github phantomptr/ps5upload v10.6.0

one hour ago
  • Remote Play Unlock (earthonion) in the payload catalogue. Lets Remote Play stream games
    and apps that forbid it (refused at start, a "can't be streamed" notice, or a black picture) by
    patching the PS5's Remote Play service in memory. Firmware 3.20, 10.01, 12.00, 12.70 and 13.60;
    load it again after every reboot, or add it to your autoloader. Payloads whose only release is a
    pre-release (like its rolling latest) now download too.
  • Save Data is laid out around what you do with a save. Each game shows one row per user
    with when it was last backed up ("Backed up 2 hours ago", or "Not backed up yet" in amber) and
    four actions: Back up now, Restore… (the game's backups, newest first), Copy to…
    and Open. A short "How saves work here" card explains them once; dismiss it when you know.
    Backing up to a .zip on this computer and the USB actions are under More (desktop app).
  • Copy a save to another user on the same PS5 (For #612). Copy to… › Another user on this
    PS5
    lists the console's other users: those with a save of the game can be picked, the others
    say what to do first (start the game once as them and save). The engine shares the save and
    puts it into theirs in one go, so no file lands in your Downloads; their save is backed up
    first and put back if anything fails, and it is refused while the game runs. A console with
    two or more users shows a tip pointing to it.
  • Restore a backup to another user (For #612). Restore… › Restore to another user… puts a
    backup of one account's save into another account's save of the game on the same PS5, with the
    same rules.
  • A game's save is one thing. Many games keep several parts (sdimg_STARBOARD,
    sdimg_sce_sdmemory, …). Share (now Copy to… › Save as a file for a friend or another
    PS5
    ) puts every part in one .zip, and Load a save file puts each part into the part of
    the same name, all backed up first and all put back on failure. If the target lacks a part,
    nothing changes and the message names it ("…'s STARBOARD isn't on Ben yet: start the game once
    as Ben and save"). No more picking a raw image name. Files shared by earlier versions still
    load; a file saved by 10.6.0 needs 10.6.0 or later.
  • Fixed: picking a save in "Which save of PPSA…?" did nothing, and it listed the console's own
    backup copies (sdimg_sce_bu_…). The picker is gone from sharing and loading; Open, the only
    place a single part is still chosen, names the parts ("STARBOARD", "main save") and never
    offers the console's backup copies.
  • A restore that fails part way puts the save back as it was, from the backup taken just
    before it.
  • A failed save copy never leaves the old save under one still open. Closing the save is
    tried again a few times (a dropped connection included); if the PS5 still holds it open, the
    save there before is not put back over it, and the message names the backup to restore with
    Restore… once the PS5 can be reached.
  • A save too big for the other user's save is refused before anything changes. A PS5 save
    has a fixed size; the message gives both sizes and what to do.
  • Backups made on another PS5 are refused. An encrypted save only opens on the PS5 that made
    it, so new backups note their console and Restore… refuses one from another PS5 up front
    (use Save as a file on that PS5). Older backups are not checked.
  • Automatic backups wait for the game to close. A running game's save is skipped and backed
    up on the next pass after it closes, never copied while the game may be writing it.
  • PS1 emulator saves. PSSwanStation's (PPSA99248) memory cards and saved states are listed,
    backed up and restored in Save Data like the PS2 emulators'. Thanks to EnriqueWood (#618).
  • Save Data rows wrap instead of squeezing. A save's buttons move to a new line when they
    don't fit, instead of crushing its details to one letter per line. Thanks to EnriqueWood
    (#619).
  • Scripts and AI agents can see and play Remote Play without taking it over (#615). On the
    engine's computer, GET /api/ps5/rp/frame returns the picture the app shows now (PNG or JPEG,
    with its size and age), POST /api/ps5/rp/input holds buttons, sticks and triggers for up to
    5 seconds as one more controller next to yours, and /api/ps5/rp/input/release lets go.
    GET /api/ps5/rp/session now gives the session's id, and a request naming an old session is
    refused. Nothing on screen changes, no second stream starts, and none of it is reachable from
    other machines. See AUTOMATION.md; not a
    stable API yet (#430).
  • Local-only endpoints refuse requests that don't address localhost. The automation routes
    and the keyboard & mouse socket answer only requests to localhost, 127.0.0.1 or [::1], so
    a web page can't reach them by pointing its own name at this computer.
  • The Remote Play microphone no longer switches off when a button is pressed. Any controller
    change (yours, a phone's) turned the experimental mic off; now only leaving the stream does.
  • Save Data shows the games' names and covers. A game is named the way Games names it (the
    console's own name, then the online one), in the list and in every dialog and message. A cover
    that can't load shows the game's initials (or a controller) instead of a broken image, and the
    name no longer shrinks to a few letters on a phone.
  • No more "changed Dec 31, 1969". A save the console gives no date for shows none, in Save
    Data and in the PS1, PS2 and Switch emulator saves.
  • Contributors' tests now also run on Windows (#620). Thanks to EnriqueWood.

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