PS5 Suite v8.1.1
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New — Android Remote Play over the internet
- Video + audio on the phone — hardware-decoded H.264 video and Opus audio playback (
AudioTrack) inside the controller view, immersive landscape fullscreen. - Suite Link remote connectivity — connect from mobile data or any network using an 8-character per-console code: direct IPv6 → NAT punch → MQTT relay fallback.
- No re-pairing needed remotely — the app clones the credentials already registered on the console (regist key + AES + MAC exposed by the payload status) instead of re-running the Sony pairing handshake, which only accepts true remote peers.
Changed — stream quality
- Adaptive quality profile — direct connections (LAN/Wi-Fi/IPv6) now negotiate up to 720p60 / 6 Mbps; relay/tunnel paths keep a compact 540p profile for stability. Previously Android was hardcoded to 960×540@30/1.5 Mbps everywhere.
- Full frame visible — video switched to
Uniformso the entire 16:9 frame is shown on tall phone screens (no more cropped top/bottom; thin side bars only). - Layout fixes: separated control zones and analog sticks; Cross button uses an
Xglyph that every font renders.
Security
- Removed a hardcoded per-console Suite Link code from UI placeholders and test defaults. Codes live only in the payload (
/data/suite_link_code.txt) and per-device saved settings — they are no longer baked into distributed binaries.
Fixed
- Trophy Lock removed — the re-lock feature has been disabled; unlock-only from this version forward.
- Reentry guard on remote connect — repeated taps no longer cancel the in-flight pairing PIN (was causing
403 invalid or expiredover slow relay paths). - Payload status JSON now reports console MAC for remote session setup.
- Zero warnings / zero errors across managed and payload builds.
Artifacts
PS5Suite.exe— Windows x64 (self-contained, includes ps5chiaki engine)PS5Suite.apk— Android (arm64/armv7/x86_64)ps5_suite_server.elf— PS5 payload (deploy to port 9021)PS5Suite-Linux-x64.zip,PS5Suite-Linux-ARM64.zip,PS5Suite-macOS-x64.zip,PS5Suite-macOS-ARM64.zip— suite without the Remote Play enginechecksums.txt— SHA-256 of all artifacts
Payload refresh (post-release)
- ps5_suite_server.elf replaced with the latest build: UDS trophy unlock pipeline (schema-typed property posting, counterBase fix), unlock/snap/restore/evpost commands, and r/d/q raw-read, detach and quick-mount diagnostic modes. SHA-256 in checksums.txt updated.
- Client artifacts rebuilt from the latest tree as well: PS5Suite.exe (win-x64), PS5Suite.apk, and all platform zips now include the uncommitted Trophy UI / Suite Link / Remote Play / Protocol changes.
Client refresh 2 (post-release)
- File browser Move/Copy now opens a remote folder picker (browse PS5 dirs, ".." up, optional rename in the same dialog) instead of a free-text path input. Rebuilt for all targets; PS5Suite.exe SHA-256 updated in checksums.txt.
Payload refresh 3 (post-release) — trophy unlock correctness fix
ps5_suite_server.elfreplaced again: fixes UDS event property values >INT_MAX being truncated (e.g. RatchetTrophyCodeNameHashselectors like3893523250were parsed withatoiinto a signed int, went negative, and posted0— the extraction rule never matched).evval/evcvalare nowlongand parsing usesstrtoll.- Verified end-to-end on Ratchet & Clank: Rift Apart (NPWR20842_00): full set reset -> clean 0/47 rebuild -> 46 consecutive single-trophy unlocks (
unlock:<id>), all awarded, Platinum cascaded -> daemon-authoritative 47/47. Same code path also reached 47/47 viaunlock:all. - Client artifacts rebuilt from the same tree so every target (Windows x64/x86/ARM64, Linux x64/ARM64/ARM32, macOS x64/ARM64, Android) carries the Move/Copy folder picker and all current UI/protocol changes. SHA-256 in checksums.txt regenerated.
Full rebuild (post-release) — SDK v0.45, zero warnings
ps5_suite_server.elfrebuilt against ps5-payload-sdk v0.45 (adds kernel offsets for fw 14.00/14.10). The last remaining build warning (unusedpreadresult variable in the EKC probe path) was fixed — payload now compiles with 0 warnings / 0 errors.- All client artifacts rebuilt from the same source tree with 0 warnings / 0 errors:
PS5Suite.exe(win-x64),PS5Suite.apk(Android), and all platform zips (Windows x86/ARM64, Linux x64/ARM64/ARM32, macOS x64/ARM64). - SHA-256 in checksums.txt regenerated for every artifact.
Move/Copy progress (post-release)
- File browser Move/Copy now shows live progress: a status strip appears under the PS5 file list while the payload streams a cross-mount copy — progress bar +
Moving X/Y MBtext. The payload emits progress frames every 32 MB (was: only one frame per 512 MB, so most files produced none). - Same-mount moves still complete instantly via
rename()— no strip, no overhead.
Fixed-port networking (payload)
Every listener is pinned to exactly ONE port — no fallback/wander:
| Service | Port | Notes |
|---|---|---|
| Suite command TCP (v4+v6) | 9113 | takeover + specific-IP escape binds |
| Discovery UDP | 9113 | same port, UDP space |
| PKG localhost responder | 13801 | loopback, alt 127.0.0.x addr on zombie hold |
| WebUI | 17382 | fixed |
| Suite Link punch UDP | 39295 | fixed, LAN-IP escape |
| rp6 front-end (v6) | 9295-9297 | wildcard → specific-v6 escape |
Redeploy semantics: SIGKILL siblings → loopback SHUTDOWN → wildcard bind →
specific {LAN, loopback} escape → wildcard retry. A frozen (uninterruptible)
stale instance can hold the wildcard forever — FreeBSD lets a more-specific
bind coexist, so the suite is always reachable on 9113 regardless.
Suite Link — user-settable link code
The console's 8-char Suite Link code can now be changed from the app:
"Set on PS5" writes it to /data/suite_link_code.txt and the payload
re-advertises under the new MQTT topics within ~2s (no reboot/redeploy).
"Read from PS5" fetches the console's current code. Validation matches
the generator alphabet: 8 chars, A-Z without I/O, digits 2-9
(new payload command 0x88).