Releases: phantomptr/ps5upload
Releases · phantomptr/ps5upload
Release list
v3.3.26
A reliability release focused on fixing package installs on older firmware (FW < 11).
- Fixed: package installs that failed with error 0x80B21106 on FW < 11. The install
helper was wrapping local file paths infile://before handing them to Sony's
installer, but the installer's URI parser rejects that scheme on older firmware and
returns a parser error — producing hollow, metadata-only installs that would never
launch. Bare local paths are now passed through directly, matching the standalone DPI
daemon's behaviour. (HW-verified on a PS5 Pro FW 9.60 and a PS5 Fat.) - Fixed: the DPI fallback daemon now self-escalates to the right credentials. On
FW < 11,InstallByPackageneeds ShellCore authority to succeed. The daemon (loaded
fresh via the elfldr port) now self-escalates its own credentials on startup and swaps
to ShellCore before each install, so the fallback path lands real data instead of
silently failing. (Issues #152 and #164 — the "helper dies ~4s after a rejected
install" symptom is gone.) - Fixed: Stream (beta) no longer offered on firmware where it hangs. Stream install
pulls a.pkgstraight from your PC over HTTP without staging it first, but on
FW < 11 Sony's PlayGo pre-flight check never returns without kernel patches we don't
have for those firmwares. The Stream button is now disabled with an explanatory
tooltip when the connected PS5 is on FW < 11 — use the normal Upload → Install (staged)
instead, which works perfectly everywhere. - New: persistent fan-control threshold. Set a custom fan speed on the Fan Control
tab and it survives a reboot — the payload restores it at boot.
v3.3.25
A big feature + reliability release.
- Fixed: PKG updates that crashed the on-console helper. On some firmware,
trying to install a game update could kill the PS5-side helper a few seconds
later, so the update never applied. The root cause was the install-fallback
daemon calling Sony's installer without initialising it first. It now
initialises properly (with a boot-timing wait and retry), so a rejected
update no longer takes the helper down. (Verified on real FW 5.10 + 9.60
hardware — the helper survives now.) - New: manage ps5upload from a web browser. The engine can serve the full
app over HTTP, so a NAS/Docker user can drive their PS5 from any browser on
the LAN — no desktop app needed. - New: install a .pkg straight from your PC — "Stream (beta)". Installs a
package over HTTP without staging the whole file on the PS5 first, so you can
install even when disk space is tight. Labeled beta; the normal
upload-then-install path is still the reliable default. - New: your own payload repos. Add any GitHub/Gitea repo to the Payloads
tab and ps5upload tracks its releases and caches the ELF locally — no more
keeping a pile of.elffiles on your PC. - New: repo-based playlists. A payload playlist can now pull from a repo at
run time instead of a local file, so a boot sequence needs no local files. - New: video clips. Browse and download the PS5's gameplay video clips,
like the Screenshots tab. - New: "Install all" for packages. Install every staged package in one tap,
in the right order (base game → update → DLC). - New: rest mode after uploads. Optionally put the PS5 to sleep once its
upload queue finishes — handy for an overnight queue. Off by default. - New: restore a save straight from a USB drive on the PS5 (the counterpart
to Save-to-USB), plus find unused games on the Installed Apps screen —
sort by play time and surface the ones you haven't touched, then uninstall. - Fixed: a dead payload in the catalogue (the Lapy JB Daemon source had
moved) and a batch of UI text that always showed in English even in other
languages. - Routine dependency and CI updates.
v3.3.24
- New: back up a PS5 save straight to a USB drive. From the Saves screen you
can now copy a save (or all of them) to a USB drive plugged into the PS5 — each
backup lands in its own timestamped folder so nothing gets overwritten. There's
a configurable save path in Settings too. (Thanks to @Twice6804 for the
contribution.) - Fixed: a few payloads in the catalogue showed "Not Found." ps5-app-dumper
and Itemzflow had moved to different repos and were 404ing in the Payloads
catalogue — both now point at their current homes. - Routine dependency and CI updates.
v3.3.23
- Fixed: game updates that couldn't install on newer firmware. When the PS5's
in-app installer turned an update away (a common first step on firmware 11/12),
the tool was deleting the staged update file a split second too early — so the
fallback installer (the one that actually lands updates) had nothing left to
install. The update file is now kept until the whole install cascade has had its
turn, so updates can fall through to the path that works. Your base game is never
touched either way. (Needs a final confirmation on real firmware-12 hardware.) - Fixed: the "Close game" button did nothing on some firmware. On firmware
12.20, the PS5's clean "close app" call is rejected, and the tool was giving up
there instead of trying its backup way of stopping the game. It now falls through
to the backup stop so the button actually closes the game. - Faster uploads while the app is open. The Installed Apps and Library screens
quietly check what's running on your PS5 every few seconds. That check shares a
channel with uploads, and on big multi-part games (exfat/ShadowMount dumps) it
could drag transfer speed down. Those checks now pause while an upload to that
console is running, and resume the moment it finishes. - Routine dependency and CI updates.
v3.3.22
- See what's playing, and stop it. Installed Apps now shows a "Playing" badge
on whatever game is currently running, and the Play button turns into Close
game so you can stop it right from the app (with a confirm — it's the same
as quitting on the console). - More patience when launching a game. A first launch (just-installed, or a
cold start) can take a while to come up. Pressing Play now shows "Starting…"
and waits for the game to actually appear before saying it's playing — and it
won't let you fire a second launch into a game that's still starting (which is
what could knock it back down). If it's taking a while, you get a calm "give
it a moment" note rather than an error.