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PS5 Backport — Early Testing Beta 0.3.3 (testing build)
Pre-releasePS5 Backport 0.3.3 — testing build
This is a fixes-only update to 0.3.2, published for community testing. It was verified offline and on a Windows PC (every fix below has a regression test and was checked in this exact EXE). It has not been tested on a console by me this time: please post your results in the issues linked below, with the program's Export logs ZIP and, for crashes, the Console Logs crash ZIP.
Fixed
- Jurassic World Evolution 3 and MARVEL Tōkon: Fighting Souls refused with "No safe automatic candidate" (#23, #24; also the refusal in #22). When a game makes two identical save-mount calls, the final check missed one and refused the whole build. Both build again at every Target SDK. Building works; whether each game then runs on your console is what I'm asking testers to confirm.
- The program closed when a folder was dragged onto it (#25). Checked with one folder, several folders, a folder plus a file, non-English and very long paths, and a drop during a build; 0.3.2 crashes on the same drop.
- A dump that already has a
fakelibfolder from another tool was refused (#27 Hollow Knight: Voidheart Edition; the same refusal appeared in other testers' logs). It now builds: the three libraries in that folder are replaced with the program's own, and your copies are kept in the originals backup. Other fakelib files (AMPR, PlayGo) are kept. - Dump files left by other tools (macOS
._files,__MACOSX,.DS_Store,Thumbs.db,desktop.ini) no longer fail the build at the end. A folder insidefakelib/, a fakelib library under 64 bytes, or an older output folder left inside the game folder now stops the build at the start and names the file. - Carried over from the 0.3.3-test2 testing build, now in a numbered build: Target SDK above 4 leaves out the 4.xx-only save fixes that broke saving on newer firmware (#5; the reporter's 10.01 still to be confirmed); Unity module files are written with the exact name the game asks for (#2 launch crash; the black screen when gameplay starts is a separate, unfixed problem); the PS5 Pro options check works on Pro firmware below 11 (#21, confirmed by the reporter on 10.01).
Clearer, not fixed
- PS5 Pro PSSR 2 test (experimental). The option now explains why a test cannot be made (a game version without PSSR, one of this program's own test builds, a backport without a PSML), says in the summary when it was skipped, names the ZIP after the firmware band it loads on, and shows the PSSR model the game will use. In every console test so far the game kept its original model and testers saw no image change (#6). This release changes the messages and names only; it does not change what the test does to the game.
- Output folders too deep for Windows (long paths off) are refused up front with the length and how to shorten them.
Known issues
- Saving on firmware 12.xx+ with a FW 4xx build has not been verified in this cycle. If a game cannot create a new save on a 12.xx/13.xx console, please report it with the klog: that is the result I most need.
- #4 Crisol (9.00): the console reports the autosave written and readable; the empty Load Game list is being investigated with the reporter.
- #17 Dave the Diver: the dump's own AMPR / DLC-emulator libraries crash the game at launch; a built-in check is planned. A working package exists for 4.50.
- #6 PSSR 2 image quality, #18 Hitman 3, #26 Minecraft, R-Type Delta audio, the MGS4 black screen at gameplay (#2) and JWE3 on firmware 4.xx (a separate crash): not fixed.
- Windows Defender may flag the download (#20). The SHA-256 in SHA256SUMS.txt identifies the genuine file.
Update
Download PS5BackportGUI-0.3.3.exe and replace the old EXE. Settings and the applied-backport ledger are kept; the first start unpacks the new engine (revision 6b8700b0-d1cb5ea589) and removes the old one. Rebuild your backports from the original game files to pick up the fixes.
SHA-256 PS5BackportGUI-0.3.3.exe: b2de68e2fa7e5a12387e3ff1fb3eef6ed104bcfa6096a72efeb8098de3ba6292