ps5-dualsense-overlay v1.0.0
On-screen DualSense controller overlay for a PS5 running homebrew. Derivative of Common FPS for PS5 v1.2.1 by porhe911 with the SimpleFPS patch by khalifa007, both GPL-3.0-or-later. Controller artwork by Zacksly, CC BY 3.0, modified. See CREDITS.md and CHANGELOG.md. Signed-off-by: erickdavestech <54048831+erickdavestech@users.noreply.github.com>
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|
||||
name: Bug report
|
||||
description: The overlay does not work or behaves unexpectedly.
|
||||
labels: ["bug"]
|
||||
body:
|
||||
- type: markdown
|
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attributes:
|
||||
value: |
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||||
Before reporting, make sure a game was open and that only one copy of the overlay was loaded in this boot.
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Security problems must be reported privately (see SECURITY.md), not here.
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- type: input
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id: version
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attributes:
|
||||
label: Overlay version
|
||||
placeholder: v1.0.0
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||||
validations:
|
||||
required: true
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||||
- type: dropdown
|
||||
id: format
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||||
attributes:
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||||
label: File used
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||||
options:
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- ELF
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- etaHEN plugin
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||||
validations:
|
||||
required: true
|
||||
- type: input
|
||||
id: console
|
||||
attributes:
|
||||
label: Console model and system software
|
||||
placeholder: CFI-2015, 13.60
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||||
validations:
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||||
required: true
|
||||
- type: input
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||||
id: loader
|
||||
attributes:
|
||||
label: Homebrew enabler and payload loader
|
||||
placeholder: kstuff-lite + ELF loader on 9021
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||||
validations:
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||||
required: true
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||||
- type: input
|
||||
id: game
|
||||
attributes:
|
||||
label: Game
|
||||
placeholder: Title and title ID if known
|
||||
- type: textarea
|
||||
id: description
|
||||
attributes:
|
||||
label: What happened
|
||||
description: Steps to reproduce, what you expected and what happened instead.
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||||
validations:
|
||||
required: true
|
||||
- type: textarea
|
||||
id: log
|
||||
attributes:
|
||||
label: Renderer log
|
||||
description: Contents of /system_tmp/padoverlay_shellui.log, if you can read it.
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render: text
|
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blank_issues_enabled: false
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contact_links:
|
||||
- name: Report a security problem
|
||||
url: https://github.com/erickdavestech/ps5-dualsense-overlay/security/advisories/new
|
||||
about: Report security problems privately, not in a public issue.
|
||||
- name: Download the latest release
|
||||
url: https://github.com/erickdavestech/ps5-dualsense-overlay/releases/latest
|
||||
about: Ready-to-use ELF and etaHEN plugin with checksums.
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||||
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name: Feature request
|
||||
description: Suggest an improvement to the overlay.
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||||
labels: ["enhancement"]
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||||
body:
|
||||
- type: textarea
|
||||
id: problem
|
||||
attributes:
|
||||
label: Use case
|
||||
description: What would you like to do that the overlay does not support yet?
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||||
validations:
|
||||
required: true
|
||||
- type: textarea
|
||||
id: proposal
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||||
attributes:
|
||||
label: Proposed solution
|
||||
description: How you imagine it working.
|
||||
- type: textarea
|
||||
id: context
|
||||
attributes:
|
||||
label: Additional context
|
||||
description: Console, system software, screenshots or anything else that helps.
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||||
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## Summary
|
||||
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||||
<!-- What does this change and why? Link the related issue if there is one. -->
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||||
|
||||
## Testing
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||||
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||||
<!-- Console model, system software, homebrew enabler and game used, or "host only". -->
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||||
|
||||
## Checklist
|
||||
|
||||
- [ ] `scripts/ps5_source_build.sh` builds and `tools/verify_release.py` passes.
|
||||
- [ ] Host tests and `tests/test_plugin_wrapper.py` pass.
|
||||
- [ ] Existing copyright notices are untouched; changed files carry a `Modifications Copyright` line.
|
||||
- [ ] The renderer does not access `/data` and nothing reads or writes game memory.
|
||||
- [ ] `CHANGELOG.md` is updated.
|
||||
- [ ] Commits are signed off (`git commit -s`).
|
||||
@@ -0,0 +1,26 @@
|
||||
# Build output
|
||||
/build*/
|
||||
/dist/
|
||||
/RESOLVED_BUILD_DEPENDENCIES.txt
|
||||
|
||||
# Compiled payloads and objects (published as GitHub Releases, never committed)
|
||||
*.elf
|
||||
*.o
|
||||
*.so
|
||||
*.plugin
|
||||
|
||||
# Fetched dependencies (scripts/prepare_ps5_deps.sh)
|
||||
/.deps/
|
||||
/deps/
|
||||
/ps5-payload-sdk/
|
||||
|
||||
# Local scripts and notes
|
||||
/*.ps1
|
||||
|
||||
# Editor, OS and Python
|
||||
__pycache__/
|
||||
*.pyc
|
||||
*.bak
|
||||
*.bak-*
|
||||
.DS_Store
|
||||
Thumbs.db
|
||||
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# Building
|
||||
|
||||
The build system comes from Common FPS for PS5 by porhe911 and is used unchanged except for the plugin
|
||||
identity and the release verifier.
|
||||
|
||||
## Requirements
|
||||
|
||||
- A POSIX host (Linux or WSL) with `git`, `wget`, `unzip`, `python3`, `objdump`, CMake 3.20 or newer
|
||||
and a host C/C++ compiler for the tests.
|
||||
- The [PS5 payload SDK](https://github.com/ps5-payload-dev/sdk). `PS5_PAYLOAD_SDK` must point to it
|
||||
(default: `/opt/ps5-payload-sdk`).
|
||||
|
||||
## 1. Fetch the pinned dependencies
|
||||
|
||||
```bash
|
||||
bash ./scripts/prepare_ps5_deps.sh
|
||||
```
|
||||
|
||||
The script installs the PS5 payload SDK pinned by upstream (v0.41) into `/opt/ps5-payload-sdk`
|
||||
(it uses `sudo`) and clones the exact etaHEN and shsrv commits listed in `DEPENDENCIES.lock.json` into
|
||||
`.deps/`. If you already have an SDK installed, export `PS5_PAYLOAD_SDK` and skip the SDK step.
|
||||
|
||||
## 2. Build the payloads
|
||||
|
||||
```bash
|
||||
bash ./scripts/ps5_source_build.sh
|
||||
```
|
||||
|
||||
Outputs in `dist/`:
|
||||
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||||
| File | Description | Published as |
|
||||
|---|---|---|
|
||||
| `Common_FPS_PS5_v1.2.1.elf` | Controller payload with the renderer embedded | `ps5-dualsense-overlay-<version>.elf` |
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||||
| `Common_FPS_PS5_etaHEN_v1.2.1.plugin` | The same payload wrapped as an etaHEN plugin (`DSOV00001`) | `ps5-dualsense-overlay-<version>.plugin` |
|
||||
| `Common_FPS_ShellUI_v1.2.1.elf` | The renderer alone (already embedded in the controller) | not published |
|
||||
| `SHA256SUMS.txt` | Checksums of the three files | — |
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||||
|
||||
The internal file names come from upstream and are kept so the build system stays unchanged.
|
||||
|
||||
The script runs `tools/verify_release.py`, which checks that the renderer is embedded byte for byte in
|
||||
the controller, that the plugin wraps exactly the controller ELF with this project's identity, that the
|
||||
injection gates are present and that the renderer never references `/data`. It also checks that
|
||||
`main` does not call `fork`.
|
||||
|
||||
## Host tests
|
||||
|
||||
```bash
|
||||
cmake -S . -B build-host -DCMAKE_BUILD_TYPE=Release
|
||||
cmake --build build-host
|
||||
ctest --test-dir build-host --output-on-failure
|
||||
python3 tests/test_plugin_wrapper.py
|
||||
```
|
||||
|
||||
If your host only has a versioned compiler, select it explicitly, for example
|
||||
`CC=clang-18 CXX=clang++-18 cmake -S . -B build-host ...`.
|
||||
|
||||
## Regenerating the controller artwork
|
||||
|
||||
```bash
|
||||
python3 tools/build_assets.py
|
||||
```
|
||||
|
||||
Requires Pillow and Google Chrome or Chromium (headless). It regenerates `assets/png/`,
|
||||
`assets/layout.json` and the embedded sprite tables in `src/ps5/shellui_payload/` from the source SVGs
|
||||
in `assets/source/`. `assets/preview.html` shows the result on a PC.
|
||||
|
||||
## Reproducing a release
|
||||
|
||||
Release v1.0.0 was built from its tag with ps5-payload-sdk v0.43 and the etaHEN and shsrv commits
|
||||
pinned in `DEPENDENCIES.lock.json`. Building the tag with the same SDK produces a controller ELF with the
|
||||
SHA-256 published in the release's `SHA256SUMS.txt`:
|
||||
|
||||
```bash
|
||||
sha256sum dist/Common_FPS_PS5_v1.2.1.elf
|
||||
```
|
||||
@@ -0,0 +1,54 @@
|
||||
# Changelog
|
||||
|
||||
All notable changes to this project are documented in this file. The format follows
|
||||
[Keep a Changelog](https://keepachangelog.com/en/1.1.0/) and the project uses
|
||||
[Semantic Versioning](https://semver.org/).
|
||||
|
||||
## [1.0.0] - 2026-10-03
|
||||
|
||||
First public release. Based on Common FPS for PS5 v1.2.1 by porhe911 with the SimpleFPS patch by
|
||||
khalifa007.
|
||||
|
||||
### Added
|
||||
|
||||
- DualSense controller overlay: buttons, sticks with an L3/R3 ring, analog L2/R2 fill and touchpad
|
||||
dot; semi-transparent, bottom-left and sharp at 4K.
|
||||
- Controller input read from inside `SceShellUI` with `scePadReadState` (`libScePad` resolved with a
|
||||
NID fallback).
|
||||
- Embedded controller artwork ("PS5 Button Icons and Controls" by Zacksly, CC BY 3.0, modified) and
|
||||
the pipeline that generates it (`tools/build_assets.py`).
|
||||
- The overlay arms itself without a game, appears when a game opens and rebuilds on game changes.
|
||||
- Release verifier (`tools/verify_release.py`) and an etaHEN plugin identity of its own
|
||||
(`DSOV00001`, version 1.00).
|
||||
- Research probes in `probe/`.
|
||||
|
||||
### Changed
|
||||
|
||||
- Game detection ignores system applications and dialogs (title IDs starting with `NPXS`, read with
|
||||
`sceKernelGetAppInfo`), so the renderer is never injected for a system dialog.
|
||||
- The renderer prefers the `Application.Update` hook and falls back to the legacy main-thread guard.
|
||||
- On system software 11.xx–13.xx the hook write uses MDBG with a temporary RWX remap that covers every
|
||||
code page the write touches.
|
||||
- Released sprites are removed from the scene, and leftover widgets are cleaned up before rebuilding.
|
||||
- Assets are written to and loaded from `/Temp`, because `SceShellUI` cannot read `/data`.
|
||||
- Host tests updated for the new firmware backends and defaults.
|
||||
- The build script runs the release verifier of this project.
|
||||
|
||||
### Removed
|
||||
|
||||
- FPS counter drawing and the FPS sampler: the payload no longer attaches to, scans or reads the game
|
||||
process, and no longer touches `/dev/dce`.
|
||||
- Upstream FPS configuration example and CI workflows that do not apply to this project.
|
||||
|
||||
### Fixed
|
||||
|
||||
- *System Software Error* crashes when loading the overlay: system dialogs are no longer treated as
|
||||
games, the hook write covers every page it touches and released sprites no longer leak in the scene.
|
||||
- Controller sprites staying pressed while a system menu intercepts the input.
|
||||
|
||||
### Known limitations
|
||||
|
||||
- The PS button cannot be read (intercepted by the system).
|
||||
- The Mute button is disabled: the controller only reports the momentary press.
|
||||
|
||||
[1.0.0]: https://github.com/erickdavestech/ps5-dualsense-overlay/releases/tag/v1.0.0
|
||||
@@ -0,0 +1,65 @@
|
||||
cmake_minimum_required(VERSION 3.20)
|
||||
project(CommonFPS LANGUAGES CXX)
|
||||
|
||||
set(CMAKE_CXX_STANDARD 17)
|
||||
set(CMAKE_CXX_STANDARD_REQUIRED ON)
|
||||
|
||||
add_library(common_fps_core STATIC
|
||||
src/core/autoload_guard.cpp
|
||||
src/core/scene_guard.cpp
|
||||
src/core/app.cpp
|
||||
src/core/config.cpp
|
||||
src/core/fps_sampler.cpp
|
||||
src/core/layout.cpp
|
||||
src/core/lifecycle.cpp
|
||||
src/core/wire.cpp
|
||||
)
|
||||
|
||||
target_include_directories(common_fps_core PUBLIC include)
|
||||
target_compile_options(common_fps_core PRIVATE -Wall -Wextra -Wpedantic)
|
||||
|
||||
option(COMMON_FPS_BUILD_TESTS "Build host tests" ON)
|
||||
|
||||
if(COMMON_FPS_BUILD_TESTS)
|
||||
enable_testing()
|
||||
|
||||
add_executable(common_fps_tests
|
||||
tests/test_core.cpp
|
||||
)
|
||||
|
||||
target_link_libraries(common_fps_tests PRIVATE common_fps_core)
|
||||
add_test(NAME common_fps_tests COMMAND common_fps_tests)
|
||||
endif()
|
||||
|
||||
|
||||
if(COMMON_FPS_BUILD_TESTS)
|
||||
add_executable(common_fps_v1_parity_tests
|
||||
tests/test_v1_parity.cpp
|
||||
)
|
||||
target_link_libraries(common_fps_v1_parity_tests PRIVATE common_fps_core)
|
||||
add_test(NAME common_fps_v1_parity_tests COMMAND common_fps_v1_parity_tests)
|
||||
endif()
|
||||
|
||||
|
||||
if(COMMON_FPS_BUILD_TESTS)
|
||||
add_executable(common_fps_autoload_tests
|
||||
tests/test_autoload_guard.cpp
|
||||
)
|
||||
target_link_libraries(common_fps_autoload_tests PRIVATE common_fps_core)
|
||||
add_test(NAME common_fps_autoload_tests COMMAND common_fps_autoload_tests)
|
||||
endif()
|
||||
|
||||
if(COMMON_FPS_BUILD_TESTS)
|
||||
# These tests use assert(), including calls inside assertions. Keep the
|
||||
# checks active in Release builds used by CI.
|
||||
foreach(common_fps_test_target IN ITEMS
|
||||
common_fps_tests
|
||||
common_fps_v1_parity_tests
|
||||
common_fps_autoload_tests)
|
||||
if(MSVC)
|
||||
target_compile_options(${common_fps_test_target} PRIVATE /UNDEBUG)
|
||||
else()
|
||||
target_compile_options(${common_fps_test_target} PRIVATE -UNDEBUG)
|
||||
endif()
|
||||
endforeach()
|
||||
endif()
|
||||
@@ -0,0 +1,55 @@
|
||||
# Code of Conduct
|
||||
|
||||
## Our pledge
|
||||
|
||||
We as members, contributors and maintainers pledge to make participation in this project a
|
||||
harassment-free experience for everyone, regardless of age, body size, visible or invisible
|
||||
disability, ethnicity, sex characteristics, gender identity and expression, level of experience,
|
||||
education, socio-economic status, nationality, personal appearance, race, religion, or sexual identity
|
||||
and orientation.
|
||||
|
||||
We pledge to act and interact in ways that contribute to an open, welcoming, diverse, inclusive and
|
||||
healthy community.
|
||||
|
||||
## Our standards
|
||||
|
||||
Examples of behavior that contributes to a positive environment:
|
||||
|
||||
- being respectful of differing opinions, viewpoints and experiences;
|
||||
- giving and gracefully accepting constructive feedback;
|
||||
- taking responsibility for our mistakes and learning from them;
|
||||
- focusing on what is best for the community.
|
||||
|
||||
Examples of unacceptable behavior:
|
||||
|
||||
- sexualized language or imagery, and unwelcome sexual attention or advances;
|
||||
- trolling, insulting or derogatory comments, and personal or political attacks;
|
||||
- public or private harassment;
|
||||
- publishing others' private information without their explicit permission;
|
||||
- other conduct that could reasonably be considered inappropriate in a professional setting.
|
||||
|
||||
## Enforcement responsibilities
|
||||
|
||||
The maintainer clarifies and enforces these standards and may remove, edit or reject comments,
|
||||
commits, code, issues and other contributions that do not align with this Code of Conduct.
|
||||
|
||||
## Scope
|
||||
|
||||
This Code of Conduct applies within all project spaces and when an individual officially represents
|
||||
the project in public spaces.
|
||||
|
||||
## Enforcement
|
||||
|
||||
Instances of abusive, harassing or otherwise unacceptable behavior may be reported privately to the
|
||||
maintainer, [@erickdavestech](https://github.com/erickdavestech), through the contact options on the
|
||||
maintainer's GitHub profile. All reports will be reviewed promptly and fairly, and the privacy of the
|
||||
reporter will be respected.
|
||||
|
||||
Depending on the severity, the maintainer may issue a private warning, a temporary ban or a permanent
|
||||
ban from the project spaces.
|
||||
|
||||
## Attribution
|
||||
|
||||
This Code of Conduct is adapted from the [Contributor Covenant](https://www.contributor-covenant.org/),
|
||||
version 2.1, available at
|
||||
https://www.contributor-covenant.org/version/2/1/code_of_conduct.html, licensed under CC BY 4.0.
|
||||
@@ -0,0 +1,63 @@
|
||||
# Contributing
|
||||
|
||||
Thanks for your interest in ps5-dualsense-overlay. Bug reports, tests on other consoles and firmware
|
||||
versions, and pull requests are all welcome.
|
||||
|
||||
By participating you agree to follow the [Code of Conduct](CODE_OF_CONDUCT.md).
|
||||
|
||||
## Reporting bugs
|
||||
|
||||
Open an issue with the **Bug report** template and include:
|
||||
|
||||
- the overlay version and whether you used the `.elf` or the `.plugin`;
|
||||
- console model and exact system software version;
|
||||
- homebrew enabler and payload loader;
|
||||
- the game you were running;
|
||||
- what you did, what you expected and what happened;
|
||||
- the renderer log, `/system_tmp/padoverlay_shellui.log`, if you can read it.
|
||||
|
||||
Make sure only one copy of the overlay was loaded in that boot before reporting a crash.
|
||||
|
||||
Security problems must not be reported in public issues; follow [SECURITY.md](SECURITY.md).
|
||||
|
||||
## Suggesting features
|
||||
|
||||
Open an issue with the **Feature request** template and describe the use case.
|
||||
|
||||
## Development
|
||||
|
||||
Build instructions, host tests and the release verifier are described in [BUILDING.md](BUILDING.md).
|
||||
Before opening a pull request:
|
||||
|
||||
1. Build the payloads with `scripts/ps5_source_build.sh` (it runs `tools/verify_release.py`).
|
||||
2. Run the host tests and `python3 tests/test_plugin_wrapper.py`.
|
||||
3. Test on hardware when your change affects runtime behavior, and say on which console and system
|
||||
software you tested.
|
||||
|
||||
## Code guidelines
|
||||
|
||||
- Follow the style of the surrounding code (C17 / C++20).
|
||||
- Keep source code free of explanatory comments; documentation belongs in the README, BUILDING.md and
|
||||
CHANGELOG.md. License headers are required.
|
||||
- Every source file starts with its license header and SPDX identifier. Never remove or alter
|
||||
existing copyright notices. When you substantially change a file, add a
|
||||
`Modifications Copyright (C) <year> <name>` line to its header.
|
||||
- The renderer must never access `/data` (`SceShellUI` hard-hangs the console). Use `/Temp`.
|
||||
- Never read or write game process memory.
|
||||
- Keep the renderer injection deferred until a real game is running.
|
||||
- Update `CHANGELOG.md` under an "Unreleased" section.
|
||||
|
||||
## Licensing of contributions
|
||||
|
||||
This project is licensed under GPL-3.0-or-later. By submitting a contribution you agree that it is
|
||||
licensed under the same terms. Changes to the controller artwork remain under CC BY 3.0 and must keep
|
||||
the attribution to Zacksly.
|
||||
|
||||
Please sign off your commits (`git commit -s`) to certify the
|
||||
[Developer Certificate of Origin](https://developercertificate.org/): you wrote the change or have the
|
||||
right to submit it under this license.
|
||||
|
||||
## Out of scope
|
||||
|
||||
The project does not accept contributions that add exploits, jailbreaks, copy-protection circumvention,
|
||||
piracy features, or cheats for online play.
|
||||
@@ -0,0 +1,61 @@
|
||||
# Credits
|
||||
|
||||
ps5-dualsense-overlay is a derivative work. It claims no ownership over the upstream code or the
|
||||
artwork it builds on. Every source file keeps its original copyright header and SPDX identifier, and
|
||||
each modified file names who modified it.
|
||||
|
||||
## Upstream code
|
||||
|
||||
- **Common FPS for PS5** — **porhe911**
|
||||
https://github.com/porhe911/Common-FPS-for-PS5 — GPL-3.0-or-later
|
||||
The base of this project: the controller payload, the `SceShellUI`/PUI (Mono) injection, the hook
|
||||
protocol, the build system, the etaHEN plugin packaging and the host tests. This project starts from
|
||||
Common FPS for PS5 v1.2.1.
|
||||
|
||||
- **SimpleFPS** — **khalifa007**
|
||||
https://github.com/khalifa007/SimpleFPS — GPL-3.0-or-later
|
||||
The patch that lets Common FPS run on system software 11.xx–13.xx (hook backend selection and the
|
||||
MDBG write path for those firmware families) and moves the overlay to the top-left corner by default.
|
||||
|
||||
## Artwork
|
||||
|
||||
- **"PS5 Button Icons and Controls"** — **Zacksly**
|
||||
https://zacksly.itch.io — CC BY 3.0
|
||||
Used to draw the on-screen controller. **The artwork was modified**: cropped and recomposed, sticks
|
||||
split into movable sprites, pressed states recolored with a glow, L2/R2 recolored and placed over the
|
||||
shoulders. The original license is kept in `assets/source/LICENSE.txt`.
|
||||
|
||||
> "PS5 Button Icons and Controls - Zacksly
|
||||
> Licensed under CC BY 3.0 - https://zacksly.itch.io"
|
||||
|
||||
## PS5 homebrew projects
|
||||
|
||||
- **PS5 payload SDK** — John Törnblom — https://github.com/ps5-payload-dev/sdk
|
||||
Toolchain and system headers used to build the payloads.
|
||||
- **shsrv** — John Törnblom — https://github.com/ps5-payload-dev/shsrv — GPLv3+
|
||||
Reference for the ptrace ELF loader and the payload-arguments contract (fetched at build time).
|
||||
- **elfldr** — John Törnblom — https://github.com/ps5-payload-dev/elfldr — GPLv3+
|
||||
The ptrace helpers in `probe/pt/` come from this project.
|
||||
- **etaHEN** — LightningMods and contributors — https://github.com/etaHEN/etaHEN — GPLv3
|
||||
Homebrew enabler whose sources the build uses and whose plugin format the release follows.
|
||||
|
||||
Research references mentioned in `probe/`: the Ghostpad ptrace-RPC technique and the
|
||||
ps5-native-gamepad-input-research notes.
|
||||
|
||||
## Original work in this project
|
||||
|
||||
By **erickdavestech**. Relative to Common FPS for PS5 v1.2.1 with the SimpleFPS patch:
|
||||
|
||||
| Area | Files |
|
||||
|---|---|
|
||||
| DualSense overlay renderer, controller input, overlay lifecycle, sprite cleanup, backend order | `src/ps5/shellui_payload/commonfps_shellui.cpp`, `src/ps5/shellui_payload/commonfps_shellui_entry.cpp` |
|
||||
| `libScePad` resolution with NID fallback | `src/ps5/stable_elfldr_bridge.c` |
|
||||
| FPS sampler removal, injection flow | `src/ps5/commonfps_ps5_main.cpp`, `src/ps5/shellui_injector.cpp` |
|
||||
| Game detection that ignores system applications and dialogs | `src/ps5/stable_sampler/process_sysctl.cpp`, `src/ps5/stable_sampler/process_sysctl.hpp`, `src/ps5/ps5_platform.cpp` |
|
||||
| Hook backend for 11.xx–13.xx and multi-page RWX write | `include/common_fps/shellui_hook_protocol.hpp`, `src/ps5/shellui_hook_controller.cpp` |
|
||||
| Artwork pipeline and embedded sprite tables | `tools/build_assets.py`, `assets/`, `src/ps5/shellui_payload/pad_assets*` |
|
||||
| Release verification and plugin identity (`DSOV00001`) | `tools/verify_release.py`, `scripts/ps5_source_build.sh`, `ps5/CMakeLists.txt` |
|
||||
| Tests updated for the new behavior | `tests/test_core.cpp`, `tests/test_v1_parity.cpp` |
|
||||
| Research probes | `probe/main.c`, `probe/pad_rpc.c` |
|
||||
|
||||
The source code is GPL-3.0-or-later; the artwork remains CC BY 3.0.
|
||||
@@ -0,0 +1,23 @@
|
||||
{
|
||||
"project": "Common FPS for PS5",
|
||||
"version": "1.1.0",
|
||||
"license": "GPL-3.0-or-later",
|
||||
"ps5_payload_sdk": {
|
||||
"repository": "https://github.com/ps5-payload-dev/sdk",
|
||||
"version": "v0.41",
|
||||
"commit": "d2e2e58",
|
||||
"purpose": "PS5 payload toolchain and system libraries"
|
||||
},
|
||||
"etahen": {
|
||||
"repository": "https://github.com/etaHEN/etaHEN",
|
||||
"version": "2.4B",
|
||||
"commit": "d47f99bd37f349ae59b3c4b66e09e93ba69f56cd",
|
||||
"purpose": "Pinned GPL source baseline used by the process/module sampling adapter. Runtime hardware test used etaHEN 2.6."
|
||||
},
|
||||
"ps5_payload_shsrv": {
|
||||
"repository": "https://github.com/ps5-payload-dev/shsrv",
|
||||
"version": "v0.20",
|
||||
"commit": "6f320637d56d344a0e7797753099e33238bbf146",
|
||||
"purpose": "Pinned GPL ptrace and ELF-loader primitives used by the source-built ShellUI bootstrap."
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,674 @@
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
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|
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
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|
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|
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if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||
@@ -0,0 +1,15 @@
|
||||
BUILD ?= build
|
||||
|
||||
.PHONY: all configure test clean
|
||||
|
||||
all: test
|
||||
|
||||
configure:
|
||||
cmake -S . -B $(BUILD) -DCMAKE_BUILD_TYPE=Release
|
||||
|
||||
test: configure
|
||||
cmake --build $(BUILD) -j
|
||||
ctest --test-dir $(BUILD) --output-on-failure
|
||||
|
||||
clean:
|
||||
rm -rf $(BUILD)
|
||||
@@ -0,0 +1,185 @@
|
||||
# ps5-dualsense-overlay
|
||||
|
||||
[](LICENSE)
|
||||
[](https://github.com/erickdavestech/ps5-dualsense-overlay/releases/latest)
|
||||
|
||||
On-screen **DualSense controller overlay** for a PlayStation 5 running homebrew. A single payload
|
||||
runs entirely on the console and draws the controller over the running game, lighting up buttons,
|
||||
sticks, triggers and the touchpad in real time.
|
||||
|
||||
> Educational project about PS5 homebrew, process injection and the system UI (`SceShellUI`,
|
||||
> PUI on Mono). Use it only on hardware you own and read the [legal notice](#legal-notice).
|
||||
|
||||
**[Download the latest release](https://github.com/erickdavestech/ps5-dualsense-overlay/releases/latest)**
|
||||
|
||||
## Download
|
||||
|
||||
Every release contains:
|
||||
|
||||
| File | Use it when |
|
||||
|---|---|
|
||||
| `ps5-dualsense-overlay-<version>.elf` | You load payloads with an ELF loader (for example `elfldr` on port 9021). |
|
||||
| `ps5-dualsense-overlay-<version>.plugin` | You use etaHEN and want the overlay loaded automatically on every boot. |
|
||||
| `SHA256SUMS.txt` | Checksums to verify both files. |
|
||||
|
||||
Verify the download before using it:
|
||||
|
||||
```bash
|
||||
sha256sum -c SHA256SUMS.txt
|
||||
```
|
||||
|
||||
## Features
|
||||
|
||||
- Every functional button lights up: ✕ ○ △ □, D-pad, L1/R1, L2/R2, L3/R3, Create, Options and the
|
||||
touchpad click.
|
||||
- Sticks follow the axes and show a color ring when moved or clicked.
|
||||
- L2/R2 show an analog fill proportional to the pressure; the touchpad shows a dot under the finger.
|
||||
- Semi-transparent, placed bottom-left and sharp at 4K.
|
||||
- Load it once per boot: it waits for a game, appears when one opens and rebuilds itself when you
|
||||
switch games.
|
||||
- Sprites are released when a system menu intercepts the input, so nothing stays stuck.
|
||||
- It never reads or writes game memory.
|
||||
|
||||
## Compatibility
|
||||
|
||||
| Console | System software | Status |
|
||||
|---|---|---|
|
||||
| PS5 Slim (CFI-2015) | 13.60 (13.600.007) | Tested |
|
||||
| PS5 | 11.xx – 13.50 | Allowed by the code, not tested |
|
||||
| PS5 | 10.xx and earlier | Code paths inherited from upstream, not tested with this overlay |
|
||||
|
||||
Tested with kstuff-lite and the ELF loader on port 9021. Other homebrew enablers may work but have not
|
||||
been tested.
|
||||
|
||||
## Usage
|
||||
|
||||
1. Boot the console and start your homebrew enabler as usual.
|
||||
2. Load the overlay **once**:
|
||||
- **ELF** — send it to your ELF loader. From Linux, macOS or WSL:
|
||||
|
||||
```bash
|
||||
cat ps5-dualsense-overlay-v1.0.0.elf > /dev/tcp/<PS5-IP>/9021
|
||||
```
|
||||
|
||||
From Windows PowerShell:
|
||||
|
||||
```powershell
|
||||
$b = [IO.File]::ReadAllBytes("ps5-dualsense-overlay-v1.0.0.elf")
|
||||
$c = New-Object Net.Sockets.TcpClient("<PS5-IP>", 9021); $s = $c.GetStream()
|
||||
$s.Write($b, 0, $b.Length); $s.Flush(); $c.Close()
|
||||
```
|
||||
|
||||
- **etaHEN plugin** — copy the `.plugin` file to `/data/etaHEN/plugins/` (or to `etahen/plugins/`
|
||||
on a USB drive) and restart etaHEN.
|
||||
3. Open any game. The controller appears in the bottom-left corner.
|
||||
|
||||
Load only **one** copy per boot. Loading a second copy on top of a running one makes both fight over
|
||||
the system UI and can end in a *System Software Error*. To update, reboot and load the new version.
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
| Symptom | Cause and fix |
|
||||
|---|---|
|
||||
| Nothing appears | The overlay only draws while a game is in the foreground. Open a game. |
|
||||
| *System Software Error* right after loading | A second copy was loaded on top of a running one. Reboot and load it once. |
|
||||
| The PS button never lights up | Expected. The system intercepts it before any application can read it. |
|
||||
| The Mute button never lights up | Expected. It is disabled, see [Known limitations](#known-limitations). |
|
||||
|
||||
The renderer writes its log to `/system_tmp/padoverlay_shellui.log`, which can be read with a shell
|
||||
payload such as shsrv.
|
||||
|
||||
## Known limitations
|
||||
|
||||
- **PS button:** intercepted by the system to open the Control Center; it cannot be read.
|
||||
- **Mute button:** the controller only reports the momentary press, not the microphone state, so the
|
||||
button stays disabled until a reliable state source is found.
|
||||
- The overlay position and size are fixed.
|
||||
- Only one firmware version has been tested on hardware.
|
||||
|
||||
## How it works
|
||||
|
||||
1. A **controller** payload waits until a real game is running — system applications and dialogs are
|
||||
filtered out by title ID — and until the system UI is stable. Then it injects a **renderer** into
|
||||
`SceShellUI`.
|
||||
2. The renderer hooks the UI update loop (`Application.Update`, with the legacy main-thread guard as a
|
||||
fallback), reads the DualSense with `scePadReadState` from inside `SceShellUI` and draws `ImageBox`
|
||||
sprites in the game's scene.
|
||||
3. The sprite images are embedded in the payload and written to `/Temp` at startup. `SceShellUI`
|
||||
cannot read `/data`, and loading `file:///data/...` hard-hangs the console.
|
||||
4. When the game scene changes, the old sprites are removed and the overlay is rebuilt for the new
|
||||
game.
|
||||
|
||||
On system software 11.xx–13.xx the one-byte hook writes go through MDBG, with a temporary RWX remap of
|
||||
every code page involved.
|
||||
|
||||
## Building from source
|
||||
|
||||
See [BUILDING.md](BUILDING.md).
|
||||
|
||||
## Project layout
|
||||
|
||||
```text
|
||||
src/ps5/shellui_payload/ renderer injected into SceShellUI (drawing, controller input)
|
||||
src/ps5/ controller payload (game detection, injection, hook control)
|
||||
include/common_fps/ shared protocol and data types
|
||||
assets/ controller artwork: source SVGs, PNGs, layout and an HTML preview
|
||||
tools/ artwork pipeline, etaHEN plugin packer, release verifier
|
||||
probe/ research programs written while learning how to read the controller
|
||||
tests/ host tests
|
||||
docs/ upstream Common FPS for PS5 documentation, kept for reference
|
||||
```
|
||||
|
||||
## Authorship
|
||||
|
||||
This repository is a derivative work of [Common FPS for PS5](https://github.com/porhe911/Common-FPS-for-PS5)
|
||||
by **porhe911**, including the [SimpleFPS](https://github.com/khalifa007/SimpleFPS) patch by
|
||||
**khalifa007** that enables system software 11.xx–13.xx. Their work provides the injection, the hook
|
||||
infrastructure and the build system.
|
||||
|
||||
**Original work in this project, by erickdavestech:**
|
||||
|
||||
- The DualSense overlay renderer: sprite composition, live mapping of buttons, sticks, triggers and
|
||||
touchpad, transparency, 4K-sharp scaling and placement.
|
||||
- Reading the controller from inside `SceShellUI` (`libScePad` resolved with a NID fallback) and
|
||||
neutral handling of intercepted input.
|
||||
- The overlay lifecycle: arming without a game, rebuilding on game changes and removing orphaned
|
||||
widgets.
|
||||
- Stability work: filtering system applications out of game detection, the generalized MDBG + RWX hook
|
||||
write on 11.xx–13.xx, the `Application.Update` hook preference with legacy fallback, and the removal
|
||||
of the FPS sampler so the payload never attaches to or scans the game process.
|
||||
- The artwork pipeline (`tools/build_assets.py`, layout and embedded sprite tables) and the
|
||||
`/Temp`-based asset loading.
|
||||
- The research probes in `probe/` and the release verifier.
|
||||
|
||||
Each source file states its authors in its license header. The complete credits are in
|
||||
[CREDITS.md](CREDITS.md) and [THIRD_PARTY_NOTICES.md](THIRD_PARTY_NOTICES.md); every change is listed in
|
||||
[CHANGELOG.md](CHANGELOG.md).
|
||||
|
||||
## Contributing
|
||||
|
||||
Bug reports and pull requests are welcome. Read [CONTRIBUTING.md](CONTRIBUTING.md) and the
|
||||
[Code of Conduct](CODE_OF_CONDUCT.md) first. Report security problems privately as described in
|
||||
[SECURITY.md](SECURITY.md).
|
||||
|
||||
## License
|
||||
|
||||
- Source code: **GPL-3.0-or-later** — see [LICENSE](LICENSE). It inherits this license from Common FPS
|
||||
for PS5 and SimpleFPS.
|
||||
- Controller artwork: **"PS5 Button Icons and Controls" by Zacksly**, licensed **CC BY 3.0**
|
||||
(https://zacksly.itch.io), modified — see [`assets/source/LICENSE.txt`](assets/source/LICENSE.txt).
|
||||
|
||||
Every file keeps its copyright header and SPDX license identifier.
|
||||
|
||||
## Legal notice
|
||||
|
||||
- PlayStation, PS5 and DualSense are trademarks or registered trademarks of Sony Interactive
|
||||
Entertainment Inc. This project is not affiliated with, authorized, sponsored or endorsed by Sony
|
||||
Interactive Entertainment.
|
||||
- No Sony code, firmware, encryption keys, official SDK or game content is included. The project is
|
||||
built with the open-source PS5 payload SDK.
|
||||
- This project does not contain or distribute any exploit, jailbreak or copy-protection circumvention
|
||||
tool, and it does not enable running unauthorized copies of software. It only runs on a console on
|
||||
which its owner has already enabled homebrew.
|
||||
- Modifying a console may void its warranty and break the platform's terms of service. Use it offline
|
||||
and at your own risk.
|
||||
- The software is provided "as is", without warranty of any kind, as stated in the GPL-3.0.
|
||||
@@ -0,0 +1,22 @@
|
||||
# Security Policy
|
||||
|
||||
## Supported versions
|
||||
|
||||
Only the latest release receives fixes.
|
||||
|
||||
## Reporting a problem
|
||||
|
||||
Do not open a public issue for security problems. Report them privately through GitHub:
|
||||
open the repository's **Security** tab and choose **Report a vulnerability**.
|
||||
|
||||
Please include the overlay version, console model, system software version, homebrew enabler and the
|
||||
steps to reproduce. You will get an answer as soon as possible, and fixes will be credited unless you
|
||||
prefer otherwise.
|
||||
|
||||
## Scope
|
||||
|
||||
In scope: problems in this project's code, for example behavior that corrupts memory of a process it
|
||||
should not touch, writes outside the documented paths, or crashes the system UI in a reproducible way.
|
||||
|
||||
Out of scope: vulnerabilities in the PS5 system software, in homebrew enablers or in payload loaders —
|
||||
report those to their respective projects. This project does not accept or publish exploits.
|
||||
@@ -0,0 +1,119 @@
|
||||
# Third-Party Notices
|
||||
|
||||
Common FPS for PS5 interoperates with and derives implementation knowledge from
|
||||
open-source PS5 homebrew projects.
|
||||
|
||||
## PS5 Payload SDK
|
||||
|
||||
Project:
|
||||
|
||||
```text
|
||||
https://github.com/ps5-payload-dev/sdk
|
||||
```
|
||||
|
||||
Used as the PS5 payload toolchain/system SDK. The upstream project retains its
|
||||
copyright notices and per-file licensing terms.
|
||||
|
||||
## etaHEN
|
||||
|
||||
Project:
|
||||
|
||||
```text
|
||||
https://github.com/etaHEN/etaHEN
|
||||
```
|
||||
|
||||
etaHEN publishes its source under GPLv3. Common FPS uses etaHEN as an
|
||||
open-source reference/source dependency for PS5 process and ShellUI/PUI
|
||||
integration.
|
||||
|
||||
## ps5-payload-dev/shsrv
|
||||
|
||||
Project:
|
||||
|
||||
```text
|
||||
https://github.com/ps5-payload-dev/shsrv
|
||||
```
|
||||
|
||||
GPLv3+ source used as the reference for the ptrace ELF loader and the
|
||||
payload-args execution contract.
|
||||
|
||||
## Historical PHU-derived work
|
||||
|
||||
The historical Common FPS `v1.0.0` binary was developed through binary analysis
|
||||
and patching of third-party PS5 homebrew renderer/loader mechanisms, including
|
||||
PHU-derived material.
|
||||
|
||||
Common FPS does not claim ownership of that third-party code.
|
||||
|
||||
The source-built `v1.1.x` path intentionally does **not** embed the historical
|
||||
PHU ELF/SO renderer blob.
|
||||
|
||||
## Common FPS-owned files
|
||||
|
||||
Files carrying:
|
||||
|
||||
```text
|
||||
SPDX-License-Identifier: GPL-3.0-or-later
|
||||
```
|
||||
|
||||
are licensed by the Common FPS project under GPL-3.0-or-later.
|
||||
|
||||
Third-party files always retain their upstream notices and licenses.
|
||||
|
||||
---
|
||||
|
||||
# Additional notices for this derivative (ps5-dualsense-overlay)
|
||||
|
||||
This repository is a modified version of Common FPS for PS5 (see `CREDITS.md`). The notices
|
||||
above are retained verbatim from the upstream project. The following apply to material added in
|
||||
this fork.
|
||||
|
||||
## Common FPS for PS5 (upstream base)
|
||||
|
||||
Project:
|
||||
|
||||
```text
|
||||
https://github.com/porhe911/Common-FPS-for-PS5
|
||||
```
|
||||
|
||||
GPL-3.0-or-later. The renderer, injection, controller architecture and build system derive from
|
||||
this project (v1.2.1); its copyright headers are preserved in the source files. Files changed by
|
||||
this project carry a `Modifications Copyright (C) 2026 erickdavestech` line, and every change is
|
||||
listed with its date in `CHANGELOG.md`.
|
||||
|
||||
## SimpleFPS
|
||||
|
||||
Project:
|
||||
|
||||
```text
|
||||
https://github.com/khalifa007/SimpleFPS
|
||||
```
|
||||
|
||||
Author: khalifa007. GPL-3.0-or-later. The patch that makes Common FPS run on PS5 system software
|
||||
11.xx–13.xx, which this project targets. Its changes are included in this repository, and the files
|
||||
it modified carry a `Modifications Copyright (C) 2026 khalifa007 (SimpleFPS)` line.
|
||||
|
||||
## elfldr (ptrace helpers used by the research probes)
|
||||
|
||||
Project:
|
||||
|
||||
```text
|
||||
https://github.com/ps5-payload-dev/elfldr
|
||||
```
|
||||
|
||||
`probe/pt/pt.c`, `probe/pt/pt.h` and `probe/pt/log.h` are Copyright (C) 2024 John Törnblom,
|
||||
licensed GPLv3 or later. They are included unmodified with their original notices.
|
||||
|
||||
## PS5 Button Icons and Controls (artwork)
|
||||
|
||||
Author: Zacksly — https://zacksly.itch.io
|
||||
|
||||
```text
|
||||
License: Creative Commons Attribution 3.0 Unported (CC BY 3.0)
|
||||
```
|
||||
|
||||
The on-screen controller sprites are derived from this asset pack and were **modified** (cropped
|
||||
and recomposed, sticks split into movable sprites, pressed states recolored, L2/R2 recolored).
|
||||
The original license text is kept at `assets/source/LICENSE.txt`. This artwork is **not** under
|
||||
GPL-3.0; it remains under CC BY 3.0 and must be attributed as shown in `CREDITS.md`.
|
||||
|
||||
@@ -0,0 +1 @@
|
||||
window.LAYOUT = {"canvas": [640, 480], "sizes": {"1280": 2.0, "640": 1.0, "320": 0.5}, "units": "Todas las coordenadas están en unidades de 640x480; multiplica por sizes[carpeta].", "base": "base.png", "base_full": "base_full.png", "buttons": {"triangle": {"sprite": "pressed/triangle.png", "rect": [482, 106, 64, 64], "bit": "0x1000"}, "circle": {"sprite": "pressed/circle.png", "rect": [528, 152, 64, 64], "bit": "0x2000"}, "cross": {"sprite": "pressed/cross.png", "rect": [482, 198, 64, 64], "bit": "0x4000"}, "square": {"sprite": "pressed/square.png", "rect": [436, 152, 64, 64], "bit": "0x8000"}, "dpad_up": {"sprite": "pressed/dpad_up.png", "rect": [96, 122, 58, 66], "bit": "0x10"}, "dpad_down": {"sprite": "pressed/dpad_down.png", "rect": [96, 180, 58, 68], "bit": "0x40"}, "dpad_left": {"sprite": "pressed/dpad_left.png", "rect": [62, 154, 66, 60], "bit": "0x80"}, "dpad_right": {"sprite": "pressed/dpad_right.png", "rect": [122, 154, 66, 60], "bit": "0x20"}, "l1": {"sprite": "pressed/l1.png", "rect": [76, 56, 106, 52], "bit": "0x400"}, "r1": {"sprite": "pressed/r1.png", "rect": [458, 56, 106, 52], "bit": "0x800"}, "create": {"sprite": "pressed/create.png", "rect": [152, 88, 44, 56], "bit": "0x1"}, "options": {"sprite": "pressed/options.png", "rect": [444, 88, 42, 56], "bit": "0x8"}, "mute": {"sprite": "pressed/mute.png", "rect": [292, 288, 56, 30], "bit": null}, "ps": {"sprite": "pressed/ps.png", "rect": [286, 238, 64, 54], "bit": null}, "touchpad": {"sprite": "pressed/touchpad.png", "rect": [182, 60, 276, 160], "bit": "0x100000"}}, "sticks": {"left": {"center": [218.58, 270.67], "travel": 12, "size": [96, 96], "sprite": "stick_cap.png", "sprite_pressed": "stick_cap_l3.png", "click": "l3", "bit": "0x2"}, "right": {"center": [420.17, 270.36], "travel": 12, "size": [96, 96], "sprite": "stick_cap.png", "sprite_pressed": "stick_cap_l3.png", "click": "r3", "bit": "0x4"}}, "triggers": {"l2": {"sprite": "l2_fill.png", "rect": [100, 10, 56, 58], "fill": "bottom_up", "bit": "0x100"}, "r2": {"sprite": "r2_fill.png", "rect": [482, 10, 56, 58], "fill": "bottom_up", "bit": "0x200"}}, "touchpad": {"rect": [195.21, 72.77, 248.96, 133.28], "dot": "touch_dot.png", "dot_size": [44, 44], "note": "Mapear ScePadTouch.x/y con la resolución de scePadGetControllerInformation()."}, "credits": "Button Icons and Controls by Zacksly (CC BY 3.0 | zacksly.itch.io) — modificado"};
|
||||
@@ -0,0 +1,237 @@
|
||||
{
|
||||
"canvas": [
|
||||
640,
|
||||
480
|
||||
],
|
||||
"sizes": {
|
||||
"1280": 2.0,
|
||||
"640": 1.0,
|
||||
"320": 0.5
|
||||
},
|
||||
"units": "Todas las coordenadas están en unidades de 640x480; multiplica por sizes[carpeta].",
|
||||
"base": "base.png",
|
||||
"base_full": "base_full.png",
|
||||
"buttons": {
|
||||
"triangle": {
|
||||
"sprite": "pressed/triangle.png",
|
||||
"rect": [
|
||||
482,
|
||||
106,
|
||||
64,
|
||||
64
|
||||
],
|
||||
"bit": "0x1000"
|
||||
},
|
||||
"circle": {
|
||||
"sprite": "pressed/circle.png",
|
||||
"rect": [
|
||||
528,
|
||||
152,
|
||||
64,
|
||||
64
|
||||
],
|
||||
"bit": "0x2000"
|
||||
},
|
||||
"cross": {
|
||||
"sprite": "pressed/cross.png",
|
||||
"rect": [
|
||||
482,
|
||||
198,
|
||||
64,
|
||||
64
|
||||
],
|
||||
"bit": "0x4000"
|
||||
},
|
||||
"square": {
|
||||
"sprite": "pressed/square.png",
|
||||
"rect": [
|
||||
436,
|
||||
152,
|
||||
64,
|
||||
64
|
||||
],
|
||||
"bit": "0x8000"
|
||||
},
|
||||
"dpad_up": {
|
||||
"sprite": "pressed/dpad_up.png",
|
||||
"rect": [
|
||||
96,
|
||||
122,
|
||||
58,
|
||||
66
|
||||
],
|
||||
"bit": "0x10"
|
||||
},
|
||||
"dpad_down": {
|
||||
"sprite": "pressed/dpad_down.png",
|
||||
"rect": [
|
||||
96,
|
||||
180,
|
||||
58,
|
||||
68
|
||||
],
|
||||
"bit": "0x40"
|
||||
},
|
||||
"dpad_left": {
|
||||
"sprite": "pressed/dpad_left.png",
|
||||
"rect": [
|
||||
62,
|
||||
154,
|
||||
66,
|
||||
60
|
||||
],
|
||||
"bit": "0x80"
|
||||
},
|
||||
"dpad_right": {
|
||||
"sprite": "pressed/dpad_right.png",
|
||||
"rect": [
|
||||
122,
|
||||
154,
|
||||
66,
|
||||
60
|
||||
],
|
||||
"bit": "0x20"
|
||||
},
|
||||
"l1": {
|
||||
"sprite": "pressed/l1.png",
|
||||
"rect": [
|
||||
76,
|
||||
56,
|
||||
106,
|
||||
52
|
||||
],
|
||||
"bit": "0x400"
|
||||
},
|
||||
"r1": {
|
||||
"sprite": "pressed/r1.png",
|
||||
"rect": [
|
||||
458,
|
||||
56,
|
||||
106,
|
||||
52
|
||||
],
|
||||
"bit": "0x800"
|
||||
},
|
||||
"create": {
|
||||
"sprite": "pressed/create.png",
|
||||
"rect": [
|
||||
152,
|
||||
88,
|
||||
44,
|
||||
56
|
||||
],
|
||||
"bit": "0x1"
|
||||
},
|
||||
"options": {
|
||||
"sprite": "pressed/options.png",
|
||||
"rect": [
|
||||
444,
|
||||
88,
|
||||
42,
|
||||
56
|
||||
],
|
||||
"bit": "0x8"
|
||||
},
|
||||
"mute": {
|
||||
"sprite": "pressed/mute.png",
|
||||
"rect": [
|
||||
292,
|
||||
288,
|
||||
56,
|
||||
30
|
||||
],
|
||||
"bit": null
|
||||
},
|
||||
"ps": {
|
||||
"sprite": "pressed/ps.png",
|
||||
"rect": [
|
||||
286,
|
||||
238,
|
||||
64,
|
||||
54
|
||||
],
|
||||
"bit": null
|
||||
},
|
||||
"touchpad": {
|
||||
"sprite": "pressed/touchpad.png",
|
||||
"rect": [
|
||||
182,
|
||||
60,
|
||||
276,
|
||||
160
|
||||
],
|
||||
"bit": "0x100000"
|
||||
}
|
||||
},
|
||||
"sticks": {
|
||||
"left": {
|
||||
"center": [
|
||||
218.58,
|
||||
270.67
|
||||
],
|
||||
"travel": 12,
|
||||
"size": [
|
||||
96,
|
||||
96
|
||||
],
|
||||
"sprite": "stick_cap.png",
|
||||
"sprite_pressed": "stick_cap_l3.png",
|
||||
"click": "l3",
|
||||
"bit": "0x2"
|
||||
},
|
||||
"right": {
|
||||
"center": [
|
||||
420.17,
|
||||
270.36
|
||||
],
|
||||
"travel": 12,
|
||||
"size": [
|
||||
96,
|
||||
96
|
||||
],
|
||||
"sprite": "stick_cap.png",
|
||||
"sprite_pressed": "stick_cap_l3.png",
|
||||
"click": "r3",
|
||||
"bit": "0x4"
|
||||
}
|
||||
},
|
||||
"triggers": {
|
||||
"l2": {
|
||||
"sprite": "l2_fill.png",
|
||||
"rect": [
|
||||
100,
|
||||
10,
|
||||
56,
|
||||
58
|
||||
],
|
||||
"fill": "bottom_up",
|
||||
"bit": "0x100"
|
||||
},
|
||||
"r2": {
|
||||
"sprite": "r2_fill.png",
|
||||
"rect": [
|
||||
482,
|
||||
10,
|
||||
56,
|
||||
58
|
||||
],
|
||||
"fill": "bottom_up",
|
||||
"bit": "0x200"
|
||||
}
|
||||
},
|
||||
"touchpad": {
|
||||
"rect": [
|
||||
195.21,
|
||||
72.77,
|
||||
248.96,
|
||||
133.28
|
||||
],
|
||||
"dot": "touch_dot.png",
|
||||
"dot_size": [
|
||||
44,
|
||||
44
|
||||
],
|
||||
"note": "Mapear ScePadTouch.x/y con la resolución de scePadGetControllerInformation()."
|
||||
},
|
||||
"credits": "Button Icons and Controls by Zacksly (CC BY 3.0 | zacksly.itch.io) — modificado"
|
||||
}
|
||||
|
After Width: | Height: | Size: 266 KiB |
|
After Width: | Height: | Size: 280 KiB |
|
After Width: | Height: | Size: 8.1 KiB |
|
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|
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|
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|
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|
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|
After Width: | Height: | Size: 11 KiB |
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
After Width: | Height: | Size: 938 B |
|
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|
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|
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|
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|
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|
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|
After Width: | Height: | Size: 650 B |
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
After Width: | Height: | Size: 901 B |
|
After Width: | Height: | Size: 96 KiB |
|
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|
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|
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|
After Width: | Height: | Size: 2.6 KiB |
|
After Width: | Height: | Size: 4.7 KiB |
|
After Width: | Height: | Size: 3.8 KiB |
|
After Width: | Height: | Size: 3.8 KiB |
|
After Width: | Height: | Size: 3.9 KiB |
|
After Width: | Height: | Size: 3.9 KiB |
|
After Width: | Height: | Size: 4.5 KiB |
|
After Width: | Height: | Size: 1.7 KiB |
|
After Width: | Height: | Size: 2.6 KiB |
|
After Width: | Height: | Size: 3.7 KiB |
|
After Width: | Height: | Size: 4.7 KiB |
|
After Width: | Height: | Size: 4.8 KiB |
|
After Width: | Height: | Size: 16 KiB |
|
After Width: | Height: | Size: 5.4 KiB |
|
After Width: | Height: | Size: 4.0 KiB |
|
After Width: | Height: | Size: 4.9 KiB |
|
After Width: | Height: | Size: 15 KiB |
|
After Width: | Height: | Size: 2.5 KiB |
@@ -0,0 +1,175 @@
|
||||
<!doctype html>
|
||||
<html lang="es">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1">
|
||||
<title>Pad Overlay Preview</title>
|
||||
<style>
|
||||
:root { --bg: #11151c; --panel: #1a2029; --text: #d8dde6; --muted: #8a93a3; --accent: #2f7bff; }
|
||||
* { box-sizing: border-box; }
|
||||
body { margin: 0; background: var(--bg); color: var(--text); font: 14px/1.4 system-ui, "Segoe UI", sans-serif; }
|
||||
header { display: flex; flex-wrap: wrap; gap: 12px 20px; align-items: center; padding: 12px 16px; background: var(--panel); }
|
||||
header h1 { font-size: 15px; margin: 0 8px 0 0; }
|
||||
label { color: var(--muted); }
|
||||
select { background: #0d1117; color: var(--text); border: 1px solid #2c3442; border-radius: 6px; padding: 3px 6px; }
|
||||
#src { margin-left: auto; padding: 3px 10px; border-radius: 999px; background: #0d1117; }
|
||||
#src.pad { color: #2bd99f; }
|
||||
#stage { display: grid; place-items: center; padding: 24px 16px; min-height: 60vh; overflow: auto; }
|
||||
#stage.game { background: radial-gradient(ellipse at 30% 20%, #3b5b7a, #16222f 55%, #0b0f14); }
|
||||
#stage.light { background: #c4c9be; }
|
||||
#stage.checker { background: repeating-conic-gradient(#2a2f38 0 25%, #20242b 0 50%) 0 0 / 24px 24px; }
|
||||
#ov { position: relative; flex: none; }
|
||||
#ov img { position: absolute; display: block; user-select: none; pointer-events: none; }
|
||||
#ov .off { visibility: hidden; }
|
||||
.trig { position: absolute; overflow: hidden; }
|
||||
.trig img { left: 0; bottom: 0; }
|
||||
#help { padding: 0 16px 20px; color: var(--muted); max-width: 900px; margin: 0 auto; }
|
||||
kbd { background: #0d1117; border: 1px solid #2c3442; border-radius: 4px; padding: 0 5px; color: var(--text); font-size: 12px; }
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<header>
|
||||
<h1>Overlay del mando — simulador</h1>
|
||||
<label>Tamaño <select id="size"><option>1280</option><option selected>640</option><option>320</option></select></label>
|
||||
<label>Fondo <select id="bgsel"><option value="game">juego</option><option value="checker">transparente</option><option value="light">claro</option></select></label>
|
||||
<span id="src">teclado</span>
|
||||
</header>
|
||||
<div id="stage" class="game"><div id="ov"></div></div>
|
||||
<div id="help">
|
||||
Conecta un DualSense al PC (USB o Bluetooth) y pulsa un botón, o usa el teclado:
|
||||
<kbd>←↑→↓</kbd> cruceta · <kbd>I</kbd><kbd>J</kbd><kbd>K</kbd><kbd>L</kbd> △ □ ✕ ○ ·
|
||||
<kbd>Q</kbd>/<kbd>E</kbd> L1/R1 · <kbd>1</kbd>/<kbd>3</kbd> L2/R2 (analógico) ·
|
||||
<kbd>WASD</kbd> stick izq · <kbd>TFGH</kbd> stick der · <kbd>Z</kbd>/<kbd>X</kbd> L3/R3 ·
|
||||
<kbd>C</kbd> Create · <kbd>V</kbd> Options · <kbd>P</kbd> PS · <kbd>M</kbd> Mute · <kbd>Espacio</kbd> clic touchpad ·
|
||||
ratón sobre el touchpad = dedo.<br>
|
||||
Simula en el PC lo que dibujará el renderer en la PS5: mismos PNG, mismo layout.json.
|
||||
</div>
|
||||
<script src="layout.js"></script>
|
||||
<script>
|
||||
(() => {
|
||||
const L = window.LAYOUT;
|
||||
const qs = new URLSearchParams(location.search);
|
||||
const ov = document.getElementById('ov');
|
||||
const sizeSel = document.getElementById('size');
|
||||
const bgSel = document.getElementById('bgsel');
|
||||
const srcTag = document.getElementById('src');
|
||||
if (L.sizes[qs.get('size')]) sizeSel.value = qs.get('size');
|
||||
|
||||
// Estado de entrada, idéntico al que mandará el ELF: botones + ejes en [-1,1] + gatillos [0,1] + toque.
|
||||
const st = { btn: new Set(), lx: 0, ly: 0, rx: 0, ry: 0, l2: 0, r2: 0, touch: null };
|
||||
let els = {};
|
||||
|
||||
function img(src, rect, s, extra) {
|
||||
const i = document.createElement('img');
|
||||
i.src = `png/${sizeSel.value}/${src}`;
|
||||
i.style.left = rect[0] * s + 'px'; i.style.top = rect[1] * s + 'px';
|
||||
i.style.width = rect[2] * s + 'px'; i.style.height = rect[3] * s + 'px';
|
||||
if (extra) i.className = extra;
|
||||
return i;
|
||||
}
|
||||
|
||||
function build() {
|
||||
const s = L.sizes[sizeSel.value];
|
||||
ov.innerHTML = '';
|
||||
ov.style.width = L.canvas[0] * s + 'px'; ov.style.height = L.canvas[1] * s + 'px';
|
||||
els = { btn: {}, trig: {}, stick: {}, dot: null, s };
|
||||
ov.append(img(L.base, [0, 0, ...L.canvas], s));
|
||||
for (const [t, d] of Object.entries(L.triggers)) {
|
||||
const box = document.createElement('div');
|
||||
box.className = 'trig';
|
||||
box.style.left = d.rect[0] * s + 'px'; box.style.width = d.rect[2] * s + 'px';
|
||||
const fill = img(d.sprite, [0, 0, d.rect[2], d.rect[3]], s);
|
||||
fill.style.top = ''; fill.style.bottom = '0';
|
||||
box.append(fill); ov.append(box);
|
||||
els.trig[t] = { box, d };
|
||||
}
|
||||
for (const [n, d] of Object.entries(L.buttons)) ov.append(els.btn[n] = img(d.sprite, d.rect, s, 'off'));
|
||||
for (const [side, d] of Object.entries(L.sticks)) ov.append(els.stick[side] = img(d.sprite, [0, 0, ...d.size], s));
|
||||
const tp = L.touchpad;
|
||||
ov.append(els.dot = img(tp.dot, [0, 0, ...tp.dot_size], s, 'off'));
|
||||
draw();
|
||||
}
|
||||
|
||||
function draw() {
|
||||
const s = els.s;
|
||||
for (const [n, i] of Object.entries(els.btn)) i.classList.toggle('off', !st.btn.has(n));
|
||||
for (const [t, { box, d }] of Object.entries(els.trig)) {
|
||||
const v = Math.max(0, Math.min(1, st[t]));
|
||||
box.style.top = (d.rect[1] + d.rect[3] * (1 - v)) * s + 'px';
|
||||
box.style.height = d.rect[3] * v * s + 'px';
|
||||
}
|
||||
for (const [side, i] of Object.entries(els.stick)) {
|
||||
const d = L.sticks[side];
|
||||
const [x, y] = side === 'left' ? [st.lx, st.ly] : [st.rx, st.ry];
|
||||
i.style.left = (d.center[0] + x * d.travel - d.size[0] / 2) * s + 'px';
|
||||
i.style.top = (d.center[1] + y * d.travel - d.size[1] / 2) * s + 'px';
|
||||
const want = `png/${sizeSel.value}/${st.btn.has(d.click) ? d.sprite_pressed : d.sprite}`;
|
||||
if (!i.src.endsWith(want)) i.src = want;
|
||||
}
|
||||
const tp = L.touchpad, dot = els.dot;
|
||||
dot.classList.toggle('off', !st.touch);
|
||||
if (st.touch) {
|
||||
dot.style.left = (tp.rect[0] + st.touch[0] * tp.rect[2] - tp.dot_size[0] / 2) * s + 'px';
|
||||
dot.style.top = (tp.rect[1] + st.touch[1] * tp.rect[3] - tp.dot_size[1] / 2) * s + 'px';
|
||||
}
|
||||
}
|
||||
|
||||
// --- Teclado ---
|
||||
const KEYS = {
|
||||
ArrowUp: 'dpad_up', ArrowDown: 'dpad_down', ArrowLeft: 'dpad_left', ArrowRight: 'dpad_right',
|
||||
KeyI: 'triangle', KeyJ: 'square', KeyK: 'cross', KeyL: 'circle', KeyQ: 'l1', KeyE: 'r1',
|
||||
KeyZ: 'l3', KeyX: 'r3', KeyC: 'create', KeyV: 'options', KeyP: 'ps', KeyM: 'mute', Space: 'touchpad',
|
||||
};
|
||||
const held = new Set();
|
||||
addEventListener('keydown', e => { if (KEYS[e.code] || /^(Key[WASDTFGH]|Digit[13])$/.test(e.code)) { held.add(e.code); e.preventDefault(); } });
|
||||
addEventListener('keyup', e => held.delete(e.code));
|
||||
addEventListener('blur', () => held.clear());
|
||||
const axis = (neg, pos) => (held.has(pos) ? 1 : 0) - (held.has(neg) ? 1 : 0);
|
||||
|
||||
// --- Ratón sobre el touchpad = un dedo ---
|
||||
ov.addEventListener('pointermove', e => {
|
||||
const r = ov.getBoundingClientRect(), s = els.s, tp = L.touchpad.rect;
|
||||
const u = ((e.clientX - r.left) / s - tp[0]) / tp[2], v = ((e.clientY - r.top) / s - tp[1]) / tp[3];
|
||||
st.mouseTouch = u >= 0 && u <= 1 && v >= 0 && v <= 1 ? [u, v] : null;
|
||||
});
|
||||
ov.addEventListener('pointerleave', () => { st.mouseTouch = null; });
|
||||
|
||||
// --- Gamepad API (mapeo "standard": así ve Chrome al DualSense) ---
|
||||
const GP = ['cross', 'circle', 'square', 'triangle', 'l1', 'r1', null, null, 'create', 'options',
|
||||
'l3', 'r3', 'dpad_up', 'dpad_down', 'dpad_left', 'dpad_right', 'ps', 'touchpad'];
|
||||
const dz = v => Math.abs(v) < 0.08 ? 0 : v;
|
||||
let last = performance.now();
|
||||
|
||||
function tick(now) {
|
||||
const dt = Math.min(0.1, (now - last) / 1000); last = now;
|
||||
const pad = [...(navigator.getGamepads?.() || [])].find(p => p && p.connected);
|
||||
st.btn.clear();
|
||||
if (pad) {
|
||||
srcTag.textContent = pad.id.replace(/\s*\(.*$/, '') || 'mando'; srcTag.className = 'pad';
|
||||
GP.forEach((n, i) => { if (n && pad.buttons[i]?.pressed) st.btn.add(n); });
|
||||
st.l2 = pad.buttons[6]?.value || 0; st.r2 = pad.buttons[7]?.value || 0;
|
||||
[st.lx, st.ly, st.rx, st.ry] = [0, 1, 2, 3].map(i => dz(pad.axes[i] || 0));
|
||||
} else {
|
||||
srcTag.textContent = 'teclado'; srcTag.className = '';
|
||||
for (const c of held) if (KEYS[c]) st.btn.add(KEYS[c]);
|
||||
const ramp = (v, on) => on ? Math.min(1, v + dt * 4) : Math.max(0, v - dt * 6);
|
||||
st.l2 = ramp(st.l2, held.has('Digit1')); st.r2 = ramp(st.r2, held.has('Digit3'));
|
||||
const norm = (x, y) => { const m = Math.hypot(x, y) || 1; return [x / Math.max(1, m), y / Math.max(1, m)]; };
|
||||
[st.lx, st.ly] = norm(axis('KeyA', 'KeyD'), axis('KeyW', 'KeyS'));
|
||||
[st.rx, st.ry] = norm(axis('KeyF', 'KeyH'), axis('KeyT', 'KeyG'));
|
||||
}
|
||||
if (st.l2 > 0.05) st.btn.add('l2');
|
||||
if (st.r2 > 0.05) st.btn.add('r2');
|
||||
st.touch = st.mouseTouch;
|
||||
draw();
|
||||
requestAnimationFrame(tick);
|
||||
}
|
||||
|
||||
sizeSel.addEventListener('change', build);
|
||||
bgSel.addEventListener('change', () => { document.getElementById('stage').className = bgSel.value; });
|
||||
build();
|
||||
requestAnimationFrame(tick);
|
||||
})();
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||
|
After Width: | Height: | Size: 116 KiB |
@@ -0,0 +1 @@
|
||||
<svg id="Layer_1" data-name="Layer 1" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 512 512"><defs><style>.cls-1{fill:#fff;}</style></defs><path class="cls-1" d="M408.41,122.94a21.37,21.37,0,0,0-18.24-20.12,567.67,567.67,0,0,0-66.88-6.06h-.14l-19.32-.35c-57.91-1.08-117.79-2.19-176.54,5.65l-10.41,1.39v.73a21.33,21.33,0,0,0-13.28,18.77c-1,22.63-2.21,83.87,9.69,163.71l.08.49c6.42,33.43,21.25,60.55,44.07,80.58,18.84,16.55,40.26,25.89,58.73,32.83a113,113,0,0,0,79.66,0c18.47-6.94,39.89-16.28,58.73-32.83,22.82-20,37.65-47.15,44.07-80.58l.08-.49C410.61,206.82,409.45,145.57,408.41,122.94ZM250.15,276.12h-70V178.24h22.61v78h47.42Zm81.73,0H257.27a83.13,83.13,0,0,1,1.08-14,40.7,40.7,0,0,1,3.8-11.61,38.41,38.41,0,0,1,7.43-10,67.29,67.29,0,0,1,12-9.11q6.35-3.78,11.23-6.62a88.93,88.93,0,0,0,8.12-5.25,21.17,21.17,0,0,0,5-4.9,10,10,0,0,0,1.7-5.76,12.09,12.09,0,0,0-3.71-8.86q-3.72-3.7-10.69-3.7a19.86,19.86,0,0,0-6.81,1.12,25,25,0,0,0-5.8,3,33.53,33.53,0,0,0-5,4.21,45.29,45.29,0,0,0-4.1,4.9l-13.31-17a35.47,35.47,0,0,1,5.73-5.25,53.38,53.38,0,0,1,8.74-5.33,60.16,60.16,0,0,1,11.15-4.13,50.45,50.45,0,0,1,13.08-1.63A42.69,42.69,0,0,1,311,178.34a29.92,29.92,0,0,1,10.45,6,25.78,25.78,0,0,1,6.5,9.28,30.68,30.68,0,0,1,2.24,11.79,26.63,26.63,0,0,1-2,10.66,32.42,32.42,0,0,1-5.11,8.26,40.44,40.44,0,0,1-6.73,6.27q-3.65,2.67-7.05,4.73l-6.34,4c-2.38,1.49-4.72,3.13-7.05,4.9a73.33,73.33,0,0,0-6.42,5.51,24.73,24.73,0,0,0-4.49,5.59h46.9Z"/></svg>
|
||||
|
After Width: | Height: | Size: 1.4 KiB |
@@ -0,0 +1 @@
|
||||
<svg id="Layer_1" data-name="Layer 1" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 512 512"><defs><style>.cls-1{fill:#fff;}</style></defs><path class="cls-1" d="M216.85,198.09h-20v26.74h20.67q4,0,6.9-3.79a15.53,15.53,0,0,0,2.89-9.72q0-6.06-3.31-9.65T216.85,198.09Z"/><path class="cls-1" d="M408.41,122.94a21.37,21.37,0,0,0-18.24-20.12,567.67,567.67,0,0,0-66.88-6.06h-.14l-19.32-.35c-57.91-1.08-117.79-2.19-176.54,5.65l-10.41,1.39v.73a21.33,21.33,0,0,0-13.28,18.77c-1,22.63-2.21,83.87,9.69,163.71l.08.49c6.42,33.43,21.25,60.55,44.07,80.58,18.84,16.55,40.26,25.89,58.73,32.83a113,113,0,0,0,79.66,0c18.47-6.94,39.89-16.28,58.73-32.83,22.82-20,37.65-47.15,44.07-80.58l.08-.49C410.61,206.82,409.45,145.57,408.41,122.94Zm-178,153.18-18.75-31.57H196.87v31.57H174.26V178.24h44.11a28.34,28.34,0,0,1,12.75,2.89,33.94,33.94,0,0,1,10.14,7.58,35.78,35.78,0,0,1,6.68,10.62,31.54,31.54,0,0,1,2.42,12,34.2,34.2,0,0,1-1.11,8.76,33.72,33.72,0,0,1-3.17,7.92,29.84,29.84,0,0,1-11.72,11.72l21.51,36.4Zm107.37,0H263.13a83.13,83.13,0,0,1,1.08-14,40.7,40.7,0,0,1,3.8-11.61,38.41,38.41,0,0,1,7.43-10,67.29,67.29,0,0,1,12-9.11q6.35-3.78,11.23-6.62a88.93,88.93,0,0,0,8.12-5.25,21.17,21.17,0,0,0,5-4.9,10,10,0,0,0,1.7-5.76,12.09,12.09,0,0,0-3.71-8.86q-3.72-3.7-10.69-3.7a19.86,19.86,0,0,0-6.81,1.12,25,25,0,0,0-5.8,3,33.53,33.53,0,0,0-5,4.21,45.29,45.29,0,0,0-4.1,4.9l-13.31-17a35.47,35.47,0,0,1,5.73-5.25,53.38,53.38,0,0,1,8.74-5.33,60.16,60.16,0,0,1,11.15-4.13,50.45,50.45,0,0,1,13.08-1.63,42.69,42.69,0,0,1,14.09,2.15,29.78,29.78,0,0,1,10.44,6,25.68,25.68,0,0,1,6.51,9.28A30.68,30.68,0,0,1,336,205.43a26.63,26.63,0,0,1-2,10.66,32.42,32.42,0,0,1-5.11,8.26,40.44,40.44,0,0,1-6.73,6.27q-3.65,2.67-7.05,4.73l-6.34,4c-2.38,1.49-4.72,3.13-7.05,4.9a73.33,73.33,0,0,0-6.42,5.51,24.73,24.73,0,0,0-4.49,5.59h46.9Z"/></svg>
|
||||
|
After Width: | Height: | Size: 1.7 KiB |
@@ -0,0 +1,41 @@
|
||||
This work is licensed under the Creative Commons Attribution 3.0 Unported License.
|
||||
To view a copy of this license, visit http://creativecommons.org/licenses/by/3.0/
|
||||
|
||||
This allow you the right to:
|
||||
- Share: copy and redistribute the material in any medium or format
|
||||
- Adapt: remix, transform, and build upon the material for any purpose, even commercially
|
||||
|
||||
Provided you follow the following terms:
|
||||
- Attribution: You must give appropriate credit, provide a link to the license and indicate if
|
||||
changes were made. You may do so in any reasonable manner, but not in any way that suggests
|
||||
the licensor endorses you or your use.
|
||||
- No additional restrictions — You may not apply legal terms or technological measures that
|
||||
legally restrict others from doing anything the license permits.
|
||||
|
||||
How to give credit for asset use, redistributions, or derivative works:
|
||||
|
||||
Must include:
|
||||
- Product Title: PS5 Button Icons and Controls
|
||||
- Author: Zacksly
|
||||
- Source: https://zacksly.itch.io
|
||||
- License: “CC BY 3.0"
|
||||
- If icons were edited from their original form it must be stated that it has been modified.
|
||||
|
||||
Example Attributions:
|
||||
Credits Section:
|
||||
"PS5 Button Icons and Controls - Zacksly
|
||||
Licensed under CC BY 3.0 - https://zacksly.itch.io"
|
||||
Statement:
|
||||
"Button Icons and Controls were created by Zacksly (Licensed under CC BY 3.0 - https://zacksly.itch.io")"
|
||||
Derivative Work:
|
||||
"Button Icons and Controls are based on project by Zacksly (Licensed under CC BY 3.0 - https://zacksly.itch.io)"
|
||||
Casual Thanks:
|
||||
"Special thanks to Zacksly for the Button Icons and Controls (Licensed under CC BY 3.0 - https://zacksly.itch.io)"
|
||||
Short form Credit:
|
||||
"Button Icons and Controls by Zacksly (CC BY 3.0 Licensed | zacksly.itch.io)"
|
||||
|
||||
Notices:
|
||||
- You do not have to comply with the license for elements of the material in the public domain or
|
||||
where your use is permitted by an applicable exception or limitation.
|
||||
- No warranties are given. The license may not give you all of the permissions necessary for your
|
||||
intended use. For example, other rights such as publicity, privacy, or moral rights may limit how you use the material.
|
||||
@@ -0,0 +1 @@
|
||||
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||||
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|
||||
|
After Width: | Height: | Size: 12 KiB |
@@ -0,0 +1,68 @@
|
||||
# etaHEN autoload regression — FW 9.60
|
||||
|
||||
## Hardware observation
|
||||
|
||||
Stable public Common FPS v1.0.0 behaves correctly when manually started after
|
||||
etaHEN has fully loaded.
|
||||
|
||||
A separate etaHEN autoload test produced this sequence:
|
||||
|
||||
```text
|
||||
etaHEN autoload enabled
|
||||
->
|
||||
Common FPS starts during etaHEN startup
|
||||
->
|
||||
game launch
|
||||
->
|
||||
application/error condition
|
||||
->
|
||||
Kernel Panic
|
||||
```
|
||||
|
||||
After reboot and etaHEN activation, the plugin could still appear enabled while
|
||||
no FPS overlay was present.
|
||||
|
||||
Manually performing:
|
||||
|
||||
```text
|
||||
Stop
|
||||
-> Run
|
||||
```
|
||||
|
||||
after etaHEN was fully loaded restored the FPS overlay.
|
||||
|
||||
## Interpretation
|
||||
|
||||
This does not invalidate the accepted manual-start stability of v1.0.0.
|
||||
|
||||
It identifies a new startup race:
|
||||
|
||||
- etaHEN's persistent/plugin state can say "enabled";
|
||||
- the Common FPS renderer worker may have failed during early startup;
|
||||
- the old worker had no self-healing autoload state machine.
|
||||
|
||||
## v1.1.0 requirement
|
||||
|
||||
Safe autoload is now a release-blocking requirement.
|
||||
|
||||
The source-built successor must:
|
||||
|
||||
1. return quickly to etaHEN;
|
||||
2. keep its worker alive;
|
||||
3. wait for runtime readiness;
|
||||
4. require consecutive stable readiness checks;
|
||||
5. install the renderer only after that gate;
|
||||
6. retry after failed installation;
|
||||
7. confirm renderer health after installation;
|
||||
8. reinstall if the renderer later disappears;
|
||||
9. avoid touching the game until the renderer side is healthy.
|
||||
|
||||
This is implemented in Alpha 5 by `AutoloadGuard`.
|
||||
|
||||
## Current v1.0.0 recommendation
|
||||
|
||||
Until a source-built successor passes hardware autoload tests:
|
||||
|
||||
```text
|
||||
Start Common FPS manually after etaHEN is fully loaded.
|
||||
```
|
||||
@@ -0,0 +1,320 @@
|
||||
# Common FPS for PS5 — полная документация
|
||||
|
||||
**Версия:** 1.2.0
|
||||
**Автор проекта:** porhe911
|
||||
**Репозиторий:** porhe911/Common-FPS-for-PS5
|
||||
**Лицензия:** GPL-3.0-or-later
|
||||
**Актуализация:** 28.09.2026
|
||||
|
||||
---
|
||||
|
||||
## 1. Что такое Common FPS
|
||||
|
||||
Common FPS for PS5 — homebrew-счётчик реальной частоты кадров для
|
||||
модифицированной PlayStation 5. Он показывает целочисленный FPS поверх
|
||||
запущенной PS4- или PS5-игры.
|
||||
|
||||
Версия 1.2.0 включает:
|
||||
|
||||
- standalone ELF;
|
||||
- etaHEN plugin;
|
||||
- автоматическое определение активной игры;
|
||||
- восстановление после смены game PID;
|
||||
- восстановление ShellUI-компонента после смены ShellUI PID;
|
||||
- VideoOut sampler;
|
||||
- adaptive DCE fallback через `/dev/dce`;
|
||||
- 60-секундный backoff тяжёлого VideoOut discovery, когда DCE уже работает;
|
||||
- поддержку Rest Mode recovery на протестированных системах;
|
||||
- автоматическую сборку и проверку бинарников через GitHub Actions.
|
||||
|
||||
---
|
||||
|
||||
## 2. Внешний вид
|
||||
|
||||
По умолчанию:
|
||||
|
||||
- положение: левый нижний угол;
|
||||
- размер шрифта: **24**;
|
||||
- `FPS:` — фиолетовый;
|
||||
- число FPS — белое;
|
||||
- отображается только целое значение;
|
||||
- пока источник FPS готовится, выводится `FPS: Loading`.
|
||||
|
||||
Размер 24 в версии 1.2.0 немного компактнее предыдущего размера 26 и меньше
|
||||
закрывает элементы интерфейса игры.
|
||||
|
||||
---
|
||||
|
||||
## 3. Статус системного ПО
|
||||
|
||||
| Версия ПО | Статус | Что подтверждено |
|
||||
|---|---|---|
|
||||
| **4.51** | **Подтверждено** | PS4/PS5 игры, 30/60 FPS, смена игр, Rest Mode, штатная перезагрузка |
|
||||
| **9.60** | **Подтверждённая база** | реальный FPS и проверенный lifecycle предыдущих стабильных сборок |
|
||||
| **7.60** | Требуется тест | для версии 1.2.0 нужен новый аппаратный regression test |
|
||||
| **10.xx** | Экспериментально | кодовый путь реализован, но требуется аппаратная проверка |
|
||||
|
||||
Наличие поддержки в исходниках не означает, что каждая промежуточная версия
|
||||
системного ПО уже проверена на реальной консоли.
|
||||
|
||||
---
|
||||
|
||||
## 4. Файлы релиза
|
||||
|
||||
Для пользователя предназначены два варианта запуска:
|
||||
|
||||
```text
|
||||
Common_FPS_PS5_v1.2.0.elf
|
||||
Common_FPS_PS5_etaHEN_v1.2.0.plugin
|
||||
```
|
||||
|
||||
Внутренний файл:
|
||||
|
||||
```text
|
||||
Common_FPS_ShellUI_v1.2.0.elf
|
||||
```
|
||||
|
||||
используется сборкой автоматически и отдельно запускаться не должен.
|
||||
|
||||
**ELF и plugin одновременно не запускать.**
|
||||
|
||||
---
|
||||
|
||||
## 5. Установка standalone ELF
|
||||
|
||||
1. Запустить jailbreak/etaHEN.
|
||||
2. Передать `Common_FPS_PS5_v1.2.0.elf` через совместимый Payload Manager,
|
||||
Netcat или другой ELF launcher.
|
||||
3. Запустить PS4- или PS5-игру.
|
||||
4. После стабилизации game PID и ShellUI overlay появится автоматически.
|
||||
5. Если sampler ещё готовится, временно будет показано `FPS: Loading`.
|
||||
|
||||
---
|
||||
|
||||
## 6. Установка etaHEN plugin
|
||||
|
||||
1. Использовать `Common_FPS_PS5_etaHEN_v1.2.0.plugin`.
|
||||
2. Установить его через plugin-механизм etaHEN.
|
||||
3. Включить plugin/autoload.
|
||||
4. После запуска игры Common FPS автоматически дождётся стабильного процесса
|
||||
и поднимет overlay.
|
||||
|
||||
Plugin удобнее для постоянного использования, поскольку controller
|
||||
автоматически присутствует после старта etaHEN и может восстановить overlay
|
||||
после поддерживаемых lifecycle-событий.
|
||||
|
||||
---
|
||||
|
||||
## 7. Как определяется FPS
|
||||
|
||||
### 7.1 VideoOut
|
||||
|
||||
Сначала Common FPS пытается получить подтверждённый счётчик VideoOut активной
|
||||
игры.
|
||||
|
||||
На FW 9.60 используется ранее аппаратно проверенный быстрый путь. На других
|
||||
версиях может выполняться read-only discovery внутри
|
||||
`libSceVideoOut.sprx`.
|
||||
|
||||
Память игры во время поиска FPS не изменяется.
|
||||
|
||||
### 7.2 Adaptive DCE
|
||||
|
||||
Если VideoOut counter не удаётся безопасно подтвердить, используется
|
||||
`/dev/dce`.
|
||||
|
||||
DCE-механизм:
|
||||
|
||||
- выполняет display query;
|
||||
- получает набор 64-битных значений;
|
||||
- проверяет известное поле;
|
||||
- при необходимости автоматически ищет стабильный monotonic counter;
|
||||
- вычисляет частоту по изменению counter за время;
|
||||
- выдаёт целочисленный FPS.
|
||||
|
||||
На FW 4.51 именно этот механизм подтвердил 30 FPS и 60 FPS в разных играх.
|
||||
|
||||
### 7.3 Backoff VideoOut
|
||||
|
||||
После того как DCE стабильно выдаёт FPS, тяжёлый VideoOut discovery
|
||||
откладывается на 60 секунд.
|
||||
|
||||
Если DCE несколько раз подряд перестаёт выдавать валидные samples, Common FPS
|
||||
снимает задержку и разрешает VideoOut recovery сразу.
|
||||
|
||||
---
|
||||
|
||||
## 8. Game lifecycle
|
||||
|
||||
Common FPS отслеживает процесс `eboot.bin`.
|
||||
|
||||
При смене игры:
|
||||
|
||||
1. старый sampler attachment сбрасывается;
|
||||
2. новый PID должен стабилизироваться;
|
||||
3. sampler запускается заново;
|
||||
4. DCE baseline и backoff сбрасываются;
|
||||
5. overlay начинает показывать FPS новой игры.
|
||||
|
||||
---
|
||||
|
||||
## 9. ShellUI lifecycle
|
||||
|
||||
Common FPS также отслеживает `SceShellUI`.
|
||||
|
||||
Renderer загружается только после появления стабильной игры и стабильного
|
||||
ShellUI PID.
|
||||
|
||||
Если ShellUI перезапускается:
|
||||
|
||||
1. старый PID перестаёт считаться рабочим;
|
||||
2. controller ждёт новый стабильный PID;
|
||||
3. повторно выполняет bootstrap;
|
||||
4. восстанавливает overlay.
|
||||
|
||||
Это необходимо для корректной работы после системных lifecycle-событий.
|
||||
|
||||
---
|
||||
|
||||
## 10. Rest Mode
|
||||
|
||||
На FW 4.51 подтверждено:
|
||||
|
||||
- консоль уходит в Rest Mode штатно;
|
||||
- после пробуждения система продолжает работать;
|
||||
- FPS восстанавливается;
|
||||
- последующая обычная перезагрузка проходит без ошибки improper shutdown.
|
||||
|
||||
---
|
||||
|
||||
## 11. Логи
|
||||
|
||||
Controller:
|
||||
|
||||
```text
|
||||
/data/CommonFPS_v1_2_0.log
|
||||
```
|
||||
|
||||
ShellUI:
|
||||
|
||||
```text
|
||||
/data/CommonFPS_v1_2_0_shellui.log
|
||||
```
|
||||
|
||||
Основные успешные события:
|
||||
|
||||
```text
|
||||
ShellUI bootstrap ... rc=0
|
||||
ShellUI hook request ... status=0 ... verified=1
|
||||
ShellUI renderer online
|
||||
DCE adaptive counter selected ...
|
||||
Fallback sampler online ...
|
||||
Sampler online ... first_fps=...
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 12. Если остаётся FPS: Loading
|
||||
|
||||
Проверить controller log:
|
||||
|
||||
1. найден ли game PID;
|
||||
2. найден ли `libSceVideoOut.sprx`;
|
||||
3. прошла ли проверка VideoOut counter;
|
||||
4. открылся ли `/dev/dce`;
|
||||
5. прошёл ли DCE ioctl;
|
||||
6. найден ли adaptive counter;
|
||||
7. появился ли `Fallback sampler online`;
|
||||
8. поднялся ли ShellUI-компонент.
|
||||
|
||||
Если overlay виден, но показывает `Loading`, это обычно означает, что
|
||||
визуальная часть уже работает, а sampler ещё не получил валидный FPS.
|
||||
|
||||
---
|
||||
|
||||
## 13. Смена игр
|
||||
|
||||
Версия 1.2.0 рассчитана на смену игровых процессов без перезапуска самого
|
||||
счётчика.
|
||||
|
||||
После закрытия одной игры и запуска другой старое состояние сбрасывается и
|
||||
FPS определяется заново.
|
||||
|
||||
---
|
||||
|
||||
## 14. Штатная перезагрузка
|
||||
|
||||
В аппаратном тесте FW 4.51 после работы FPS, сна и пробуждения консоль
|
||||
перезагрузилась штатно. Это является обязательной частью текущей приёмки,
|
||||
поскольку ранние экспериментальные сборки могли затрагивать ShellUI слишком
|
||||
рано.
|
||||
|
||||
---
|
||||
|
||||
## 15. Сборка из исходников
|
||||
|
||||
В репозитории используются GitHub Actions:
|
||||
|
||||
- `Host Source Tests`;
|
||||
- `PS5 Source Build`.
|
||||
|
||||
Сборка создаёт:
|
||||
|
||||
```text
|
||||
Common_FPS_PS5_v1.2.0.elf
|
||||
Common_FPS_PS5_etaHEN_v1.2.0.plugin
|
||||
Common_FPS_ShellUI_v1.2.0.elf
|
||||
SHA256SUMS.txt
|
||||
```
|
||||
|
||||
Подробности локальной сборки находятся в `BUILDING.md`.
|
||||
|
||||
---
|
||||
|
||||
## 16. Проверка после установки
|
||||
|
||||
Рекомендуемый тест:
|
||||
|
||||
1. запустить Common FPS;
|
||||
2. открыть PS5-игру;
|
||||
3. проверить появление реального FPS;
|
||||
4. закрыть её и открыть PS4-игру;
|
||||
5. проверить FPS;
|
||||
6. оставить игру более минуты;
|
||||
7. убедиться, что FPS продолжает отображаться;
|
||||
8. перевести консоль в Rest Mode;
|
||||
9. разбудить консоль;
|
||||
10. проверить восстановление FPS;
|
||||
11. выполнить штатную перезагрузку.
|
||||
|
||||
---
|
||||
|
||||
## 17. Ограничения
|
||||
|
||||
- FW 7.60 требует нового теста текущей версии.
|
||||
- 10.xx пока не объявляется аппаратно подтверждённой.
|
||||
- Runtime-настройка размера/позиции через пользовательский INI пока не
|
||||
является публично подключённой функцией.
|
||||
- FPS отображается целым числом.
|
||||
- Нельзя одновременно запускать ELF и plugin.
|
||||
|
||||
---
|
||||
|
||||
## 18. Безопасностные принципы
|
||||
|
||||
- FPS sampler не пишет в память игры.
|
||||
- DCE fallback не зависит от offsets конкретной игры.
|
||||
- Перед системным изменением проверяются expected bytes.
|
||||
- После изменения выполняется readback.
|
||||
- Временный privileged auth восстанавливается.
|
||||
- Неизвестные случаи должны завершаться без слепой записи.
|
||||
- Overlay не внедряется до обнаружения стабильной игры.
|
||||
|
||||
---
|
||||
|
||||
## 19. Лицензия
|
||||
|
||||
Common FPS for PS5 распространяется по GPL-3.0-or-later.
|
||||
|
||||
Это homebrew для модифицированных PlayStation 5. Пользователь самостоятельно
|
||||
несёт ответственность за использование на своей системе.
|
||||
@@ -0,0 +1,87 @@
|
||||
# FW 9.60 hardware acceptance plan
|
||||
|
||||
Stable reference: public Common FPS v1.0.0.
|
||||
|
||||
## A. Manual activation baseline
|
||||
|
||||
1. Boot/jailbreak.
|
||||
2. Activate etaHEN.
|
||||
3. Wait until Home/ShellUI is fully usable.
|
||||
4. Manually Run Common FPS.
|
||||
|
||||
Expected:
|
||||
- fast Run;
|
||||
- no debug spam;
|
||||
- integer FPS;
|
||||
- no KP.
|
||||
|
||||
## B. Autoload — new v1.1.0 release blocker
|
||||
|
||||
Enable Common FPS autoload and cold boot through the normal etaHEN flow.
|
||||
|
||||
Expected:
|
||||
- no error on the first game launch;
|
||||
- no KP;
|
||||
- FPS appears without manual Stop/Run;
|
||||
- etaHEN "enabled" state corresponds to a live renderer.
|
||||
|
||||
Repeat at least five cold-start cycles.
|
||||
|
||||
## C. Early game launch race
|
||||
|
||||
With autoload enabled, launch a game as soon as the Home UI becomes available.
|
||||
|
||||
Expected:
|
||||
- guard may delay FPS appearance;
|
||||
- game must still launch normally;
|
||||
- plugin must not touch the game until renderer/runtime readiness is confirmed;
|
||||
- FPS appears automatically once safe.
|
||||
|
||||
## D. 30/60 behavior
|
||||
|
||||
Expected:
|
||||
- quality mode ~ `FPS: 30`;
|
||||
- performance mode ~ `FPS: 60`;
|
||||
- no decimal places.
|
||||
|
||||
## E. Position regression
|
||||
|
||||
Run at least five minutes.
|
||||
|
||||
Expected:
|
||||
- bottom-left default;
|
||||
- font size 26;
|
||||
- no horizontal drift;
|
||||
- no disappearing counter.
|
||||
|
||||
## F. Game lifecycle
|
||||
|
||||
Repeat at least five cycles:
|
||||
|
||||
```text
|
||||
Game A -> close -> Home -> Game B
|
||||
```
|
||||
|
||||
Expected:
|
||||
- no second Run;
|
||||
- new PID discovered;
|
||||
- no stale module address;
|
||||
- no KP.
|
||||
|
||||
## G. Renderer self-heal
|
||||
|
||||
If practical, stop/restart the renderer-side component or recreate ShellUI.
|
||||
|
||||
Expected:
|
||||
- worker does not remain falsely "enabled but dead";
|
||||
- guard retries and restores FPS;
|
||||
- no duplicate labels.
|
||||
|
||||
## H. Standalone ELF
|
||||
|
||||
The standalone ELF must remain independent of etaHEN's built-in FPS setting.
|
||||
|
||||
## Promotion rule
|
||||
|
||||
Do not replace public v1.0.0 until all manual, autoload, lifecycle and
|
||||
standalone tests pass on FW 9.60.
|
||||
@@ -0,0 +1,76 @@
|
||||
# PARITY TEST20: sampler-only, no-recorder A/B
|
||||
|
||||
## Verified artifacts
|
||||
|
||||
```text
|
||||
b791baf6f85063d0c7ec57eebcbf60116dff58dfc4ec74aa6d9dedcc1ecc32ef Common_FPS_PS5_v1.1.0_PARITY_TEST20_SAMPLER_ONLY_NO_RECORDER_AB.elf
|
||||
7bdcc16cc582bd89c7f1680471436ef58fdc53bab159c7e36278a5e8f1c8fa49 Common_FPS_PS5_etaHEN_v1.1.0_PARITY_TEST20_SAMPLER_ONLY_NO_RECORDER_AB.plugin
|
||||
```
|
||||
|
||||
Plugin metadata is `CFPS00039 / 1.28`. Its 29-byte etaHEN header is followed
|
||||
by the controller ELF byte-for-byte.
|
||||
|
||||
## Runtime contract
|
||||
|
||||
```text
|
||||
main
|
||||
-> fork()
|
||||
-> parent returns immediately
|
||||
-> child observes ShellUI and samples the active game once per second
|
||||
```
|
||||
|
||||
The sampling chain is:
|
||||
|
||||
```text
|
||||
KERN_PROC/sysctl_tdname -> eboot.bin PID
|
||||
-> temporary self debugger Auth ID
|
||||
-> enumerate libSceVideoOut.sprx
|
||||
-> restore the original Auth ID
|
||||
-> read-only FW 9.60 DMAP page walk
|
||||
-> module base + 0x34980
|
||||
-> 7 records x 0x18 bytes
|
||||
-> first enabled record pointer -> uint64 root
|
||||
-> root + 0x768 -> uint32 frame/vsync counter
|
||||
-> elapsed-time delta -> rounded integer FPS
|
||||
```
|
||||
|
||||
Renderer, ShellUI injection, overlay IPC, custom signal handlers and shutdown
|
||||
recording are absent. Therefore no on-screen FPS counter is expected.
|
||||
|
||||
## Hardware result
|
||||
|
||||
Tested on PS5 FW 9.60 with etaHEN 2.6. The submitted log was:
|
||||
|
||||
```text
|
||||
Common FPS v1.1.0 PARITY TEST20 sampler-only no-recorder A/B
|
||||
Mode=fork-only parent_return=immediate resident_child=active shellui_observation=sysctl_tdname_1s renderer=disabled sampler=videoout_fw960_1s dmap=read_only shutdown_trace=disabled shutdown_writes=disabled signal_handlers=default stop_path=disabled
|
||||
Child ready pid=112 ppid=111 first_shellui_pid=58 size_rc=0 data_rc=0 errno=0 bytes=88776 records=24 malformed=0 log_fd=closing periodic_log=disabled platform_log=compile_time_disabled
|
||||
Sampler online pid=115 counter=0x800521248 first_fps=60 event_log=once_per_game_pid log_fd=closing
|
||||
Sampler online pid=148 counter=0x80053d248 first_fps=59 event_log=once_per_game_pid log_fd=closing
|
||||
```
|
||||
|
||||
Both games were found and the sampler followed the PID change. The user then
|
||||
performed a normal system-menu restart. It completed automatically without a
|
||||
physical-button recovery or improper-shutdown warning.
|
||||
|
||||
This is one successful hardware run, not proof that every future session will
|
||||
restart correctly.
|
||||
|
||||
## Reproducibility proof
|
||||
|
||||
The TEST20 source was reconstructed from the retained source boundary and the
|
||||
unstripped archived ELF. A clean Release build with PS5 Payload SDK v0.41 and
|
||||
the pinned etaHEN 2.4B source produced the exact ELF hash above. Wrapping that
|
||||
ELF with `CFPS00039 / 1.28` produced the exact plugin hash above. Both rebuilt
|
||||
files compared byte-for-byte equal to the submitted hardware-tested files.
|
||||
|
||||
`tools/verify_test20_repro.py` enforces the two hashes, plugin metadata, plugin
|
||||
body identity and TEST20/renderer-disabled markers during every source build.
|
||||
|
||||
## Release status
|
||||
|
||||
TEST20 is suitable as an open, reproducible diagnostic baseline. It must not
|
||||
be presented as the finished visual FPS counter or promoted to stable v1.1.0.
|
||||
The visible renderer added in TEST21 restored live on-screen FPS but also
|
||||
restored the restart regression. Later TEST29 failed restart without an
|
||||
on-screen renderer, so the overall root cause remains unresolved.
|
||||
@@ -0,0 +1,76 @@
|
||||
# PARITY TEST30: etaHEN-tracked process, no internal fork
|
||||
|
||||
## Purpose
|
||||
|
||||
TEST20 completed one clean hardware restart. TEST21 and TEST29 later produced
|
||||
an improper-shutdown warning. Those experiments also showed that the renderer
|
||||
alone is not a sufficient explanation, because TEST29 had no visible overlay.
|
||||
|
||||
The etaHEN plugin loader already spawns a dedicated process and records that
|
||||
PID in `/system_tmp/CFPS00049.PID`. TEST20 through TEST29 then called `fork()`
|
||||
again: the recorded parent returned, while the sampler continued in a child
|
||||
that etaHEN no longer tracked. TEST30 tests whether that stale process model
|
||||
creates a shutdown race.
|
||||
|
||||
This is a candidate explanation, not a confirmed root cause. The successful
|
||||
TEST20 restart was only one run, and the stable visual v1.0.0 also used a
|
||||
historical fork-first startup path.
|
||||
|
||||
## Exact A/B boundary
|
||||
|
||||
TEST30 is built from the byte-reproduced TEST20 source. The only behavioral
|
||||
change is:
|
||||
|
||||
```text
|
||||
TEST20: etaHEN-spawned process -> fork -> parent exits -> child samples
|
||||
TEST30: etaHEN-spawned process -----------------------> process samples
|
||||
```
|
||||
|
||||
Unchanged:
|
||||
|
||||
- FW 9.60 `KERN_PROC` discovery;
|
||||
- VideoOut module lookup and Auth-ID restoration;
|
||||
- read-only DMAP counter sampling once per second;
|
||||
- reattachment after a game PID change;
|
||||
- one first-FPS log record per game PID;
|
||||
- no renderer, injector, overlay IPC or shutdown recorder;
|
||||
- dynamic dependencies: `libkernel_sys`, `libSceLibcInternal`, `libSceNet`.
|
||||
|
||||
## Artifacts
|
||||
|
||||
```text
|
||||
732db78e9329fcabbe93a66972e5d20e5137256769385138348cc88c45a99f9a Common_FPS_PS5_v1.1.0_PARITY_TEST30_TRACKED_PROCESS_NO_FORK_AB.elf
|
||||
b766d1c479cf5720b723fa73caab442bece4048420ed371a70ba6378b49b9515 Common_FPS_PS5_etaHEN_v1.1.0_PARITY_TEST30_TRACKED_PROCESS_NO_FORK_AB.plugin
|
||||
```
|
||||
|
||||
Plugin metadata: `CFPS00049 / 1.38`. The 29-byte etaHEN header is followed by
|
||||
the ELF byte-for-byte.
|
||||
|
||||
## Hardware procedure
|
||||
|
||||
1. Start from a fresh boot and make sure TEST20, TEST21 and TEST29 are disabled.
|
||||
2. Install and activate only the TEST30 plugin.
|
||||
3. Start one game and wait at least 15 seconds.
|
||||
4. Close it, start a second game and wait at least 15 seconds.
|
||||
5. Use **Restart PS5** from the normal system menu while TEST30 is still active.
|
||||
6. After boot, report whether the improper-shutdown warning appeared and send
|
||||
`/data/CommonFPS_v110_test30_tracked_process.log` in full.
|
||||
|
||||
No on-screen FPS counter is expected in this diagnostic build.
|
||||
|
||||
Expected beginning of the log:
|
||||
|
||||
```text
|
||||
Common FPS v1.1.0 PARITY TEST30 tracked-process no-fork A/B
|
||||
Mode=loader-tracked internal_fork=absent spawned_pid=resident ...
|
||||
Worker ready pid=... ppid=... first_shellui_pid=...
|
||||
Sampler online pid=... counter=... first_fps=...
|
||||
```
|
||||
|
||||
## Interpretation
|
||||
|
||||
- Clean restart: keep the tracked-process lifecycle and next add the renderer
|
||||
on top of it in a separate integration test.
|
||||
- Improper restart: the one clean TEST20 run was not a sufficient stability
|
||||
proof; retain the open TEST20 sampler baseline and investigate sampler
|
||||
quiescing/detachment rather than renderer IPC alone.
|
||||
@@ -0,0 +1,12 @@
|
||||
# Upstream documentation
|
||||
|
||||
The documents in this folder come from [Common FPS for PS5](https://github.com/porhe911/Common-FPS-for-PS5)
|
||||
by porhe911 and are kept unchanged for reference and attribution. They describe the original FPS
|
||||
overlay and its development, not ps5-dualsense-overlay.
|
||||
|
||||
- `UPSTREAM_README_CommonFPS.md` — the upstream README.
|
||||
- `upstream-releases/` — the upstream release notes.
|
||||
- The remaining files — upstream design notes, test plans and hardware evidence. Some of them are used
|
||||
by `tools/check_v1_source_gate.py`.
|
||||
|
||||
For this project, start with the main [README](../README.md).
|
||||
@@ -0,0 +1,14 @@
|
||||
# Rejected regressions from development
|
||||
|
||||
These branches are useful because they define what the clean rewrite must avoid.
|
||||
|
||||
| Branch | Change | Result | Rule |
|
||||
|---|---|---|---|
|
||||
| v0.25b/c/d | renderer/position experiments | FPS moved from top-left to the right until disappearing | reset anchor on every update |
|
||||
| v0.27a | removed Scene wait | FPS overlay disappeared | preserve Scene readiness |
|
||||
| v0.27b/c | split loader with middle detach/re-attach | short freeze, no FPS overlay | do not break loader state |
|
||||
| v0.28a | removed `elfldr_payload_args()` | almost instant Run, KP when game launched | full stable init is mandatory |
|
||||
| v0.28b | async parent return + complete stable child init | fast and stable | this is the public v1.0.0 model |
|
||||
|
||||
Do not copy an experimental optimization into source-built code merely because
|
||||
it looked faster in isolation.
|
||||