Repository: https://github.com/drakmor/shadowMountPlus
Discord: https://discord.gg/x2Ppvzwjhm
Warning! Mounting images can cause shutdown problems and data corruption on internal drives! This depends on many factors, but is more common with older firmware versions. Please take this into account when testing.
ShadowMountPlus is a fully automated, background "Auto-Mounter" payload for Jailbroken PlayStation 5 consoles. It streamlines the game mounting process by eliminating the need for manual configuration or external tools (such as DumpRunner or Itemzflow). ShadowMountPlus automatically detects, mounts, and installs game dumps from both internal and external storage.
Compatibility: Supports Jailbroken PS5 firmwares running Kstuff-lite v1.07+, including firmware 2.00.
If you want to support this project, you can donate
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PFS support is experimental.
| Extension | Mounted FS | Attach backend | Status |
|---|---|---|---|
.ffpkg |
ufs |
LVD or MD (configurable) |
Recommended |
.exfat |
exfatfs |
LVD or MD (configurable) |
Compatibility / external-drive-only titles |
.ffpfs |
pfs |
LVD |
Experimental |
.ffpfsc |
pfs container |
LVD |
Experimental container for nested images |
Notes:
- Backend, read-only mode, and sector size can be configured via
/data/shadowmount/config.ini. - Debug logging is enabled by default (
debug=1) and writes to console plus/data/shadowmount/debug.log(setdebug=0to disable). - UFS (
.ffpkg) is the recommended image format for normal use. - Use exFAT (
.exfat) only for titles that need external-drive-style compatibility. - When building exFAT images manually, keep the cluster size at
64 KB; smaller clusters can reduce performance.
- Prefer UFS (
.ffpkg) in most cases: this is the recommended default image format for ShadowMountPlus. - Use exFAT (
.exfat) only for games that do not work correctly unless they are handled like external-drive content. - If you create an exFAT (
.exfat) image manually, use a64 KBcluster size. Smaller clusters can cause a noticeable performance loss.
This file is optional. If it does not exist, ShadowMountPlus creates it from the bundled config.ini.example template on startup and uses built-in defaults until you uncomment overrides.
Supported keys (all optional):
debug=1|0(1enableslog_debugoutput to console +/data/shadowmount/debug.log; default is1)quiet_mode=1|0(1suppresses plain informational popups but keeps rich toasts; default is0)language=auto|<locale>(notification language;autouses the console system language, e.g.en-US,ru-RU; default:auto)api_bind_address=<IPv4>(HTTP/JSON API bind address; default:127.0.0.1; use0.0.0.0for network access)api_port=<1..65535>(HTTP/JSON API port; default:10101)mount_read_only=1|0(default:1)force_mount=1|0(mounting even damaged file systems; default:0)persistent_image_mounts=1|0(1keeps discovered images mounted between game launches; default:0)app_install_all=1|0(1stages new titles and submits them through the stock batchsceAppInstUtilAppInstallAll; default:0on every firmware. On FW12.00+, the default per-title path is provided by the SceShellCore TitleDir bridge.)auto_remove_missing_games=1|0(1automatically removes games from the system library when their source is no longer available; default:0)auto_remove_games_with_dlc=1|0(1allows automatic removal of games that have installed DLC; default:0)auto_remove_missing_delay_seconds=<1..86400>(how long a source must remain unavailable before removal; default:300)image_ro=<image_filename>(repeatable; force read-only mode for this image filename)image_rw=<image_filename>(repeatable; force read-write mode for this image filename)image_sector=<image_filename>:<sector_size>(repeatable; force the logical device sector size, not the filesystem cluster size)scan_depth=<1..2>(1= scan only first-level subfolders,2= also scan one additional nested level; default:1)recursive_scan=1|0(deprecated compatibility key;1forcesscan_depth=2)scan_interval_seconds=<1..3600>(full scan loop interval; default:15)stability_wait_seconds=<0..3600>(minimum source age before processing; default:10)exfat_backend=lvd|md(default:lvd)ufs_backend=lvd|md(default:lvd)nested_pfs_index_cache=1|0(request the containing PFS compressed-file index cache before attaching a nested image; default:0)backport_fakelib=1|0(1mounts sandboxfakeliboverlays for running games; default:1)update_emulators=1|0(1updates all emulators with matching files in a game's own fakelib;fakelib2is excluded; default:1)emulators_path=<absolute_path>(folder containing emulator update files; default:/data/shadowmount/emus)auto_update_ampr=1|0(check for a newlibSceAmpr.sprx30 seconds after startup and every four hours; default:0)ampr_update_url=<http_or_https_url>(AMPR emulator download URL; default:https://github.com/drakmor/ampr_emu/releases/latest/download/libSceAmpr.sprx)global_fakelib=1|0(1enables the global fakelib overlay when the folder exists;fakelib2remains exclusive; default:1)global_fakelib_path=<absolute_path>(global fakelib folder; default:/data/shadowmount/fakelib)global_fakelib_priority=game|global(overlay priority when both global and game fakelib exist; default:game)global_fakelib_exclude=<TITLE_ID>(repeatable; disables the global fakelib overlay for matching titles)kstuff_game_auto_toggle=1|0(1pauses kstuff after tracked game launches and resumes it on stop; default:1)kstuff_crash_detection=1|0(1enables crash monitoring and pause-delay autotune updates; default:1)fan_target_temperature=system|<50..91>(automatic fan-controller target in degrees Celsius, applied when a game starts;systemleaves fan control to the console and is the default)kstuff_pause_delay_image_seconds=<0..3600>(delay before pausing kstuff for image-backed launches; default:25)kstuff_pause_delay_direct_seconds=<0..3600>(delay before pausing kstuff for direct/non-image launches; default:15)kstuff_no_pause=<TITLE_ID>(repeatable; keeps kstuff enabled for matching titles)kstuff_delay=<TITLE_ID>:<0..3600>(repeatable; per-title pause delay override, last matching rule wins)/data/shadowmount/autotune.inimay also provide per-title pause-delay overrides with highest priority:kstuff_delay=<TITLE_ID>:<0..3600><TITLE_ID>=<0..3600>image_sector=<image_filename>:<sector_size>
scanpath=<absolute_path>(can be repeated on multiple lines; default: built-in scan path list below)lvd_exfat_sector_size=<value>(default:512)lvd_ufs_sector_size=<value>(default:4096)lvd_pfs_sector_size=<value>(default:4096; the optimized profile uses a65536-byte LVD mapping unit)md_exfat_sector_size=<value>(default:512)md_ufs_sector_size=<value>(default:4096)
Supported notification languages:
| Language | Locale |
|---|---|
| Arabic (Saudi Arabia) | ar-SA |
| Chinese (Simplified) | zh-CN |
| Chinese (Traditional) | zh-TW |
| Czech | cs-CZ |
| Danish | da-DK |
| Dutch | nl-NL |
| English (United Kingdom) | en-GB |
| English (United States) | en-US |
| Finnish | fi-FI |
| French (Canada) | fr-CA |
| French (France) | fr-FR |
| German | de-DE |
| Greek | el-GR |
| Hungarian | hu-HU |
| Indonesian | id-ID |
| Italian | it-IT |
| Japanese | ja-JP |
| Korean | ko-KR |
| Norwegian | no-NO |
| Polish | pl-PL |
| Portuguese (Brazil) | pt-BR |
| Portuguese (Portugal) | pt-PT |
| Romanian | ro-RO |
| Russian | ru-RU |
| Spanish (Mexico) | es-MX |
| Spanish (Spain) | es-ES |
| Swedish | sv-SE |
| Thai | th-TH |
| Turkish | tr-TR |
| Ukrainian | uk-UA |
| Vietnamese | vi-VN |
The public API routes and JSON schemas are documented in docs/socket-api.md and available as an OpenAPI manifest.
Per-image mode override behavior:
- Match is done by image file name (without path).
- File names with spaces are supported.
- If multiple rules target the same file name, the last one in config wins.
- If no rule matches, global
mount_read_onlyis used. - Example:
mount_read_only=1
image_rw=PPSA1234-my-image.ffpfs
image_rw=MYGame 123.exfat
image_ro=legacy_dump.ffpkg
image_sector=legacy-512-sector.exfat:512Persistent image mount behavior:
- With
persistent_image_mounts=0(default), backing images are mounted when a game starts and released after it exits. - With
persistent_image_mounts=1, images discovered during scans remain mounted between launches. Per-title runtime and backport layers are still mounted only when needed. - USB-backed images are always released during suspend and mounted again by the resume scan.
- Persistent mode consumes one backing device per mounted image layer and is intended for libraries that fit the available LVD/MD device capacity.
Per-image sector override behavior:
- Match is done by image file name (without path).
image_sectorin/data/shadowmount/autotune.inihas the highest priority for matching image files.- If no per-image rule matches, the backend-specific global sector size defaults are used.
- When image validation fails because the mounted file-system cluster size is smaller than the selected device sector size, ShadowMountPlus writes
image_sector=<image_filename>:<cluster_size>into/data/shadowmount/autotune.iniand asks you to try mounting again. - For the exFAT LVD/BFS fast path, leave the logical sector at its default
512. The required65536values are the exFAT allocation unit and the internal LVDsecondary_unit; do not setimage_sector=...:65536to request this mode.
Scan path behavior:
- If at least one
scanpath=...is present, only those custom paths are used. /mnt/shadowmnt/pfscand/mnt/shadowmntare always added automatically, even with custom paths.- With
scan_depth=1(default), only first-level subfolders are checked. - With
scan_depth=2, one additional nested level is checked. - If
recursive_scan=1is set, ShadowMount+ forcesscan_depth=2. - Full scan loop runs every
scan_interval_seconds(default:15). - Sources newer than
stability_wait_secondsare deferred until stable (default:10). - With
auto_remove_missing_games=1, a game is removed from the system library only after its source remains unavailable forauto_remove_missing_delay_seconds. If the source becomes available again before removal, the pending removal is cancelled. - Direct folder installs use
<game>/sce_sysfor this check; image and backport sources use the target path itself.
Backport overlay behavior:
- For each
scanpath, use:<scanpath>/backports/<TITLE_ID>/
- The
backportsfolder is ignored during normal game scanning. - A backport is applied automatically to the matching mounted game from any configured scan path.
- For an installed PKG, the full backport directory is not overlaid on package
app0, and externalbackports/<TITLE_ID>sources are ignored. Only the package's ownapp0/fakelib2orapp0/fakelibis mounted intocommon/libthrough the pre-spawn hook. - If multiple scan paths provide the same title backport, the game's own scan path wins; otherwise scan path order is used.
- ShadowMount+ checks the selected backport for
fakelib2and thenfakelib; if neither exists, it checks the original game source in the same order. The selected directory is mounted into the running game's sandboxcommon/lib. A selectedfakelib2is always mounted directly and exclusively: neither emulator updates nor the global fakelib can replace or supplement it. - If
update_emulators=1, matching files fromemulators_pathreplace files in the selected game fakelib, except whenfakelib2is selected. The cache is refreshed when its sources change and expires after seven days without a game launch. - With
auto_update_ampr=1, ShadowMount+ checks for AMPR updates 30 seconds after startup and every four hours. It downloads a missing or newer emulator and displays a notification after a successful update. - The backport notification adds
Emulators updatedwhen emulator files are updated for the launched game. - If both global and per-game fakelib exist, they are combined in the game cache according to
global_fakelib_priority, unless the selected backport containsfakelib2. Without a per-game fakelib, the global folder is mounted directly. - Use repeatable
global_fakelib_exclude=<TITLE_ID>entries to skip the global fakelib for specific games without disabling per-game fakelib. backport_fakelib=0disables the sandboxfakelibwatcher, including global fakelib and emulator updates.- For
backport_fakelibto work correctly, the standaloneBackPorkpayload must be disabled. Running both at the same time will conflict.
Kstuff game lifecycle behavior:
- When
kstuff_game_auto_toggle=1, ShadowMount watches gameexec/exitevents in the background. - Image-backed launches use
kstuff_pause_delay_image_seconds; direct/non-image launches usekstuff_pause_delay_direct_seconds. kstuff_crash_detection=0disables crash monitoring and the automatic pause-delay tuning logic, while leaving normal kstuff auto-pause/auto-resume behavior intact.kstuff_no_pauseskips auto-pause entirely for matching title IDs.kstuff_delayoverrides the pause delay for matching title IDs, regardless of image/direct launch type./data/shadowmount/autotune.inioverrides bothconfig.iniandautopause.txtfor matching title IDs./data/shadowmount/autotune.inialso overridesimage_sectorrules fromconfig.inifor matching image file names.- A game source folder may optionally contain
autopause.txt; it is read once at launch time. - Priority order is:
autotune.ini->kstuff_delayfromconfig.ini->autopause.txt-> global direct/image default delay. - If
autopause.txtcontains only a number, that value is used for direct launches and doubled for image-backed launches. autopause.txtmay also use:direct=<seconds>image=<seconds>
- If both kinds of rule target the same title,
kstuff_no_pausetakes priority. - When crash monitoring detects an app crash before kstuff was paused, ShadowMountPlus only notifies that the app crashed.
- When crash monitoring detects an app crash within 2 minutes after kstuff auto-pause, ShadowMountPlus doubles the applied pause delay for that title and upserts it into
/data/shadowmount/autotune.ini(up to3600seconds), then prompts you to launch the game again. - When the last tracked game stops, ShadowMount immediately enables kstuff again if it was the component that disabled it.
Validation:
- See
config.ini.examplefor a ready-to-use template.
Image mountpoints are created under:
/mnt/shadowmnt/<image_name>_<hash>
PFSC container mountpoints are created under:
/mnt/shadowmnt/pfsc/<image_name>_<hash>
Image layout requirement (.ffpkg, .exfat, .ffpfs):
- Game files must be placed at the image root.
- Do not add an extra top-level folder inside the image.
- Valid example:
/sce_sys/param.jsonexists directly from image root. - Invalid example:
/GAME_FOLDER/sce_sys/param.json(extra nesting level).
PFSC container layout requirement (.ffpfsc):
- Do not place game files directly in the container root.
- Place supported nested image files inside the container; ShadowMountPlus mounts those nested images and scans them for the game.
- A nested
pfs_image.datfile inside a PFSC container is treated as a PFS image. .ffpfscalways uses the optimized nested outer PFS profile (img_type=0x02). A standalone.ffpfssource uses the optimized profile only under/data/...or/user/...; other standalone sources use the version 1.6 parameters. Nested.ffpfs/pfs_image.datimages always use the optimized inner profile withimg_type=0x82. Signature verification remains disabled for unsigned images; setnested_pfs_index_cache=1to request the PFSC compressed-offset cache before attaching nested images.
Compressed PFS mode is intended only for nested images. During packing, data is
zero-padded to a 64 KB sector boundary, so the compressed PFS should be used
as an outer container for another image rather than as a direct game-file
layout.
Recommended layouts:
- exFAT image inside compressed PFS.
- Uncompressed PFS image inside compressed PFS.
MkPFS uses zLib compression. Decompression is hardware-assisted, but throughput
is limited to roughly 150-250 MB/s. This is about one third of the speed of an
external USB drive, FFPKG/exFAT images, or about one tenth of the internal drive
speed. Keep this in mind when choosing which games to pack. Games that read large
amounts of data or stream textures continuously may stutter.
Use the official PSBrew/MkPFS tool to pack PFS images.
First create an uncompressed nested PFS image:
mkpfs pack folder --verify --no-compress --no-adjust-output-file-extension --version PS5 --inode-bits 32 \
'./PPSA07923/PPSA07923-app' \
'./pfs_image.dat'Then pack the nested image (pfs_image.dat) into a compressed PFS container:
mkpfs pack file --verify --version PS5 --inode-bits 32 \
'./pfs_image.dat' \
'./PPSA12345.ffpfsc'After successful packing, the temporary nested image can be removed:
rm './pfs_image.dat'First create a normal exFAT image using one of the methods from
Creating an exFAT image. The nested exFAT image name must keep the .exfat
extension, for example PPSA12345.exfat.
Linux:
chmod +x mkexfat.sh
./mkexfat.sh ./PPSA12345-app ./PPSA12345.exfatWindows:
make_image.bat "C:\images\PPSA12345.exfat" "C:\payload\PPSA12345-app"The exFAT image must contain the game files at the image root, without an extra top-level folder.
Then pack the exFAT image into a compressed PFS container:
mkpfs pack file --verify --version PS5 --inode-bits 32 \
'./PPSA12345.exfat' \
'./PPSA12345.ffpfsc'After successful packing, the temporary exFAT image can be removed:
rm './PPSA12345.exfat'Default scan locations:
/data/homebrew/data/etaHEN/games/mnt/ext0/homebrew/mnt/ext0/etaHEN/games/mnt/ext1/homebrew/mnt/ext1/etaHEN/games/mnt/usb0/homebrew../mnt/usb7/homebrew/mnt/usb0/etaHEN/games../mnt/usb7/etaHEN/games/mnt/usb0../mnt/usb7/mnt/ext0/mnt/ext1/mnt/shadowmnt/pfsc(mounted PFSC container scan)/mnt/shadowmnt(mounted image content scan)
You can override scan roots with scanpath=... entries in /data/shadowmount/config.ini.
For games that should not live under the normal scan paths, ShadowMountPlus also checks:
/data/shadowmount/manual.lst
Add one source per line:
- Path to a game folder, where
sce_sys/param.jsonexists inside that folder. - Path to a supported image file:
.ffpkg,.exfat,.ffpfs, or.ffpfsc. - Empty lines and lines starting with
#are ignored.
Example:
/mnt/usb0/MyGames/PPSA12345
/mnt/usb0/images/PPSA54321.ffpkg
# /mnt/usb0/disabled/PPSA00000
manual.lst is watched for changes. When you add a new line, ShadowMountPlus
rescans shortly after the write, mounts images when needed, and installs the
game through the same pipeline as normal scan path discoveries.
Manual install state is tracked in:
/data/shadowmount/manual.status
This status file is managed by ShadowMountPlus. If a manually installed game is
later removed by the user and disappears from app.db, ShadowMountPlus marks it
as deleted in manual.status and removes the matching source line from
manual.lst so it is not installed again automatically. If you later add the
same source path back to manual.lst, it will be processed again and the status
will be updated after installation.
You can use Dump Installer to install or prepare game dumps for this manual
workflow, then add the resulting game folder path or image file path to
manual.lst.
Recommended folder structure:
-
Default mode (
scan_depth=1):/data/homebrew/<TITLE_ID>//data/etaHEN/games/<TITLE_ID>//data/homebrew/backports/<TITLE_ID>//data/etaHEN/games/backports/<TITLE_ID>/
-
Nested mode (
scan_depth=2):/data/homebrew/PS5/<AnyFolder>/<TITLE_ID>//mnt/ext0/etaHEN/games/<Collection>/<TITLE_ID>//mnt/ext0/etaHEN/games/backports/<TITLE_ID>/
Recommended only for titles that need external-drive-style compatibility. For general use, prefer .ffpkg.
For direct source paths under /data/... or /user/..., ShadowMount attaches
.exfat through LVD as img_type=5 (Sv), with a 512-byte logical sector and a
64 KiB secondary_unit. This lets the LVD worker collect
up to 31 queued, 64-KiB-aligned requests of exactly 64 KiB and
submit them through bfs_iosession_rw_sdimg/BfsSdimg. Non-matching requests
continue through the normal vnode path.
All of the following are required for the kernel to consider that fast path:
- Use
exfat_backend=lvd(the default)./dev/mdctlhas no LVD image type or BFS sdimg batching. - A
.exfatsource outside/data/...and/user/...uses theimg_type=0profile directly. No second mount attempt is made after failure. - Store the final
.exfatfile directly on the internal BFS, normally below/data. An image on USB/UFS/exFAT/PFS, or an exFAT image nested in compressed PFS, uses the normal path. - Format exFAT with a fixed 64 KiB allocation unit. The supplied Linux, macOS, and Windows builders now always use this value, including small-file images.
- Keep
lvd_exfat_sector_size=512and do not add animage_sector=<name>.exfat:65536override. A logical sector and an exFAT allocation unit are different geometries. - Make the image size a multiple of 64 KiB; the supplied builders round it to 1 MiB and therefore satisfy this automatically.
- Copy the completed image to BFS in one sequential operation when practical. This does not control eligibility, but avoids needless fragmentation of the backing file. The default read-only mount is preferred when writes are not required.
The 64 KiB cluster improves eligibility but cannot force every access through
the batch path: exFAT metadata and small or unaligned application I/O still use
the normal vnode path. In the ShadowMount debug log, an eligible profile request is
shown by img=5 sec=512 sec2=65536; the kernel still makes the final BFS and
platform checks internally.
Linux (Ubuntu/Debian):
- Required components installation:
sudo apt-get update && sudo apt-get install -y exfatprogs exfat-fuse fuse3 rsync
- Script:
mkexfat.sh - Usage:
./mkexfat.sh <game_root_dir> [output_file] - Example:
chmod +x mkexfat.sh./mkexfat.sh ./APPXXXX ./PPSA12345.exfat
- Notes:
- Source folder must be the game root and contain
eboot.bin. - Auto-calculates image size using rounded file allocation + metadata + safety margin.
- Always formats with
mkfs.exfat -c 64Kfor the LVD/BFS profile. - For a manual build, use an image size divisible by 64 KiB and run
mkfs.exfat -c 64K <image>.
- Source folder must be the game root and contain
macOS:
- Script:
mkexfat_macos.sh(uses the built-in exFAT, disk-image andrsynctools). - Example:
chmod +x mkexfat_macos.sh && ./mkexfat_macos.sh ./APPXXXX ./PPSA12345.exfat. - The script attaches the raw image as a device and formats it with
newfs_exfat -b 65536before copying the game-root contents.
Windows:
- Recommended: use
make_image.bat(wrapper forNew-OsfExfatImage.ps1+ OSFMount). - Requirements:
- Install OSFMount: https://www.osforensics.com/tools/mount-disk-images.html.
- Keep
make_image.batandNew-OsfExfatImage.ps1in the same folder. - Run
cmd.exeas Administrator. - If you build an exFAT image manually, format it with a
64Kallocation unit, for exampleformat X: /FS:exFAT /A:64K /Q.
- Usage:
make_image.bat "C:\images\game.exfat" "C:\payload\APPXXXX"
- Behavior:
- Auto-sizes the image to fit source content.
- Source folder must be the game root and contain
eboot.bin. - Formats and copies source folder contents into image root.
- Uses a fixed 64 KiB allocation unit for both large-file and small/mixed-file images.
- Optional (fixed size): run PowerShell script directly:
powershell.exe -ExecutionPolicy Bypass -File .\New-OsfExfatImage.ps1 -ImagePath "C:\images\game.exfat" -SourceDir "C:\payload\APPXXXX" -Size 8G -ForceOverwrite
FreeBSD:
- Script:
mkufs2.sh - Usage:
./mkufs2.sh <game_root_dir> [output_file] - Example:
chmod +x mkufs2.sh./mkufs2.sh ./APPXXXX ./PPSA12345.ffpkg
- Notes:
- Source folder must be the game root and contain
eboot.bin. - The script auto-calculates image size using rounded file allocation + metadata + safety margin.
- Recommended
newfsparameters for UFS2: newfs -O 2 -b 65536 -f 65536 -m 0 -S 4096mkufs2.shkeeps this fixed block/fragment/sector profile and auto-tunes-ibased on source file/directory count.- Rough manual
-iestimate for manual builds: target_inodes ~= file_count + dir_count + 2048bytes_per_inode ~= image_size_bytes / target_inodes- Round
bytes_per_inodedown to a multiple of4096, then keep it in the practical range65536..262144. - Practical rule of thumb: use
262144for normal game dumps,131072for tens of thousands of files, and65536only for very file-dense images. - Example: for an
8 GiBimage with60000files and4000directories,-i ~= 8*1024^3 / (60000 + 4000 + 2048) ~= 130312, so use-i 131072.
- Source folder must be the game root and contain
Windows:
- You can create UFS2 images with UFS2Tool https://github.com/SvenGDK/UFS2Tool.
- Example:
UFS2Tool.exe newfs -O 2 -b 65536 -f 65536 -m 0 -S 4096 -i 262144 -D ./APPXXXX ./PPSA12345.ffpkg- For manual builds, use
-i 262144as the baseline and lower it for images with many small files.
Use a payload sender (such as NetCat GUI or a web-based loader) to send the files to Port 9021.
- Send
shadowmountplus.elf. - Wait for the notification: "ShadowMount+".
Add ShadowMountPlus to your autoload.txt for plk-autoloader to ensure it starts automatically on every boot.
Sample Configuration:
shadowmountplus.elf
!3000
kstuff.elfIf a game is not mounted:
- Debug log is enabled by default; if disabled, set
debug=1in/data/shadowmount/config.ini. - Check
/data/shadowmount/debug.logand system notifications from ShadowMount+. - Verify scan roots:
- if
scanpath=...is set, only these paths are scanned; /mnt/shadowmnt/pfscand/mnt/shadowmntare always scanned.
- if
- Verify scan depth:
scan_depth=1scans only first-level subfolders;scan_depth=2scans one additional nested level;recursive_scan=1is treated as deprecated compatibility mode and forcesscan_depth=2.
- If logs show
source not stable yet, adjuststability_wait_seconds(or wait for source copy/write to finish). - Verify game structure:
- folder game:
<GAME_DIR>/sce_sys/param.json; - image game (
.ffpkg/.exfat/.ffpfs):sce_sys/param.jsonmust be at image root (no extra top-level folder); - PFSC container (
.ffpfsc): nested supported image files are scanned; direct game files inside the container are ignored.
- folder game:
- If you see
missing/invalid param.jsonfor an image, check via FTP that files are present under/mnt/shadowmnt/<image_name>_<hash>/and includesce_sys/param.json. - If you see image mount failure, check image integrity and filesystem type (
.ffpkg=UFS,.exfat=exFAT,.ffpfs=PFS,.ffpfsc=PFS container). - If you see duplicate titleId notification, keep only one source per
<TITLE_ID>.
If a game is mounted but does not start:
- Check registration notifications (
Register failed ...). - If the game is not registered, try removing its launcher icon and removing it from Itemzflow.
- If this does not help, remove the game data from system settings and retry (this will delete game saves).
- First Run: If you have a large library, the initial scan may take a few seconds to register all titles.
- Large Games: For massive games (100GB+), allow a few extra seconds for the system to verify file integrity before the "Installed" notification appears.
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Drakmor - Evolution of ShadowMount to ShadowMountPlus
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Special Thanks:
- VoidWhisper for ShadowMount
- BestPig for BackPort
- EchoStretch for kstuff-toggle and etc
- Gezine
- earthonion
- LightningMods
- RenanGBarreto for his excellent https://github.com/PSBrew/MkPFS
- john-tornblom for SDK
- PS5 R&D Community