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>
This commit is contained in:
erickdavestech committed 2026-10-03 20:16:44 -04:00
commit 7b9547efcc
207 files changed
+30737

No files matched your search

+57
View File
@@ -0,0 +1,57 @@
name: Bug report
description: The overlay does not work or behaves unexpectedly.
labels: ["bug"]
body:
- type: markdown
attributes:
value: |
Before reporting, make sure a game was open and that only one copy of the overlay was loaded in this boot.
Security problems must be reported privately (see SECURITY.md), not here.
- type: input
id: version
attributes:
label: Overlay version
placeholder: v1.0.0
validations:
required: true
- type: dropdown
id: format
attributes:
label: File used
options:
- ELF
- etaHEN plugin
validations:
required: true
- type: input
id: console
attributes:
label: Console model and system software
placeholder: CFI-2015, 13.60
validations:
required: true
- type: input
id: loader
attributes:
label: Homebrew enabler and payload loader
placeholder: kstuff-lite + ELF loader on 9021
validations:
required: true
- 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.
validations:
required: true
- type: textarea
id: log
attributes:
label: Renderer log
description: Contents of /system_tmp/padoverlay_shellui.log, if you can read it.
render: text
+8
View File
@@ -0,0 +1,8 @@
blank_issues_enabled: false
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.
@@ -0,0 +1,21 @@
name: Feature request
description: Suggest an improvement to the overlay.
labels: ["enhancement"]
body:
- type: textarea
id: problem
attributes:
label: Use case
description: What would you like to do that the overlay does not support yet?
validations:
required: true
- type: textarea
id: proposal
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.
+16
View File
@@ -0,0 +1,16 @@
## Summary
<!-- What does this change and why? Link the related issue if there is one. -->
## Testing
<!-- Console model, system software, homebrew enabler and game used, or "host only". -->
## 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`).
+26
View File
@@ -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
+75
View File
@@ -0,0 +1,75 @@
# 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/`:
| File | Description | Published as |
|---|---|---|
| `Common_FPS_PS5_v1.2.1.elf` | Controller payload with the renderer embedded | `ps5-dualsense-overlay-<version>.elf` |
| `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 | — |
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
```
+54
View File
@@ -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
+65
View File
@@ -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()
+55
View File
@@ -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.
+63
View File
@@ -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.
+61
View File
@@ -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.
+23
View File
@@ -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."
}
}
+674
View File
@@ -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
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
freedoms that you received. You must make sure that they, too, receive
or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains
that there is no warranty for this free software. For both users' and
authors' sake, the GPL requires that modified versions be marked as
changed, so that their problems will not be attributed erroneously to
authors of previous versions.
Some devices are designed to deny users access to install or run
modified versions of the software inside them, although the manufacturer
can do so. This is fundamentally incompatible with the aim of
protecting users' freedom to change the software. The systematic
pattern of such abuse occurs in the area of products for individuals to
use, which is precisely where it is most unacceptable. Therefore, we
have designed this version of the GPL to prohibit the practice for those
products. If such problems arise substantially in other domains, we
stand ready to extend this provision to those domains in future versions
of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
software on general-purpose computers, but in those that do, we wish to
avoid the special danger that patents applied to a free program could
make it effectively proprietary. To prevent this, the GPL assures that
patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and
modification follow.
TERMS AND CONDITIONS
0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of
works, such as semiconductor masks.
"The Program" refers to any copyrightable work licensed under this
License. Each licensee is addressed as "you". "Licensees" and
"recipients" may be individuals or organizations.
To "modify" a work means to copy from or adapt all or part of the work
in a fashion requiring copyright permission, other than the making of an
exact copy. The resulting work is called a "modified version" of the
earlier work or a work "based on" the earlier work.
A "covered work" means either the unmodified Program or a work based
on the Program.
To "propagate" a work means to do anything with it that, without
permission, would make you directly or secondarily liable for
infringement under applicable copyright law, except executing it on a
computer or modifying a private copy. Propagation includes copying,
distribution (with or without modification), making available to the
public, and in some countries other activities as well.
To "convey" a work means any kind of propagation that enables other
parties to make or receive copies. Mere interaction with a user through
a computer network, with no transfer of a copy, is not conveying.
An interactive user interface displays "Appropriate Legal Notices"
to the extent that it includes a convenient and prominently visible
feature that (1) displays an appropriate copyright notice, and (2)
tells the user that there is no warranty for the work (except to the
extent that warranties are provided), that licensees may convey the
work under this License, and how to view a copy of this License. If
the interface presents a list of user commands or options, such as a
menu, a prominent item in the list meets this criterion.
1. Source Code.
The "source code" for a work means the preferred form of the work
for making modifications to it. "Object code" means any non-source
form of a work.
A "Standard Interface" means an interface that either is an official
standard defined by a recognized standards body, or, in the case of
interfaces specified for a particular programming language, one that
is widely used among developers working in that language.
The "System Libraries" of an executable work include anything, other
than the work as a whole, that (a) is included in the normal form of
packaging a Major Component, but which is not part of that Major
Component, and (b) serves only to enable use of the work with that
Major Component, or to implement a Standard Interface for which an
implementation is available to the public in source code form. A
"Major Component", in this context, means a major essential component
(kernel, window system, and so on) of the specific operating system
(if any) on which the executable work runs, or a compiler used to
produce the work, or an object code interpreter used to run it.
The "Corresponding Source" for a work in object code form means all
the source code needed to generate, install, and (for an executable
work) run the object code and to modify the work, including scripts to
control those activities. However, it does not include the work's
System Libraries, or general-purpose tools or generally available free
programs which are used unmodified in performing those activities but
which are not part of the work. For example, Corresponding Source
includes interface definition files associated with source files for
the work, and the source code for shared libraries and dynamically
linked subprograms that the work is specifically designed to require,
such as by intimate data communication or control flow between those
subprograms and other parts of the work.
The Corresponding Source need not include anything that users
can regenerate automatically from other parts of the Corresponding
Source.
The Corresponding Source for a work in source code form is that
same work.
2. Basic Permissions.
All rights granted under this License are granted for the term of
copyright on the Program, and are irrevocable provided the stated
conditions are met. This License explicitly affirms your unlimited
permission to run the unmodified Program. The output from running a
covered work is covered by this License only if the output, given its
content, constitutes a covered work. This License acknowledges your
rights of fair use or other equivalent, as provided by copyright law.
You may make, run and propagate covered works that you do not
convey, without conditions so long as your license otherwise remains
in force. You may convey covered works to others for the sole purpose
of having them make modifications exclusively for you, or provide you
with facilities for running those works, provided that you comply with
the terms of this License in conveying all material for which you do
not control copyright. Those thus making or running the covered works
for you must do so exclusively on your behalf, under your direction
and control, on terms that prohibit them from making any copies of
your copyrighted material outside their relationship with you.
Conveying under any other circumstances is permitted solely under
the conditions stated below. Sublicensing is not allowed; section 10
makes it unnecessary.
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
No covered work shall be deemed part of an effective technological
measure under any applicable law fulfilling obligations under article
11 of the WIPO copyright treaty adopted on 20 December 1996, or
similar laws prohibiting or restricting circumvention of such
measures.
When you convey a covered work, you waive any legal power to forbid
circumvention of technological measures to the extent such circumvention
is effected by exercising rights under this License with respect to
the covered work, and you disclaim any intention to limit operation or
modification of the work as a means of enforcing, against the work's
users, your or third parties' legal rights to forbid circumvention of
technological measures.
4. Conveying Verbatim Copies.
You may convey verbatim copies of the Program's source code as you
receive it, in any medium, provided that you conspicuously and
appropriately publish on each copy an appropriate copyright notice;
keep intact all notices stating that this License and any
non-permissive terms added in accord with section 7 apply to the code;
keep intact all notices of the absence of any warranty; and give all
recipients a copy of this License along with the Program.
You may charge any price or no price for each copy that you convey,
and you may offer support or warranty protection for a fee.
5. Conveying Modified Source Versions.
You may convey a work based on the Program, or the modifications to
produce it from the Program, in the form of source code under the
terms of section 4, provided that you also meet all of these conditions:
a) The work must carry prominent notices stating that you modified
it, and giving a relevant date.
b) The work must carry prominent notices stating that it is
released under this License and any conditions added under section
7. This requirement modifies the requirement in section 4 to
"keep intact all notices".
c) You must license the entire work, as a whole, under this
License to anyone who comes into possession of a copy. This
License will therefore apply, along with any applicable section 7
additional terms, to the whole of the work, and all its parts,
regardless of how they are packaged. This License gives no
permission to license the work in any other way, but it does not
invalidate such permission if you have separately received it.
d) If the work has interactive user interfaces, each must display
Appropriate Legal Notices; however, if the Program has interactive
interfaces that do not display Appropriate Legal Notices, your
work need not make them do so.
A compilation of a covered work with other separate and independent
works, which are not by their nature extensions of the covered work,
and which are not combined with it such as to form a larger program,
in or on a volume of a storage or distribution medium, is called an
"aggregate" if the compilation and its resulting copyright are not
used to limit the access or legal rights of the compilation's users
beyond what the individual works permit. Inclusion of a covered work
in an aggregate does not cause this License to apply to the other
parts of the aggregate.
6. Conveying Non-Source Forms.
You may convey a covered work in object code form under the terms
of sections 4 and 5, provided that you also convey the
machine-readable Corresponding Source under the terms of this License,
in one of these ways:
a) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by the
Corresponding Source fixed on a durable physical medium
customarily used for software interchange.
b) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by a
written offer, valid for at least three years and valid for as
long as you offer spare parts or customer support for that product
model, to give anyone who possesses the object code either (1) a
copy of the Corresponding Source for all the software in the
product that is covered by this License, on a durable physical
medium customarily used for software interchange, for a price no
more than your reasonable cost of physically performing this
conveying of source, or (2) access to copy the
Corresponding Source from a network server at no charge.
c) Convey individual copies of the object code with a copy of the
written offer to provide the Corresponding Source. This
alternative is allowed only occasionally and noncommercially, and
only if you received the object code with such an offer, in accord
with subsection 6b.
d) Convey the object code by offering access from a designated
place (gratis or for a charge), and offer equivalent access to the
Corresponding Source in the same way through the same place at no
further charge. You need not require recipients to copy the
Corresponding Source along with the object code. If the place to
copy the object code is a network server, the Corresponding Source
may be on a different server (operated by you or a third party)
that supports equivalent copying facilities, provided you maintain
clear directions next to the object code saying where to find the
Corresponding Source. Regardless of what server hosts the
Corresponding Source, you remain obligated to ensure that it is
available for as long as needed to satisfy these requirements.
e) Convey the object code using peer-to-peer transmission, provided
you inform other peers where the object code and Corresponding
Source of the work are being offered to the general public at no
charge under subsection 6d.
A separable portion of the object code, whose source code is excluded
from the Corresponding Source as a System Library, need not be
included in conveying the object code work.
A "User Product" is either (1) a "consumer product", which means any
tangible personal property which is normally used for personal, family,
or household purposes, or (2) anything designed or sold for incorporation
into a dwelling. In determining whether a product is a consumer product,
doubtful cases shall be resolved in favor of coverage. For a particular
product received by a particular user, "normally used" refers to a
typical or common use of that class of product, regardless of the status
of the particular user or of the way in which the particular user
actually uses, or expects or is expected to use, the product. A product
is a consumer product regardless of whether the product has substantial
commercial, industrial or non-consumer uses, unless such uses represent
the only significant mode of use of the product.
"Installation Information" for a User Product means any methods,
procedures, authorization keys, or other information required to install
and execute modified versions of a covered work in that User Product from
a modified version of its Corresponding Source. The information must
suffice to ensure that the continued functioning of the modified object
code is in no case prevented or interfered with solely because
modification has been made.
If you convey an object code work under this section in, or with, or
specifically for use in, a User Product, and the conveying occurs as
part of a transaction in which the right of possession and use of the
User Product is transferred to the recipient in perpetuity or for a
fixed term (regardless of how the transaction is characterized), the
Corresponding Source conveyed under this section must be accompanied
by the Installation Information. But this requirement does not apply
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>.
+15
View File
@@ -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)
+185
View File
@@ -0,0 +1,185 @@
# ps5-dualsense-overlay
[![License: GPL-3.0-or-later](https://img.shields.io/badge/license-GPL--3.0--or--later-blue.svg)](LICENSE)
[![Latest release](https://img.shields.io/github/v/release/erickdavestech/ps5-dualsense-overlay)](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.
+22
View File
@@ -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.
+119
View File
@@ -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`.
+1
View File
@@ -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"};
+237
View File
@@ -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"
}
Binary file not shown.

After

Width:  |  Height:  |  Size: 266 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 280 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 8.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 15 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 7.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 13 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 11 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 11 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 11 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 11 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 14 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.2 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 7.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 12 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 14 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 15 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 49 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 16 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 9.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 13 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 46 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 7.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 39 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 39 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 938 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 650 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 936 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.2 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 901 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 96 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 99 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 16 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.0 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 15 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.5 KiB

+175
View File
@@ -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>
Binary file not shown.

After

Width:  |  Height:  |  Size: 116 KiB

+1
View File
@@ -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

+1
View File
@@ -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

+41
View File
@@ -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.
+1
View File
@@ -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;}.cls-2{fill:none;stroke:#fff;stroke-miterlimit:10;stroke-width:24px;}</style></defs><path class="cls-1" d="M180.12,276.12V178.24h22.61v78h47.42v19.85Z"/><path class="cls-1" d="M257.27,276.12a83.13,83.13,0,0,1,1.08-14,40.7,40.7,0,0,1,3.8-11.61,38.41,38.41,0,0,1,7.43-10,67.29,67.29,0,0,1,12-9.11q6.35-3.78,11.23-6.62a88.93,88.93,0,0,0,8.12-5.25,21.17,21.17,0,0,0,5-4.9,10,10,0,0,0,1.7-5.76,12.09,12.09,0,0,0-3.71-8.86q-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-2.38,1.49-4.72,3.13-7.05,4.9a73.33,73.33,0,0,0-6.42,5.51,24.73,24.73,0,0,0-4.49,5.59h46.9v20.81Z"/><path class="cls-2" d="M388.42,114.7a554.68,554.68,0,0,0-65.48-6c-64.64-1.09-129.81-3.38-194.06,5.19l-5.3.76a9.32,9.32,0,0,0-8,8.8c-1,20.8-2.28,81.85,9.58,161.38,13.47,70.13,62,91.93,95.24,104.44a101,101,0,0,0,71.2,0c33.27-12.51,81.77-34.31,95.25-104.44,11.85-79.53,10.53-140.58,9.57-161.38A9.32,9.32,0,0,0,388.42,114.7Z"/></svg>

After

Width:  |  Height:  |  Size: 1.4 KiB

+1
View File
@@ -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;}.cls-2{fill:none;stroke:#fff;stroke-miterlimit:10;stroke-width:24px;}</style></defs><path class="cls-1" d="M174.26,276.12V178.24h44.11a28.34,28.34,0,0,1,12.75,2.89,33.94,33.94,0,0,1,10.14,7.58,35.78,35.78,0,0,1,6.68,10.62,31.54,31.54,0,0,1,2.42,12,34.2,34.2,0,0,1-1.11,8.76,33.72,33.72,0,0,1-3.17,7.92,29.84,29.84,0,0,1-11.72,11.72l21.51,36.4h-25.5l-18.75-31.57H196.87v31.57Zm22.61-51.29h20.67q4,0,6.9-3.79a15.53,15.53,0,0,0,2.89-9.72q0-6.06-3.31-9.65t-7.17-3.58h-20Z"/><path class="cls-1" d="M263.13,276.12a83.13,83.13,0,0,1,1.08-14,40.7,40.7,0,0,1,3.8-11.61,38.41,38.41,0,0,1,7.43-10,67.29,67.29,0,0,1,12-9.11q6.35-3.78,11.23-6.62a88.93,88.93,0,0,0,8.12-5.25,21.17,21.17,0,0,0,5-4.9,10,10,0,0,0,1.7-5.76,12.09,12.09,0,0,0-3.71-8.86q-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-2.38,1.49-4.72,3.13-7.05,4.9a73.33,73.33,0,0,0-6.42,5.51,24.73,24.73,0,0,0-4.49,5.59h46.9v20.81Z"/><path class="cls-2" d="M388.42,114.7a554.68,554.68,0,0,0-65.48-6c-64.64-1.09-129.81-3.38-194.06,5.19l-5.3.76a9.32,9.32,0,0,0-8,8.8c-1,20.8-2.28,81.85,9.58,161.38,13.47,70.13,62,91.93,95.24,104.44a101,101,0,0,0,71.2,0c33.27-12.51,81.77-34.31,95.25-104.44,11.85-79.53,10.53-140.58,9.57-161.38A9.32,9.32,0,0,0,388.42,114.7Z"/></svg>

After

Width:  |  Height:  |  Size: 1.7 KiB

+1
View File
@@ -0,0 +1 @@
<svg id="Layer_1" data-name="Layer 1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" viewBox="0 0 4096 2160"><defs><style>.cls-1,.cls-10,.cls-11,.cls-12,.cls-14,.cls-15,.cls-17,.cls-20,.cls-3,.cls-4,.cls-5{stroke:#000;}.cls-1,.cls-10,.cls-11,.cls-12,.cls-13,.cls-14,.cls-15,.cls-16,.cls-17,.cls-18,.cls-20,.cls-3,.cls-4,.cls-5,.cls-6,.cls-7,.cls-8,.cls-9{stroke-miterlimit:10;}.cls-1,.cls-10,.cls-11,.cls-12,.cls-13,.cls-14,.cls-15,.cls-16,.cls-17,.cls-20,.cls-3,.cls-4,.cls-5,.cls-6,.cls-7,.cls-8,.cls-9{stroke-width:7px;}.cls-1{fill:url(#linear-gradient);}.cls-2{fill:url(#linear-gradient-2);}.cls-3{fill:url(#linear-gradient-3);}.cls-4{fill:url(#linear-gradient-4);}.cls-5{fill:url(#linear-gradient-5);}.cls-16,.cls-6,.cls-7,.cls-8,.cls-9{stroke:#231f20;}.cls-6{fill:url(#linear-gradient-6);}.cls-7{fill:url(#linear-gradient-7);}.cls-8{fill:url(#linear-gradient-8);}.cls-9{fill:url(#linear-gradient-9);}.cls-10{fill:url(#radial-gradient);}.cls-11{fill:url(#radial-gradient-2);}.cls-12,.cls-13,.cls-16,.cls-18{fill:none;}.cls-13{stroke:#babcbe;}.cls-14{fill:url(#linear-gradient-10);}.cls-15{fill:url(#linear-gradient-11);}.cls-17{fill:#1f1d1e;}.cls-18{stroke:#808184;stroke-width:5px;}.cls-19{fill:#b9bbbd;}.cls-20{fill:url(#linear-gradient-12);}</style><linearGradient id="linear-gradient" x1="1079.32" y1="1095.15" x2="3016.68" y2="1095.15" gradientUnits="userSpaceOnUse"><stop offset="0" stop-color="#050505"/><stop offset="0.22" stop-color="#0d0d0d"/><stop offset="0.52" stop-color="#111"/><stop offset="0.8" stop-color="#0c0c0c"/><stop offset="1" stop-color="#050505"/></linearGradient><linearGradient id="linear-gradient-2" x1="1568.14" y1="686.23" x2="2495.81" y2="686.23" gradientUnits="userSpaceOnUse"><stop offset="0" stop-color="#0090c5"/><stop offset="0.03" stop-color="#047da9"/><stop offset="0.08" stop-color="#0a5e7d"/><stop offset="0.12" stop-color="#104559"/><stop offset="0.17" stop-color="#14323d"/><stop offset="0.22" stop-color="#172429"/><stop offset="0.27" stop-color="#181c1d"/><stop offset="0.32" stop-color="#191919"/><stop offset="0.8" stop-color="#191919"/><stop offset="0.83" stop-color="#181c1e"/><stop offset="0.86" stop-color="#16262b"/><stop offset="0.89" stop-color="#133542"/><stop offset="0.92" stop-color="#0e4b61"/><stop offset="0.96" stop-color="#09678a"/><stop offset="0.99" stop-color="#0189bb"/><stop offset="1" stop-color="#0090c5"/></linearGradient><linearGradient id="linear-gradient-3" x1="1649.68" y1="674.1" x2="2446.36" y2="674.1" gradientUnits="userSpaceOnUse"><stop offset="0.01" stop-color="#cecece"/><stop offset="0.17" stop-color="#e0e0e0"/><stop offset="0.34" stop-color="#ececec"/><stop offset="0.52" stop-color="#f0f0f0"/><stop offset="0.68" stop-color="#ebebeb"/><stop offset="0.86" stop-color="#dedede"/><stop offset="1" stop-color="#cecece"/></linearGradient><linearGradient id="linear-gradient-4" x1="-258.9" y1="1103.12" x2="343.09" y2="1103.12" gradientTransform="matrix(-1, 0, 0, 1, 2760.63, 0)" xlink:href="#linear-gradient-3"/><linearGradient id="linear-gradient-5" x1="1079.32" y1="1103.12" x2="1681.31" y2="1103.12" xlink:href="#linear-gradient-3"/><linearGradient id="linear-gradient-6" x1="1372.69" y1="721.97" x2="1477.66" y2="721.97" xlink:href="#linear-gradient-3"/><linearGradient id="linear-gradient-7" x1="1372.69" y1="913.3" x2="1477.66" y2="913.3" xlink:href="#linear-gradient-3"/><linearGradient id="linear-gradient-8" x1="1264.62" y1="817.63" x2="1394.4" y2="817.63" xlink:href="#linear-gradient-3"/><linearGradient id="linear-gradient-9" x1="1455.95" y1="817.63" x2="1585.73" y2="817.63" xlink:href="#linear-gradient-3"/><radialGradient id="radial-gradient" cx="1724.45" cy="1094.15" r="115.12" gradientUnits="userSpaceOnUse"><stop offset="0.15" stop-color="#212121"/><stop offset="1" stop-color="#0f0f0f"/></radialGradient><radialGradient id="radial-gradient-2" cx="2369.53" cy="1093.15" r="115.12" xlink:href="#radial-gradient"/><linearGradient id="linear-gradient-10" x1="1306.92" y1="490.46" x2="1563.57" y2="490.46" gradientUnits="userSpaceOnUse"><stop offset="0" stop-color="#080808"/><stop offset="0.17" stop-color="#0d0d0d"/><stop offset="0.52" stop-color="#111"/><stop offset="0.85" stop-color="#0c0c0c"/><stop offset="1" stop-color="#080808"/></linearGradient><linearGradient id="linear-gradient-11" x1="2530.99" y1="490.46" x2="2787.64" y2="490.46" xlink:href="#linear-gradient-10"/><linearGradient id="linear-gradient-12" x1="1642.91" y1="1292.82" x2="2453.09" y2="1292.82" xlink:href="#linear-gradient"/></defs><path class="cls-1" d="M2821.66,546.32c-61.38-43.08-278-60.4-293.8-59.34s-32.05,9.49-32.05,9.49c-22.55-7.12-83.07-16.61-83.07-16.61C2376,466.8,2048,458.49,2048,458.49s-328,8.31-364.74,21.37c0,0-60.52,9.49-83.07,16.61,0,0-16.22-8.44-32-9.49s-232.42,16.26-293.8,59.34c-51.56,48.66-377.93,940-52.35,1171,0,0,8.31,4.48,26.5,0l109.46,14.5s29.53,0,136.14-322.38c0,0,30.93-107.9,148.82-123.73,0,0,55.78,14.25,87.83,14.25l317.26-2.38,317.26,2.38c32,0,87.83-14.25,87.83Line truncated

After

Width:  |  Height:  |  Size: 12 KiB

+68
View File
@@ -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.
```
+320
View File
@@ -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.
+87
View File
@@ -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.
+12
View File
@@ -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).
+14
View File
@@ -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.
Loaded 100 of 207 files, more files were not shown because too many files have changed in this diff. Show more