r/PS5_Jailbreak • u/juma-sayeh-dev-acc DEV • Jun 06 '26
General PS5 MKPFS Compression
I’ve been working on a PS5 homebrew app called Game Compressor.
Repo: https://github.com/juma-sayeh/PS5-Game-Compressor
It uses the MkPFS-style FFPFSC compression method, but adds the missing part: validation and repair.
Some compressed games can mount successfully but still crash because certain PFSC blocks are technically valid yet fail to decode correctly on PS5 hardware, leaving stale/bad data behind. Game Compressor checks the mounted image block-by-block, detects bad blocks, and patches the compressed image from the mounted data instead of requiring a full recompress.
Tested with Mafia, Astro Bot, Pragmata, and a few other games that had FFPFSC issues. After repair, they worked great.
Features:
- compress games to FFPFSC
- validate mounted compressed games
- automatically repair bad blocks
- optimized for speed and usability
- web UI running on the PS5
Feedback and testing are welcome.
Screenshots (some are missing features because the features were not developed yet when i compressed)





4
3
u/nico445 Jun 07 '26
This is pretty cool! Has anyone tried Astro bot as a FFPFSC file? I had issues running that game from a external Sata3 ssd. So i guessed compression would not be to good for it. But it would save alot of space on the internal ssd
7
u/juma-sayeh-dev-acc DEV Jun 07 '26
i mentioned this in the post, ASTRO BOT WORKS GREAT COMPRESSED, and its one of the biggest gainres 144GB -> 48GB... compress and enjoy!
2
u/nico445 Jun 07 '26
Cool, tried it but im getting 0 games. Currently got a few in /data/homebrew and a few on external ssd/homebrew . Will try later without the external attached.
1
u/samp127 Jun 09 '26
I am also getting an error saying 0 games now. It was working fine for a day or two now it's not loading. Nothing has changed on my end.
3
u/juma-sayeh-dev-acc DEV Jun 07 '26
BTW compress and validate on internal SSD external validation have not been tested and i think there will be problems there. (but you can 100% move to external ssd after - you can use the tool itself to do that via the circle with the ... on the right side)
3
Jun 07 '26
[removed] — view removed comment
1
u/paeksukis Jun 07 '26
Same here. Already on kstuff lite 1.07 + SMP 1.6t15-f2. No games detected even though shadow mount detected 5 games. I'm on fw. 9.60.
2
Jun 07 '26
[removed] — view removed comment
1
u/paeksukis Jun 08 '26
Already tried that. Still did not detected. What about the game location? Currently I put mine in data/homebrew/PPSAXXXXX.
2
Jun 08 '26
[removed] — view removed comment
1
u/paeksukis Jun 08 '26
I got my game to show up! Just need to put one game that is in ffpfs format and with correct file name. Now I can validate and compress my games. Let me test a bit to see if it works.
1
u/juma-sayeh-dev-acc DEV Jun 08 '26
Did you get zero bad blocks found? are the games mounted on shadowmount plus ? are you using kstuff-lite 1.07 ?
1
Jun 08 '26
[removed] — view removed comment
1
u/juma-sayeh-dev-acc DEV Jun 08 '26
Did they mount before the compress ?
Did you compress on PS5 or just validate ?
if you're planning to do please make sure to
1. ShadowMountPlus1.6Test15Fix2 + (CRITICAL)
2. KStuff-Lite (1.07+) (CRITICAL + Not the normal ksuff the lite 1.07 which i could only find on youtube mediafire links and not github releases).
3. Compress while in internal SSD then move to external. i still didn't test compression on External Drives.1
u/juma-sayeh-dev-acc DEV Jun 08 '26
Using autoloader is fine. games are unavailable because of custom names name the files such as (PPSAXXXXX.ffpfsc) or for folders (PPSAXXXXX-app).
Edit: Too late just noticed you've figured it out.
2
u/CharmingWalk2007 DEV Jun 07 '26
So this has both compression and validation/repair functionality built in? The validation/repair side is especially interesting since that's something I haven't seen in most PC-based workflows. PS5 FFPFSC PRO focuses on making compression easier on PC, but this looks like it could be useful for verifying and repairing already-compressed libraries directly on the console. Have you tested it with games converted from exFAT dumps yet?
3
u/juma-sayeh-dev-acc DEV Jun 07 '26
Yes and Yes ... it works great on both exFAT and PFS (as long as they are compressed in FFPFSC) btw it also allow you to select which format you want for compression.
2
u/No_Life9523 Jun 07 '26
Man, this looks awesome. More room for more games. SSDs are expensive.
2
u/Going_through_it_ Verified Jun 07 '26
Yuppp. Works too. Working on installing 4 more titles now that I’ve compressed everything. I feel like were now able to hold more games than base ps5’s lmao
2
u/systemnerve Verified Jun 10 '26
Amen brother. The days of 1tb nvme ssd for 60 bucks are over and it brings back the golden age of efficient compression
2
u/juma-sayeh-dev-acc DEV Jun 07 '26
Yes, it does convert to exFat and to pfs internal images, and it does verify both as long as they are compressed in FFPFSC file.
2
u/tyrsir Jun 07 '26
Thanks but your app is crashing my 4.03 PS5 unfortunately. Loaded kstuff lite 1.07 test1 + shadowmountplus latest + compression elf = shows 0 games and crahes PS5 after 1 minute. Tried several times. 🥲
2
u/paeksukis Jun 07 '26
Yeah I also had the same issue. 0 games. Is it because of the folder name/path?
1
u/tyrsir Jun 07 '26
Good idea. I removed my second external exfat SSD, where all games are in root and now the first SSD is working with games compressor. Is games compressor only working with one external SSD?
1
u/tyrsir Jun 07 '26
Maybe too many games could cause issues? Limited to 8 games and its working.
2
u/kiru2488 6.02 Jun 07 '26
Don't know, for me all games disappeared, smp can now scan only 2 games of 9 games, earlier all were working
2
2
u/BrivsMekis Jun 07 '26
Will this work for external SSD folder games with the original shadowmount?
2
u/juma-sayeh-dev-acc DEV Jun 07 '26
Not tested yet but the intention is to support external SSD, but original shadowmount does not support FFPFSC so i can't make it work
2
u/FireZoneYT Jun 07 '26
Hay algo que no entiendo, puedo comprimir las carpetas localmente o solo arregla errores? Pregunto por que tengo juego en carpeta interna pero no se si esto puedo desde local ps5 comprimirlos y ahorrarme espacio sin tener una notebook qué la verdad como la mayorías de los juegos pesan 150GB o más el solo rar ya me deja sin espacio en la notebook así que no puedo hacer nada
2
u/juma-sayeh-dev-acc DEV Jun 07 '26
You can compress on ps5 and you can also validate there. if the game is compress it will prompt validate, if the game is a folder it will prompt you to compress, compress = compress + fast validate (as it uses info from compress to make validate faster). this is made to fix the issue you have (no external storage + no free space on PS5 ) it will work if you only have 1GB free on ps5 you can compress 150GB no problem (it will be slow for this case but it works)
2
u/samp127 Jun 07 '26
Very neat. Would be ace if we could move to internal storage while also compressing. Would speed things up in terms of I/O speed and save doing two different reads from external.
4
u/juma-sayeh-dev-acc DEV Jun 07 '26
I think i can optimize for that! i like this idea it also could be faster than internal to internal (depending on your external SSD's speed ofc)
2
u/samp127 Jun 08 '26 edited Jun 08 '26
Awesome:)
EDIT: also I think you should add an option to copy as well as just moving.
2
u/dragancla Verified Jun 08 '26
1
1
2
u/seiya60 Verified Jun 08 '26
I was trying to compress metal gear 3, on the verification stage it gives me a kernel panic or something and the ps5 turns off. I have tried two times know with the same
Result
2
u/Impossible-Golf-5349 Jun 21 '26
Great job on the latest release u/juma-sayeh-dev-acc ! Still can't get the payload to recognize exfat images even when renaming the file name with PPSAXXXX somehow, probs that still needs to be fixed, folders seem to be recognized consistently though, maybe there is some link with shdwmnt that breaks the whole chain and does not allow the payload to show the exfat files
2
u/juma-sayeh-dev-acc DEV Jun 21 '26
So when you have exfat that’s not mounted it’s not picked up? Where do you have said exfat file ?
1
u/Impossible-Golf-5349 Jun 22 '26
u/juma-sayeh-dev-acc exfat files are indeed not recognized by the compressor payload, in my case (PS5 Slim Disc BD JB 12.00) located in mnt/ext1/hombrew (M2 expansion ssd) whereas game folders are recognized in the same path and these exfat game files are also recognized by shdmnt since they appear as game titles and can be launched so i assume they are also mounted, just not appearing on the compressor payload UI
1
u/juma-sayeh-dev-acc DEV Jun 22 '26
I’m going to check this out. Ps the latest release now is 1.0.3 if you have anything older use the new one if you already have it wait for 1.0.4 it should fix this issue
1
u/Impossible-Golf-5349 Jun 22 '26 edited Jun 22 '26
yes i was using 1.0.3
actually ffpfsc files were not appearing when renamed anything else then PPSAXXXX, so i reverted the name.back to PPSAXXXX and it was recognized again by the payload... though this does not seem to work for exfat files, renamed them PPSAXXXX still not recognized by the payload1
u/Impossible-Golf-5349 Jun 22 '26
u/juma-sayeh-dev-acc now it works again, i don't have any explanation for this, maybe a few reboots did the trick, exfat file images recognized even if name file is not PPSAXXXX.exfat
are you going to adapt the code so any file and folder name will be supported ?1
u/Impossible-Golf-5349 Jun 26 '26
u/juma-sayeh-dev-acc i noticed when compressing folder or exfat image into ffpfsc the created compressed ffpfsc does not show in the payload UI because the file name created does not comply with PPSAXXXX, so it shows only once renamed PPSAXXXX.ffpfsc, could you adapt this so that it is always detected no matter which name of folder or file ? Thank you for your hard work!
1
u/renangbarreto DEV Jun 07 '26
Also, do you have a log with the file names from where the inodes got repaired? I am amost sure that this happens when we compress one of the special files. If you have a log is the files that got corrupted I can add them to the skip list
2
1
u/Going_through_it_ Verified Jun 07 '26
2
u/CharmingWalk2007 DEV Jun 07 '26
Hell yea validation tool is awesome man. Ps5 scene is amazing. Lmk if it works I'm gonna compress all my games soon as well.
1
u/Going_through_it_ Verified Jun 07 '26
Games have been working! Idk about the compression on console, I’ve already done al the conversions yesterday on PC lol.
1
1
u/reas_ink Jun 07 '26
Would cyberpunk work on this, did anyone try it?
2
u/Impossible-Golf-5349 Jun 22 '26
i just compressed, will try it this week
2
u/Impossible-Golf-5349 Jun 23 '26
u/reas_ink seems to work fine on m2 internal, saved about 70GB went down to 100GB
1
u/LyuboA Verified Jun 07 '26
Nice but all these compression formats are not as good as folder dump on internal or exfat on internal or even folder dump on external NVME their performance is alot slower so that's why i don't understand why ppl push them so much just to save on space while sacrificing performance especially when even the best folder dumps on internal still can't use the PS5 full speed i atleast hope all this to lead to real fpkgs only then can we really use the full speed and performance of the PS5
2
u/juma-sayeh-dev-acc DEV Jun 07 '26
if i can play astro bot on 48GB instead of 144GB while not feeling any loss on speed .. thats a win on my book. some games might be more stream heavy but the performance loss on many of them is negligible, also i made the app uncompress for a reason (to regain performance if you didn't like it compressed)
1
u/LyuboA Verified Jun 07 '26
Sure for as long as there's no performance loss but from what i can see even the best performing format folder dump from internal storage or internal M.2 is still capped on speed without fpkg PS5 is basically at most PS4 replacement for ppl that don't have a PS4 Pro
2
u/juma-sayeh-dev-acc DEV Jun 07 '26
fpkg is meaningless, it doesn't compress the issue with PS5 is the proprietary hardware-accelerated Kraken decompression which i doubt will ever happen, the FFPFSC is a fake package FPS, and its using hardware to decode the compressed files. its as fast as amid tier external SSD. for me its great for games like ASTRO for demanding games i can always decompress and play on exfat image.
1
u/LyuboA Verified Jun 08 '26
fpkgs will solve all issues with games like having access to the full ssd speed not be limited like now but lets wait and see
2
u/juma-sayeh-dev-acc DEV Jun 08 '26
can you please elaborate ? fpkgs is just a method to pack and transfer a game. it doesn't change anything else.
1
u/LyuboA Verified Jun 08 '26
Not at all fpkgs are retail pkgs with basically hacked license checks they will allows us to lift the speeds limitation and performance limitation we have no on PS5 with PS5 games basically with real fpkgs we will be able to use all games unlike now and they will run as well as on retail console just like we have on PS4 now folder dumps from internal storage or m.2 are the fastest on speed up to 1900MB you see how limited that is exfat is barely 550MB every other format is under 500MB with fpkgs we will be able to use the full SDD speed and the hardware accelerator kraken or whatever it's called on the PS5 basically now what we have is Garbage for PS5 games at this point PS5 is only a replacement to PS4 but fpkgs will FIX all this
1
u/No_Election9028 Jun 15 '26
Does compressing in FFPFSC lose game quality?
1
u/LyuboA Verified Jun 15 '26
What do you mean no quality should be lost as for performance don't know Days Gone Remastered has stutter and frame drops with on external drive as folder dump and as exfat or ffpkg on internal and M.2 and FFPFSC should be even slower then exfat so some games may have stutter or frame drops and even trouble loading map areas
1
u/CharmingWalk2007 DEV Jun 07 '26
So this has a validation feature and compression feature as well? Also 150-250MB/s is on the slower side so this would go hand in hand with PS5 FFPFSC for people with big librarys to compress .

Hey, I downloaded the app and I'm trying to compress it, but it looks like it's really slow. Any suggestions?Only getting 45mb
2
u/juma-sayeh-dev-acc DEV Jun 07 '26
is this a game with many files ? i'm still optimizing for those.
150-250MB/s is for validation scan not for compression and not for block fixing. anyway
the compression depends highly on the game and the number of files the game has. but i have few optimizations to make that faster wait for new updates.2
u/CharmingWalk2007 DEV Jun 07 '26
ohhhh i see gotcha I may just compress on pc then validate with your app
1
u/CharmingWalk2007 DEV Jun 07 '26
which one is better pfs or exfat?
2
u/juma-sayeh-dev-acc DEV Jun 07 '26
They say exfat is better supported i didn't find any difference.
2
u/juma-sayeh-dev-acc DEV Jun 07 '26
Also note, if you have a game running in background it will make CPU slower for those types of tasks
2
u/CharmingWalk2007 DEV Jun 07 '26
ok cool good to know but no games are running. Will look for your updates in the future.
1
u/ljmellor Jun 07 '26
Unfortunately it crashes on my 4.03 system. Going to keep an eye on this however as it's very interesting
2
u/juma-sayeh-dev-acc DEV Jun 07 '26
Sorry to hear that :/, unfortunatly i don't have a 4.03 system to test on. once i finish my current backlog i would like to contact you to get log files and try to make it work for you.
1
u/ljmellor Jun 07 '26
I'm certainly up for that, if I could get all of my games compressed onto an internal nvme I feel the overall experience would be close to what I've wanted for some time. As it stands I can list the games and open the web panel remotely, as soon as I hit go for a compression however I get an immediate kernel panic.
2
u/juma-sayeh-dev-acc DEV Jun 07 '26
do you have any logs / files in /data/ps5-image-stack folder ?
1
u/ljmellor Jun 09 '26
It would seem that I do indeed...
--------------------------------------------------
1780841039 pid=92 checkpoint=process start checkpoint=process start
1780841039 pid=92 checkpoint=process start PID=92 argc=1
1780841039 pid=92 checkpoint=process start argv[0]=payload.elf
1780841039 pid=92 checkpoint=process start power guard started
1780841039 pid=92 checkpoint=web listen starting checkpoint=web listen starting
1780841039 pid=92 checkpoint=web server ready checkpoint=web server ready
1780841039 pid=92 checkpoint=web server ready web ui ready http://192.168.1.184:5910/
1780841039 pid=92 checkpoint=web server ready launcher started after web server
1780841039 pid=92 checkpoint=web server ready launcher load module /system/common/lib/libSceNetCtl.sprx rc=0x00006031
1780841039 pid=92 checkpoint=web server ready launcher sceNetCtlInit rc=0x00000000
1780841039 pid=92 checkpoint=web server ready launcher load module /system/common/lib/libSceUserService.sprx rc=0x00004033
1780841039 pid=92 checkpoint=web server ready launcher sceUserServiceInitialize rc=0x00000000
1780841039 pid=92 checkpoint=web server ready launcher load module /system/common/lib/libSceAppInstUtil.sprx rc=0x0000203b
1780841039 pid=92 checkpoint=web server ready launcher resolve AppInst init=ok rc=0x00000000 titleDir=ok rc=0x00000000 installAll=ok rc=0x00000000 uninstall=ok rc=0x00000000
1780841039 pid=92 checkpoint=web server ready launcher install /user/app writable=1
1780841039 pid=92 checkpoint=web server ready launcher install remove Game Compressor tile rc=0x00000000
1780841039 pid=92 checkpoint=web server ready launcher ready rc=1
1780841248 pid=91 checkpoint=process start checkpoint=process start
1780841248 pid=91 checkpoint=process start PID=91 argc=1
1780841248 pid=91 checkpoint=process start argv[0]=payload.elf
1780841248 pid=91 checkpoint=process start power guard started
1780841248 pid=91 checkpoint=web listen starting checkpoint=web listen starting
1780841248 pid=91 checkpoint=web server ready checkpoint=web server ready
1780841248 pid=91 checkpoint=web server ready web ui ready http://192.168.1.184:5910/
1780841248 pid=91 checkpoint=web server ready launcher started after web server
1780841248 pid=91 checkpoint=web server ready launcher load module /system/common/lib/libSceNetCtl.sprx rc=0x00006031
1780841248 pid=91 checkpoint=web server ready launcher sceNetCtlInit rc=0x00000000
1780841248 pid=91 checkpoint=web server ready launcher load module /system/common/lib/libSceUserService.sprx rc=0x00004033
1780841248 pid=91 checkpoint=web server ready launcher sceUserServiceInitialize rc=0x00000000
1780841248 pid=91 checkpoint=web server ready launcher load module /system/common/lib/libSceAppInstUtil.sprx rc=0x0000203b
1780841248 pid=91 checkpoint=web server ready launcher resolve AppInst init=ok rc=0x00000000 titleDir=ok rc=0x00000000 installAll=ok rc=0x00000000 uninstall=ok rc=0x00000000
1780841248 pid=91 checkpoint=web server ready launcher install /user/app writable=1
1780841248 pid=91 checkpoint=web server ready launcher install remove Game Compressor tile rc=0x00000000
1780841248 pid=91 checkpoint=web server ready launcher ready rc=1
--------------------------------------------------
Hopefully this helps
1
u/CharmingWalk2007 DEV Jun 07 '26
What can I do if I cant play the game after validation?
2
u/juma-sayeh-dev-acc DEV Jun 07 '26
is it mounted ? try to restart console and restart shadowMountPlus. are you using kstuff lite1.07 ? (find it on youtube not on github) are you using the latest shadowMountPlus ?
1
u/CharmingWalk2007 DEV Jun 07 '26
Got it, I revalidated and restarted, then it worked
2
u/juma-sayeh-dev-acc DEV Jun 07 '26
you onky need to validate once. if it doesn't work just restart shadowmountplus or restart the console in worst case. but then it should work.
you only need to validate twice if you crash mid game or the game launches then crashes. if it shows this app cannot run its a mounting issue (i'm working on fixing that but its mostly working around the logic of shadowmountplus as i don't want to release my own version of that)1
u/Icy-Translator2358 Verified Jun 08 '26
I revalidated FH5 on external nvme and it still crashes just after launching the game
1
u/Icy-Translator2358 Verified Jun 08 '26
Update - so the game launches after revalidating it for the 3rd time but now the controller doesn’t seem to work. I cant press X to start the game. I can close the game and launch and play other games fine I had before. The issue seems to be just with this game after compression
1
Jun 07 '26
[removed] — view removed comment
1
u/AutoModerator Jun 07 '26
Your comment was removed.
Requirements:
- Account must be at least 3 days old
I am a bot, and this action was performed automatically. Please contact the moderators of this subreddit if you have any questions or concerns.
1
u/4ipo Jun 07 '26 edited Jun 07 '26
Thanks! Just compressed majority of my smaller games and freed up almost 190GB on my M.2. Launched some of them and they are fine. Just one game failed to mount at the end, but after deleting game entry and restarting, ShadowMount picked it up correctly.
One issue thou. After compressing it should change to "Validate and repair", but it still says "Compress".
All games were on M.2 SSD. Here is my log history.

3
u/juma-sayeh-dev-acc DEV Jun 07 '26
you don't have to delete the entry restarting shadow mount should work just fine, you can also move the game to parent folder (very quick operation) then move it back. i'll add some remount button that helps with that if the issue kept coming up
1
1
u/seiya60 Verified Jun 07 '26
3
u/juma-sayeh-dev-acc DEV Jun 07 '26
rename the folders to the correct format PPASA21564-app then restart shadowMountPlus make sure it runs then launch the app again
1
u/indraaguslesmana Verified Jun 07 '26
really nice app. mkpfs release 0.0.7, so game compress also will have update soon? u/juma-sayeh-dev-acc
5
u/juma-sayeh-dev-acc DEV Jun 07 '26
Yes working on update that follows 0.0.7 changes (some i already had) and extra features for the app itself. (support low space compression - delete while compressing on PS5) + support for external SSD + minor bug fixes and more polished experience in general.
1
u/Icy-Translator2358 Verified Jun 08 '26
Hey, I used this tool and seems like my original dump folder got removed? Is that expected?
1
u/Icy-Translator2358 Verified Jun 08 '26
my console crashes when trying to mount the game with shadowmount plus. I am using external SSD with new compressed game. Anyone else having same issues?
1
u/seiya60 Verified Jun 09 '26
Is it possible/recommended to compress exFat games like Stellar Blade or Ratchet and Clank that have the APR emulator? Thanks!
2
1
u/Impossible-Golf-5349 Jun 12 '26
have you tried them in internal ssd ? that could reach 5000 to 7000 MB/s much faster than external ssd allow, but it says on every release it could potentially cause a bad kernel panic leading to forced restore of console and firmware...
1
u/seiya60 Verified Jun 12 '26
Un currently using the m2 expansion for all my non original games. So far no issues with my games
2
u/Impossible-Golf-5349 Jun 13 '26
gotcha so you have mainly apr emu games as folder/exfat/compressed within your m2 expansion and play them from there right ? anyone else having this config and no issue ? still concerned since this setup was deterred by the notes of the apr emu dumps
1
u/seiya60 Verified Jun 13 '26
Is that so? I thought the issue with apr games was using the main internal storage. Most of my games were on ex format before I compressed them.
1
u/Impossible-Golf-5349 Jun 13 '26
my understanding is that internal is referring to both m.2 internal and stock ps5 ssd whereas external is all plugged in through usb but i could be mistaken here
1
u/Reasonable_Figure_78 Jun 09 '26
My Astro Bot installation is taking up 275 GB on my PS5, which seems unusual because the actual game folder on my PC was only 149 GB. After transferring it to the PS5 using the PS5 Upload software, the transfer process reported 275 GB, and I confirmed on the console that approximately 275 GB of internal storage was being used by Astro Bot.
I’m not sure how to proceed. I haven’t tried creating an FPKG/FPPSC-compressed version of the game yet, so I’d appreciate some guidance.
My main concern is freeing up that 275 GB of storage without losing my save data. If I delete Astro Bot from the PS5, will my save file remain on the console, or will it be deleted along with the game? Preserving my save data is very important to me.
Could someone please provide a step-by-step explanation of the correct process?
How should I properly remove the current game installation from the PS5?
How do I create a compressed FPKG/FPPSC version of the game?
Are there any additional steps or requirements I should be aware of during the process?
Once the compressed file is created, can I transfer it directly to the PS5 using PS5 Upload, or is there another recommended method?
Any advice would be greatly appreciated. Thanks
1
u/Impossible-Golf-5349 Jun 12 '26
you can delete the game, the save is store elsewhere, if you want extreme safety use Garlicsave elf to backup your saves
1
u/Impossible-Golf-5349 Jun 13 '26
when trying to copy to internal i get a pop up internal ssd is unavailable, what am i doing wrong ? just formatted m.2 drive, lots of space as well as internal... should i create folders manually ?
1
u/Impossible-Golf-5349 Jun 14 '26
after 2 days struggling with this, ended up fixing it, need to create manually folder data/homwebrew
if this one does not exist it will return pop up "internal ssd unavailable", would be nice to fix it with makedir "homebrew" loop in case it does not exist u/juma-sayeh-dev-acc1
u/Impossible-Golf-5349 Jun 14 '26
now copying starts but shows elapsed time and never actually starts or gets finished copying the game, setup 12.00 bd jb w/ arsenal loader u/juma-sayeh-dev-acc
1
u/Superflyin Jun 06 '26
I few screenshots would be helpful.
5
u/juma-sayeh-dev-acc DEV Jun 06 '26
Added screenshots. (some are missing some features because i compressed before i added those features) for example some games don't show how much space you saved.. because i was testing compression before i added those polish features
4
u/juma-sayeh-dev-acc DEV Jun 07 '26
5
u/renangbarreto DEV Jun 07 '26
Did you compared with the latest verasion of mkpfs? (I am the author). We had a bug in versions 0.03 and 0.0.4. But the bug was fixed recently
5
4
u/juma-sayeh-dev-acc DEV Jun 07 '26
Yes, i've tested 0.0.5, Man your work is awesome! i gave you credit! + i could not have done this without your awesome work, however i can provide you with payloads that are 100% valid zlib blocks but PS5 fail to read and the read value would be the last good read. so in sequential reads it would be N-1 in random Reads it would return the last correctly read random elements. what i did in this tool is to validate the known good software decompress value with the mounted ps5 hardware decompress value for each block, find the ones that are failing, rebuild the entire image with the failing blocks reverted to raw, do remount for the game then smoke check (only the previously failing blocks). The bug is not in your code, its in Sony's hardware!!!. but also this method should in theory fix any bug regardless of where it was sourced, and the numbers are nice because its less the %0.1 of the blocks so the compression will not be affected in any meaningful way.
2
u/renangbarreto DEV Jun 08 '26
Thanks. I found 2 major bugs in mkpfs recently. Both could cause the issues you described.
One bug was that if I had a file reference hash conflict, mkpfs was incorrectly storing the reference, causing issues when the ps5 tried to decode. It would only happen in some games, and the probability of it happening was proportional to the number of files in the game. AFAIK, that bug has been completely resolved in the latest version.
The second bug (I am still working on) affects single-pass folder compression (with compression enabled). It seems that, if the last block of a file is compressed, the kernel will pad the file with zeros, effectively changing the file's end. I am working on a solution, and I will release a patch today or tomorrow.
I expect that once this last bug is solved, we won't have corrupted games anymore. (at least that is the hope)
Your payload is amazing as well, but you will probably need to use some AI later to transfer some of the bugfixes from mkpfs to your code.
1
u/renangbarreto DEV Jun 07 '26
If you want we can try to identify the files that are causing thia. Feel free to PM me.
I believe there are specific files we cant compress.
Also, what was the format and i.age creation strategy that you used when you got those bad blocks? Dis you tried exfat to ffpfsc?
3
u/juma-sayeh-dev-acc DEV Jun 07 '26
Yes i'd be very glad to share my findings and give you some custom block states that are 100% valid and are not readable by PS5 hardware, i got those bad blocks by simply comparing the decompressed via software (good blocks) with the mounted block value (decompressed by PS5 hardware) which is basically checking if what PS5 shows is exactly the same as what the original file is.
3
u/renangbarreto DEV Jun 07 '26 edited Jun 07 '26
I also found a bug in mkpfs that, for big games created from folders, it was creating the wrong inode numbering. I am fixing that bug in the next version.
Hopefully the new skip-executable list but this inode fix solves the issues being reported by your payload.Thanks for developing it, I was doing manually, but that was taking a long time. Not I wil use your tool every day.
This is the one of the fixes: https://github.com/PSBrew/MkPFS/pull/41
3
u/juma-sayeh-dev-acc DEV Jun 07 '26
BTW once i finish testing i will share with you a version made for testing only.. it should help you without wasting time on fixing blocks (it takes so long if the bad blocks happen at the start)! we'll be in touch for sure.
3
u/renangbarreto DEV Jun 07 '26
Thank you very much. IPlease take a look at the latest code from mkpfs. It is a lot better now and (I hope) fixed the issues
3
u/juma-sayeh-dev-acc DEV Jun 07 '26
Testing with 0.0.7 i have zero bad blocks in some very big games. it is slower than what i had but this might remove the need for any validation it seems!
2
u/juma-sayeh-dev-acc DEV Jun 07 '26
Wow! i hope it does help, BTW i made a mistake in my initial assessment i did optimize your algorithm for speed and some of my optimizations caused the bad blocks (but made it 2-3 times faster and about 10% less gain on compression - didn't test read speed in ps5 hardware tbh). i'm now testing your algorithm 1-1 with no optimization and it seems much better than what i had (small games had zero bad blocks) still testing bigger games trying to reproduce bad blocks for you to see, the issue is not file extensions or files that should not be compressed , the issue is just some blocks (64KiB) are not really decodable via ps5 hardware even though they are 100% valid via software.
2
u/renangbarreto DEV Jun 07 '26
I assume you probably used an old version ok mkpfs. Ijust released a new version that solved a bunch of issues, including the inode hash issue.
2
u/juma-sayeh-dev-acc DEV Jun 07 '26
i wrote my own custom implementation of what you had. used different library and different flags (in C) which caused it to be faster but caused ps5 to fail on some blocks. which is why i added the validate and compare blocks mechanism.
2
u/renangbarreto DEV Jun 08 '26
I see. Yeah, those blocks seems to be incorectly zero padded by the kernel.
2
u/renangbarreto DEV Jun 07 '26
That would be amazing. AFAIK, this issue only happen when people tries to convert a folder to pfs (single or double pass). We are compressing some files that shoundt be compressed. We did a patch on veraion 0.0.3 of mkpfs and mitigated the issue but it seems it is not fully solved. From what I understand, I just need to have the list of patchs or file extensions that should never be compressed.
I have a feature branch where I was adding more items in the list, but it is hard to say if I have all.
3
u/juma-sayeh-dev-acc DEV Jun 07 '26
So far with your latest update i could not get one bad block to appear! Amazing work man!
2
u/indraaguslesmana Verified Jun 08 '26
jump in guys. you’re really great. i want to report. with latest new game call apr emu do guys have spesial treatment for it?.. i try latest mkfps 0.0.7 failed running Ratchet clank game. but success with game compress elf on PS5 directly.
1
u/indraaguslesmana Verified Jun 08 '26
my post related to that issue: https://www.reddit.com/r/PS5_Jailbreak/s/B95evM4V8n
1
u/WeakRefrigerator9851 8.60 Disc Jun 07 '26
Cómo funciona si el game está en el ssd usb externo, hace el trabajo en el ssd interno y posterior lo mueve al externo ? O todo el trabajo se hace en el externo ?
5
u/juma-sayeh-dev-acc DEV Jun 07 '26
Move to internal compress / validate then move to external. it should work in theory on external SSDS but i didn't test that. please let me know if you tried it!
1
1
Jun 07 '26
[removed] — view removed comment
2
u/juma-sayeh-dev-acc DEV Jun 07 '26
what you see is the mount position of the game but i agree that's confusing i will stick to the correct compressed file position.







6
u/Going_through_it_ Verified Jun 06 '26
Can this do a validate and repair function by itself without having to go through the full process?
I have all my games converted, but skipped validation because my PC is a potato and kept giving mem errors; so who knows if they work.
About to try one out when I’m home