj-sdk and ps5-payload-sdk for compiling.
Credits
-
TheFlow — BD-JB documentation & native code execution sources.
-
hammer-83 — PS5 Remote JAR Loader reference.
-
john-tornblom — BDJ-SDK and ps5-payload-sdk used for compilation.
Update Jailbreak PS5
🎬 Below-10.01 : Use Y2JB (Lapse)
📀 10.20-12.00 : Unpatch bd-j & use bd-jb (Poops)
🎬 12.02-12.40 : Use Y2JB+P2JB but take 50 min.
💿 12.60-12.70 : Swrr (Luac0re 1.3) but take 50 min.
❌️ 13.00-13.xx : No jailbreak
No, only update p2jb.js file
Updated poopsploit to 1.6
Now poopsploit supports PS5 4.03 to 12.00 FW
You can upgrade offline PS5
If you want to update to a specific firmware, download the correct PUP and follow the official guide to upgrade your PS5. Obviously you cannot downgrade.
PS5 firmware
ps5-linux is currently only supported on PS5 Phat on the following firmwares:
-
3.00, 3.10, 3.20, 3.21 without M.2 support
-
4.00, 4.02, 4.03, 4.50, 4.51 with M.2 support
-
5.00, 5.02, 5.10, 5.50 with M.2 support
-
6.00, 6.02 with M.2 support
Support for 1.xx and 2.xx firmwares may be added in the future, but we will not prioritize this effort.
Here is why going down to 16KB might be pushing it too far, even though it sounds tempting for saving even more space:
1. The Diminishing Returns Law
The jump from 128KB to 32KB is massive because it slashes the minimum space every single tiny file takes by 75%. However, the jump from 32KB to 16KB yields much smaller savings unless the vast majority of those 600,000 files are strictly under 16KB. You will spend a lot of time reformatting for maybe just a few extra gigabytes of savings compared to 32KB.
2. File System Overhead & RAM Usage
When you drop the cluster size to 16KB, a large game (like your 178GB one) has to be chopped up into millions of additional individual pieces.
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Massive File Allocation Table (MFT/FAT): The OS has to keep track of every single one of these millions of clusters. This makes the file system metadata table bloated.
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RAM and CPU tax: Every time the OS looks up, moves, or reads a file, it has to traverse a much larger index. This can cause a slight, microscopic tax on your CPU and RAM just to manage the file system structure itself.
3. Impact on Large Files (The Double-Edged Sword)
While this game has 601,787 small files, modern games also contain massive 10GB to 20GB pack files (like .pak, .bin, or .rpf archives) that hold textures and audio.
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At 16KB, a single 20GB file has to be split into over 1.3 million clusters.
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When the game tries to stream a massive texture asset from that file, the drive has to issue an excessive amount of read commands to piece those millions of 16KB blocks back together. Even on a fast NVMe SSD, this extreme level of fragmentation can eventually hit a bottleneck in raw sequential read throughput.
4. OS and Tool Compatibility Limits
Some operating systems, backup tools, disk utilities, and custom homebrew payloads or file managers have hardcoded limits or are optimized specifically around standard clusters (32KB/64KB). Dropping to 16KB on a massive high-capacity drive can sometimes trigger unexpected bugs, slow drive mounting times, or compatibility issues with certain environment tools.
Summary Recommendation
32KB is universally considered the "sweet spot" or the floor for gaming drives. It is small enough to stop the massive 64GB bleed from your small files, but large enough that your multi-gigabyte files aren't shattered into millions of microscopic pieces. Stick with 32KB—it gives you 90% of the space savings with 100% of the peace of mind.
Allocation size change
TL;DR: Go with 32KB or 64KB. You will reclaim most of that 64GB wasted space ("file slack") without any noticeable performance issues, provided you are using an SSD. Here is why:
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The Bloat: Since you have over 600k tiny files, a 128KB cluster size forces even a 1KB file to take up 128KB of actual disk space. Dropping to 32KB/64KB drastically cuts down this wastage.
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Performance on SSDs: Modern SSDs handle random reads of small blocks incredibly well. Fragmentation isn't an issue for SSDs because they have near-instant access times, so dropping the cluster size won't hurt your load times or cause stuttering.
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Performance on HDDs: Only avoid this if it's an old mechanical HDD, as smaller cluster sizes can increase fragmentation and cause minor performance drops on spinning platters.
enjoy getting your 64GB back!
Custom Background Package Installer has a lot of problems don't use this option
Copy files to root usb and use option Package Installer
If don't have usb trying to use web installer or use itemsflow to install the pkg
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Optional Direct PKG installer V2 service with WebUI on http://PS5_IP:12800
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Optional Direct PKG installer service on port 9090
My dear, you are suffering a lot,
Transferring data via FTP takes up a lot of your time, and in the end, the game doesn't work for you.
Buy Flash USB 256GB at least until you can transfer the games
And cost you 20$ only , This makes the game installation process extremely easy.
I was installing on extended storage and internal storage and both working fine
You have different storie
can't using external usb to play games PS4, only extended usb
Also you can Play PS5 Dumps on extended usb, but your PC can't be recognize your extended format
How to play PS5? By transfer the PS5 Dumps by FTP
This is the way to play PS4 games and PS5 Dumps on extended SSD or HDD
Yes working fine with with out any issues
I have 5tb games in extended ssd installed by ps4 when I connect to ps5 the system automatically installed all the games on ps5 and working fine
And have have other PS5 new for my friend and he asked me for games, just I give him the ssd and working fine for him around 150s games
Not worry you can do it .. Enjoy:)