github MisterTemaki/fbneo-ps5 v2.2
FBNeo PS5 2.2

5 hours ago

FBNeo PS5 2.2

New: Killer Instinct and Killer Instinct 2

  • Ten sets: kinst, kinst14, kinst13, kinstp47, kinst15ai (Killer Instinct) and kinst2, kinst213, kinst211, kinst210, kinst214ai (Killer Instinct 2). They come from upstream FBNeo: its new MIPS III core, its hard disk module and its Killer Instinct fixes, up to 892a35c8f of 2026-10-20.
  • They need their hard disk image, a MAME CHD, in a folder named after the set, next to the ROM zip, as MAME keeps them:
    • kinst/kinst.chd next to kinst.zip;
    • kinst2/kinst2.chd next to kinst2.zip.
    • A clone uses its parent's CHD, so one kinst/kinst.chd serves every Killer Instinct set.
  • Without the CHD, the shelf still lists the game and says "needs kinst/kinst.chd next to the ROM zip". Copy the CHD there and press Cross: it starts.
  • The CHD is never written. The game's own writes to its disk (its audits and settings) go to /data/fbneo/saves/<set>.diff and come back at the next start. Delete that file to reset them.
  • Keep the CHD on the console or a USB drive. On a network share it's read while the game runs, so a slow network can make it stutter; the shelf says so.
  • The README has the details.

Also in 2.2

  • Revolution X's parent changed upstream: revx is the parent now, revx1 and revxp5 its clones. Split sets made with 2.1's DAT show revx as incomplete: rebuild them with 2.2's DAT (FBNeoPS5-v2.2-arcade.dat, with the Killer Instinct CHDs as <disk> entries).
  • Updates go where ShadowMount+ runs the app (a USB drive's folder, an extended drive's, another folder ShadowMount+ mounted), instead of a second copy in /data/homebrew. When the place can't be told for sure, the update goes to /data/homebrew/PPSA99924 as in 2.1.
  • Sturdier on the console:
    • The app uses its own C++ runtime, and every build checks what it imports from the system and that it makes no raw system call.
    • Running out of memory no longer stops the app: a game that can't start says "Not enough memory to start the game." and the shelf goes on.
    • A thread the system refuses no longer ends the app.
  • Debug logs turned on while the app runs now start a new boot.log, whose first line names the version (the old one is kept as boot.prev.log). Debug logs are still off by default.

Updating

  • From 2.1: Settings > SYSTEM > Updates offers 2.2. Or send FBNeoPS5-v2.2.elf to your payload loader (port 9021).
  • Put the new ELF in your autoload in place of the old one.

Files

  • FBNeoPS5-v2.2.elf: send it to your payload loader (port 9021). It installs the app, then stays as its helper.
  • FBNeoPS5-v2.2-PPSA99924.zip: the app folder, used by Settings > Updates. You don't need to download it yourself.
  • FBNeoPS5-v2.2-arcade.dat: the ROM DAT of the sets this version plays (for ClrMamePro / RomVault).

Status

Killer Instinct 1 and 2 run on a PS5, tested with MAME's CHDs on the console's drive:

  • both CHDs found in MAME's layout, and a clone (kinst15ai) using its parent's;
  • full matches at 60 fps, with the sound right;
  • the game's disk writes kept from one session to the next;
  • a state saved and loaded;
  • the CHD's sha256 unchanged.

(Tested with the 2.2 test build; this release adds only the debug-log change above.) Not tried on a console yet: a CHD on a USB drive or a network share, and a raw .img instead of the CHD. The build passes 718 host tests.

If something goes wrong, turn on Settings > SYSTEM > Debug logs (off by default), open the app again and attach /data/fbneo/logs/boot.log and helper.log.

Licences

FBNeo's licence (non-commercial) as before. Killer Instinct's MIPS III, ADSP-2100, Midway sound and IDE code come from MAME (Aaron Giles's parts BSD-3-Clause) and libchdr (BSD-3-Clause) reads the CHDs, used as part of FBNeo; libsmb2 and libnfs LGPL-2.1-or-later; the LZMA SDK public domain.

Port by MisterTemaki.

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