FBNeo PS5 2.2
New: Killer Instinct and Killer Instinct 2
- Ten sets:
kinst,kinst14,kinst13,kinstp47,kinst15ai(Killer Instinct) andkinst2,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 to892a35c8fof 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.chdnext tokinst.zip;kinst2/kinst2.chdnext tokinst2.zip.- A clone uses its parent's CHD, so one
kinst/kinst.chdserves 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>.diffand 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:
revxis the parent now,revx1andrevxp5its clones. Split sets made with 2.1's DAT showrevxas 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/PPSA99924as 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 asboot.prev.log). Debug logs are still off by default.
Updating
- From 2.1: Settings > SYSTEM > Updates offers 2.2. Or send
FBNeoPS5-v2.2.elfto 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.