A homebrew port of the Mario Kart 64 decompilation running natively on the PS3
| Name |
Version |
Released |
Hits |
DL Link |
| v1.0 |
v1.0 |
11/10/26 |
7 |
Download |
Native port of Mario Kart 64 to PS3 homebrew (PSL1GHT), based on the n64decomp/mk64 decompilation.
The repository has no game assets: everything is loaded at runtime from your own copy of the game (USA ROM).
Copy your Mario Kart 64 (USA) .z64 ROM to the game's USRDIR by FTP: /dev_hdd0/game/MK64PS300/USRDIR/
| Name |
Version |
Released |
Hits |
DL Link |
UNOFFICIAL PCSX-ReARMed Port for PS3 is a PlayStation 1 emulator for the PlayStation 3.
| Name |
Version |
Released |
Hits |
DL Link |
| PCSX Rearmed for PS3 |
v0.3-build118 |
11/10/26 |
36 |
Download |
It is the PCSX-ReARMed libretro core with its own PSL1GHT front end, built around the PS3's hardware:
- Lightrec dynarec tuned for the Cell PPU (no microcoded instructions in the generated code).
- RSX renderer: 3D at 2x, 3x, 4x or 4.5x resolution, with the PS1's VRAM kept on the GPU.
- SPU jobs: FMV decoding and edge smoothing run on the Cell's SPUs.
- PS1 discs play straight from the console's drive (ONLY ON CFW!!!).
What's new in Experimental version 0.2 (build 100) - UPDATE 5.11.2026.
- PGXP (Lite version) (experimental, RSX renderer, per game, off by default): 3D is drawn at sub-pixel positions, so polygons wobble much less when upscaled. "On + textures" also attempts to remove texture warping.
Note
This is a lighter version of PGXP, made to run fast enough on the PS3. It only covers the PS1's 3D chip (GTE): the exact sub-pixel positions the GTE calculates are kept and used to draw 3D, so polygons wobble much less. "On + textures" also uses the depth for perspective-correct textures. Unlike the full PGXP in DuckStation, there is no CPU mode (positions a game changes with the main CPU after the GTE fall back to whole pixels), no depth buffer and no culling options. Some wobble and gaps may remain, depending on the game.
- Widescreen (3D) (per game, off by default): 3D games are drawn wider for a 16:9 TV with the right proportions. 2D graphics, menus and videos are stretched. Works with PGXP. While it is on, Aspect ratio is greyed out and set to 16:9.
- Texture filter and Sprite filter (experimental, RSX renderer, off by default): bilinear smoothing of 3D textures and of 2D sprites, set separately. Works at every resolution, without dark fringes or seams at sprite edges.
- Changing discs for multi-disc games (in-game menu > Change disc). Uses the game's .m3u or multi-disc .pbp, or files whose names differ only by disc number ("(Disc 2)", "CD2", ...). Works with discs in the PS3's drive too.
- CD-ROM speed: Normal, Turbo (faster loading, sound and videos keep their speed) or Max (fastest, may break some games).
- Boot BIOS in game list (off by default): adds an entry that starts the PS1 BIOS menu with no disc (memory card manager, CD player). You pick which memory card files go in the two slots, so saves can be copied between games' cards. Needs a real BIOS.
- Game covers (on by default): the selected game's cover is shown in the game list, from your own JPG/PNG files: next to the game file, in USRDIR/covers (by file name or serial), or from webMAN MOD's PS1 cover pack. The game's serial is shown under the cover.
Speed
- Rayman is now at full speed now without affecting the BIOS logo. (Both were dependent on each other, it was caused by register checks and emulation issue)
- Resident Evil 3 should no longer nearly freeze in scenes with many VRAM copies (the RSX now does them itself).
Graphics fixes
- Mirrored 2D sprites are drawn correctly: no more thin lines through or along sprites (Rayman), and no hairline gaps between 2D pieces above 1x.
- Many PGXP fixes along the way: less flicker, reduced gaps and slits between polygons (Tekken 3, GT2's cars, RE3's Jill).
Menus and logs
- Debug log: more timing and renderer statistics, to help find slowdowns.
Known limitations/issues
- PGXP feature implementation is not perfect. There may still be polygon gaps and other issues depending on the game. Toggling it may also reduce performance
- Widescreen (3D) is a hack. Objects may pop in at the edges in games that skip what is outside the original 4:3 view.
- Gran Turismo 2 - Japanese version has a bug on the Convert screen; the names of the saves on the memory card are unreadable with the built-in (HLE) BIOS. The game builds them from the real BIOS's Japanese font. Use a real BIOS (see Games and BIOS). This may also happen with other NTSC-J games.
Acknowledgements
Many of the above updates were inspired by fendimaharsi0-sketch's "another rearmed emulator" fork. So thank you for improving the project.
| Name |
Version |
Released |
Hits |
DL Link |
| PCSX Rearmed for PS3 |
v0.2-build105 |
11/09/26 |
87 |
Download |
| PCSX Rearmed for PS3 |
v0.2 |
11/05/26 |
186 |
Download |
| PCSX Rearmed for PS3 |
v0.1 |
10/31/26 |
11 |
Download |
A homebrew port of ioRTCW (Return to Castle Wolfenstein source port) for the PS3
Your own legally-owned copy of Return to Castle Wolfenstein, patched to 1.41 (the Steam version already is). No game data is included in this repository or in any release build.
| Name |
Version |
Released |
Hits |
DL Link |
| ioRTCW-PS3 |
v1.1 |
11/10/26 |
16 |
Download |
Installation
1. Install iortcw-ps3-1.0.pkg from the XMB (it shows up as "Return to Castle Wolfenstein"). This creates /dev_hdd0/game/IORTCWPS3/USRDIR/main/, empty and ready to fill.
2. By FTP, copy these files from your game's Main folder:
IORTCWPS3/USRDIR/main/pak0.pk3 <- required
IORTCWPS3/USRDIR/main/sp_pak1.pk3 <- required
IORTCWPS3/USRDIR/main/sp_pak2.pk3 <- required
IORTCWPS3/USRDIR/main/sp_pak3.pk3 <- required
IORTCWPS3/USRDIR/main/sp_pak4.pk3 <- required
Filenames are case-sensitive on the PS3: keep them lowercase, exactly as above.
Saves go to USRDIR/main/save/ and the settings to USRDIR/main/wolfconfig.cfg. The log is USRDIR/iortcw-ps3.log (the previous run's is kept as iortcw-ps3.old.log). If the game doesn't start, the log says why, and a missing .pk3 is the usual cause.
| Name |
Version |
Released |
Hits |
DL Link |
| ioRTCW-PS3 |
v1.0 |
09/30/26 |
14 |
Download |
reLCS (GTA Liberty City Stories) for the PlayStation 3, as homebrew built with PSL1GHT.
No game data is included. You need a legally purchased copy of GTA Liberty City Stories for PS2, converted with the reLCS Asset Converter (see Installation).
| Name |
Version |
Released |
Hits |
DL Link |
| reLCS PS3 |
v1.4alpha |
11/09/26 |
15 |
Download |
Installation
1. Convert your copy of GTA Liberty City Stories for PS2 with the reLCS Asset Converter (on a PC).
2. Install res-ps3-1.1-alpha.pkg on a PS3 with homebrew support (CFW or HEN), e.g. copy it by FTP and install it with the package manager. It appears in the XMB as reLCS.
3. The PKG creates /dev_hdd0/game/RESPS3000/USRDIR with these empty folders. From the converter's output, copy into them (by FTP):
Folder Contents
anim the converted anim folder (ped.ifp, cuts.img, cuts.dir...)
audio the converted audio folder (sfx.raw, sfx.sdt, the streams)
data the converted data folder (gta_lcs.dat, main.scm, timecyc.dat...)
models the converted models folder (gta3.img, gta3.dir...; keep the two res-PS3 .txd already there)
text the converted text folder (american.gxt...)
txd the converted txd folder (loading screens)
mp3 optional: your own music
Filenames are case-sensitive on the PS3: keep them lowercase, exactly as above. The log checks the main files at start ([4] lines) and says which one is missing.
4. Start reLCS from the XMB.
Features
Native 720p, rendered on the RSX: tiled colour/depth buffers, compressed depth and ZCULL.
30 fps by default (the rate the game was made for) or 60 fps: Options > Graphics > Frame rate. Always in sync with the TV (no tearing). At 60 fps the vehicles handle as at 30, and the scripts' per-frame timers (the taxi tip bar and the like) run at the speed they were made for.
PS2 lighting (Options > Graphics, on by default): the buildings lit as on the PS2/PSP, with the time of day (prelight x the time cycle's ambient). Off: as the PC renderers draw them.
Colour filter (on by default) and Gamma 0.8 to 1.6 (Options > Graphics), for the game's dark nights.
Controls with lock-on aiming, pad setups, inverted look, free camera, third and first person sensitivity, 20% to 200% in steps of 5, and stick dead zones, 5% to 70%, in Controller setup > Gamepad settings > Stick settings; vibration in Gamepad settings. Pressure-sensitive accelerator and brake, as on the PS2 (DualShock 3; Gamepad settings > Pressure sensitive). PlayStation buttons in the on-screen help.
Collectibles on the map (Display > Hidden packages / Rampages / Unique jumps on map, each off by default): hidden packages in lime green, rampages in blood red and unique jumps (at the take-off) in orange, on the radar and the pause menu map. One you pick up, pass or jump disappears. The jumps come from the original main.scm: with a modified one they aren't shown.
Car spawner (for testing, off unless there is a file named carspawner.txt in USRDIR, any content): L3 + R3 together on foot. The vehicle shows as "ID: name" over the subtitles; Left/Right go one by one, L1/R1 by 10 (hold to scroll), X puts you in it, O closes.
MP3 player radio station: put .mp3 files in USRDIR/mp3; it is in the radio dial between the last station and off.
Ped and car density sliders in Display.
Options > Graphics:
Mipmaps: textures that come without smaller versions get them (less shimmering in the distance). They are made as textures load: restart the game for all of them. Uses more video memory.
Texture filtering: Default (the game's own), Bilinear, Trilinear, Anisotropic 2x to 16x (sharper ground and roads at an angle). With Mipmaps off, only the textures that have them in their TXD use them.
Antialiasing: Off or FXAA (smoother edges, a filter over the finished picture: ~2 ms of GPU time and 7 MB of video memory at 720p).
DXT textures stay compressed in video memory and the RSX reads them as they are. Mip levels made on the CPU use AltiVec.
Two of the Cell's SPUs: the audio mixer and the particles' sprites (see What's new in 1.1).
Display > Screen size for overscan, FPS counter (Graphics > Show FPS).
Settings saved in USRDIR/reLCS.ini, saves in USRDIR/userfiles.
Changes from the original
The PS2/PSP game was tuned for those consoles' memory and frame rate: a few things are hard for that reason alone. res-PS3 changes these (everything else plays as the original):
Rampages: while one runs, the ped and car limits no longer depend on the density sliders (at least half of their range), the gang or the vehicles of the rampage are asked for and make up half of what appears, so there are enough targets.
60 fps: vehicle rotation damping and the scripts' per-frame steps are scaled to the frame time, so they behave as at 30 fps.
| Name |
Version |
Released |
Hits |
DL Link |
| reLCS PS3 |
v1.3-alpha |
11/06/26 |
85 |
Download |
| reLCS PS3 |
v1.2alpha |
11/04/26 |
71 |
Download |
| reLCS PS3 |
v1.1alpha |
10/29/26 |
121 |
Download |
A custom homebrew application that allows modded PlayStation 3 consoles to stream Xbox Cloud Gaming (XCloud).video games directly to the console.
| Name |
Version |
Released |
Hits |
DL Link |
| DeepPlay |
v00.05 |
11/09/26 |
124 |
Download |
What's new in DeepPlay 00.04
The frame rate settings are back: Settings > Streaming > Frame rate has Fast decoding and the frame caps for Xbox Cloud (and Remote Play, with its plugin) at 720p and 1080p
The Xbox menu is back: press Start+Select in a game and choose Xbox menu to open the Xbox's own guide
Sharper Xbox Cloud picture at 1080p: Fast decoding on Auto now only switches on when 60 frames a second are coming, not at the default 30
Fixed: a game could start with sound but no picture if the PS3 wouldn't open its decoder with Fast decoding on; it now opens without it
Fixed: plugins from DeepPlay Plugins couldn't start on a real PS3 (they now install and run, and show on the Media tab). Update Xbox Remote Play and PC Streaming to 1.1 when DeepPlay offers it
Plugin downloads try again if the first try fails, and always get the newest files
If a plugin installs but can't start, DeepPlay Plugins now says so, rather than that it couldn't be installed
Fixed: "Title list refused (-1)". The game list is tried three times; if it still doesn't come, your saved games stay and your profile picture still loads
Fixed: after updating, your games and the Game library could be missing until the whole library had loaded again
Fixed: the first start showed DeepPlay's old "Who's using this controller?" screen instead of the new one
PC streaming's mouse and keyboard settings only show when PC Streaming is installed
Fixed: Storage showed "Free space unknown"; it now shows what's used, free and in total
The PlayStation Store's background is Stellar to start
The Game library's PS5 background now visibly moves when Animated is on
DeepPlay Plugins' banner and page pictures no longer drift about
| Name |
Version |
Released |
Hits |
DL Link |
| DeepPlay |
v00.04 |
10/25/26 |
2231 |
Download |
Halo:CE port for the Playstation 3 based on OpenCE.
OpenCE-PS3 does not include the game data. You must provide your own copy of your Xbox disc image of Halo: Combat Evolved.
| Name |
Version |
Released |
Hits |
DL Link |
| Halo:CE for PS3 |
v0.3 |
11/09/26 |
46 |
Download |
The game's own code, from the decompilation of the Xbox build 2342, is compiled for the PS3. The port is based on OpenCE, and an crossplay with the OpenCE builds for Windows, Linux, Android and the web.
Install and set up
1. Install halo_ps3.pkg with the Package Manager on the XMB.
2. Extract the maps folder from your Xbox disc image of Halo: Combat Evolved. An OpenCE build for Windows or Linux extracts it next to the executable at its first start.
3. Copy the maps folder to /dev_hdd0/data/HaloCE/, for example with FTP. Do not change the files.
4. Start Halo: Combat Evolved from the Game column.
If the HDD has no maps folder, the game looks for HaloCE/maps on the USB drives.
Path Content
/dev_hdd0/data/HaloCE/maps/ The Xbox maps.
/dev_hdd0/data/HaloCE/config.toml Settings. A new package install keeps them.
/dev_hdd0/data/HaloCE/u/ Profiles and user data.
/dev_hdd0/data/HaloCE/z/ The map cache (about 730 MB) and the checkpoint save.
/dev_hdd0/data/HaloCE/init.txt Optional. Console commands that the game runs at start-up, one on each line.
Features
60 frames per second at 720p. The game draws a frame at each refresh, blended between its 30 ticks a second.
Widescreen. 852x480 of the game drawn at 1280x720, or the Xbox's 4:3.
PS3 button icons in the menus and the HUD, in two styles, or the Xbox's.
LAN play with the OpenCE builds for the PC on the same network.
Internet play. Join public games from the game list, or host a multiplayer or co-op campaign game.
Invite codes. The PS3 cannot paste an invite link, so it uses 8-digit codes. The converter page port/ps3/invite/index.html changes a link to a code.
Split screen for up to 4 players.
SETTINGS > EXTRA OPTIONS in the main menu has these settings:
Option What it does Default
WIDESCREEN 16:9 over the whole display, or the Xbox's 4:3 in the middle ON
BUTTON ICONS XBOX, STYLE A (colored circles, white symbols) or STYLE B (black circles, colored symbols) STYLE A
PRESET QUALITY (30 fps), PERFORMANCE (60 fps, dynamic resolution) or CUSTOM PERFORMANCE
FRAME RATE 60 or 30 frames per second 60
DYNAMIC RESOLUTION In heavy scenes, draws the 3D view smaller and scales it up ON
Known limits
Custom Edition maps are not supported.
Split screen always plays at 30 frames per second.
Invite codes work only on the PS3. The OpenCE builds for the PC, Android and the web take only invite links, and they refuse a code as a link that is not valid. They cannot join a game that a PS3 hosts by its code.
Some heavy fights drop below 60 frames per second. DYNAMIC RESOLUTION or the QUALITY preset helps.
What's new is version 0.2?
*** Previous save files won't be compatible ***
Added tons of new menu options
Fixed various graphics artifacts, especially those affected by lights
Fixed the game not running properly at 30 FPS
Fixed split-screen co-op
The client will not apply your Playstation 3's Username on boot.
Added text chat in-game (push Select + X)
Swapped to ChupathingyCE's base
Improved overall stability
| Name |
Version |
Released |
Hits |
DL Link |
| Halo:CE for PS3 |
v0.2 |
11/02/26 |
202 |
Download |
| Halo:CE for PS3 |
v0.1.2 |
10/29/26 |
240 |
Download |
Plays music from an iPhone on your PS3 over AirPlay.
| Name |
Version |
Released |
Hits |
DL Link |
| AIR PS3 v1.0.0 |
v1.0.0 |
11/08/26 |
92 |
Download |
Streams audio from an iPhone to your PS3 over your home network. It's an AirPlay 1 audio receiver: the music app keeps running on the phone and the PS3 plays the sound.
- Install the PKG from the XMB Package Manager.
- Launch AIR PS3 from the Game column.
- On the iPhone, open the AirPlay output menu and pick AirPS3.
- Press START on the controller to go back to the XMB.
Works on Evilnat 4.93 CFW. It needs CFW, not official firmware.
It only plays while it's open. No AirPlay video, no Spotify Connect, and no music in the background while a game runs. SPRX for background audio in development.
| Name |
Version |
Released |
Hits |
DL Link |
Port of Hu-Go! PC Engine / TurboGrafx-16 / SuperGrafx / CD-ROM2 for the PlayStation 3 (PS3) using the PSL1GHT SDK.
| Name |
Version |
Released |
Hits |
DL Link |
| PCE4PS3 |
v1.01 |
11/08/26 |
58 |
Download |
Overview
PCE-PS3 is a high-performance, standalone homebrew emulator designed specifically for Sony PlayStation 3 consoles (compatible with all Custom Firmware such as Evilnat, Cobra CFW, and PS3HEN).
It accurately emulates the full range of NEC 8-bit and 16-bit video game hardware:
PC Engine / TurboGrafx-16 (HuCard)
SuperGrafx (HuC6270 Dual-VDC graphics engine)
CD-ROM2 & Super CD-ROM2 (CDDA audio + ADPCM speech + System Card 3.0)
Arcade Card Enhanced CD Games
Supported media file formats:
.pce (PC Engine / TurboGrafx-16 cartridge ROMs)
.sgx (SuperGrafx games)
.cue + .bin (CD-ROM2 audio/data images)
.iso (Standard 2048 bytes/sector CD-ROM images)
.zip (Direct ZIP archive decompression on-the-fly)
ROM Locations
The Library and File Browser automatically detect games stored in any of the following locations:
/dev_hdd0/pce4ps3/roms/
/dev_hdd0/ROMS/pce/ or /dev_hdd0/roms/pce/
External USB drives: /dev_usb000 through /dev_usb007 (in /roms/pce/, /pce/, /ROMS/, or drive root)
| Name |
Version |
Released |
Hits |
DL Link |
| PCE4PS3 |
v1.00 |
11/07/26 |
52 |
Download |
Jellyfin client for the PS3: stream films, shows, music and Live TV from your own Jellyfin server, with hardware H.264 up to 1080p and lossless surround sound. Continuation of MontyMcK's JellyFin-PS3 and vortigauntlet's LosslessAudio fork.
| Name |
Version |
Released |
Hits |
DL Link |
| JellyFin-PS3 |
v3.5.1 |
11/07/26 |
161 |
Download |
Watch your Jellyfin films, shows, music and Live TV on the PS3. Browse in the Classic layout (like Jellyfin in a web browser) or the XMB layout (like the console's own menu). Formerly called JellyFin [PS3].
- Films and shows: hardware H.264 up to 1080p at 25 Mbps, true 24 Hz output, resume and Continue Watching, skip intro / recap / credits
- Lossless sound: TrueHD, Atmos and DTS-HD MA decoded on the console in 5.1 or 7.1, or Dolby Digital passthrough
- Live TV: channel grid with genre tabs, a guide, dropped streams reconnect
- Live search with Movies / Shows / Episodes filters
- Music: albums, artists, playlists and FLAC, with visualisers
- Offline: download films and episodes to the PS3, or play MKV / m2ts / ts from USB with no server
- Nine themes, artwork screensaver, six languages
- Quick Connect sign-in, and every PS3 user gets their own Jellyfin account and settings
- Built-in updater (Settings > System > Software Update)
Needs your own Jellyfin server (10.11 or newer). Tested by the developer on Evilnat CFW 4.93; HEN is untested.
3.4.3
- Every PS3 user has their own sign-in and settings, kept as PS3 save data
- Share Sign-in lends your account to PS3 users who have none of their own
- Your profile picture shows at the top right
- About page with Updates, Credits and Licences
- Fixed: the PS button froze the console on the sign-in screen
- Debug Logging is off by default
Source, manual and full changelog:
github.com/jw-notes/JellyFin-PS3
| Name |
Version |
Released |
Hits |
DL Link |
| JellyFin-PS3 |
v3.5.0 |
11/04/26 |
126 |
Download |
| JellyFin-PS3 |
v3.4.3 |
10/24/26 |
681 |
Download |
Full HD 60 FPS support on Videos and livestreams. Ad-free YouTube on the PS3 with YouTube Account login support: a fork of mohasi's Yo! Player with a lot of more features. category SponsorBlock skipping, your own playlists, history and Continue Watching.
| Name |
Version |
Released |
Hits |
DL Link |
| TEE Vanced |
v2.0.0 |
11/07/26 |
139 |
Download |
| TEE Vanced HEN |
v2.0.0 |
11/07/26 |
66 |
Download |
TEE Vanced PS3 v2.0.0 – Full HD 60 FPS with the TEE Decoder
TEE Vanced is a YouTube client for the PlayStation 3 with adblock (SponsorBlock), YouTube sign-in, subscriptions, playlists, Watch Later, history, Live and a modern look made for the TV. Version 2.0.0 is the biggest update so far: it brings its own H.264 video decoder.
TEE DECODER – FULL HD AT 60 FPS
The TEE Decoder is TEE's own H.264 decoder that runs on the PS3's SPEs. It plays YouTube's 1080p60 at a full 60 frames per second. Sony's built-in decoder manages only about 35 fps at 1080p, which is why earlier versions capped 60 fps videos at 720p. TEE Vanced now uses the TEE Decoder for every video it can decode, live streams included. Everything else (480p, Shorts) stays on Sony's decoder automatically.
SMOOTH PLAYBACK (DISPLAY SYNC)
The PS3 outputs 59.94 Hz, YouTube videos run at 60 fps. TEE Vanced now shows exactly one picture per screen refresh and plays the sound 0.1% slower to match (not audible). The small judder every 16 seconds is gone.
QUALITY MENU
START shows the controls, START again opens Options: Quality, Chapters and Autoplay. Pick Auto or any quality down to 144p. Your choice is kept for the next videos too, handy on a slow connection.
LIVE STREAMS
- Rewind live streams: where the streamer allows it (YouTube DVR), go back up to 12 hours with Left/Right (5 s) and L2/R2 (1 min). R1 jumps back to live.
- The LIVE badge shows how far behind live you are (e.g. -1:23).
- Change the quality of a live stream, just like a video.
- Live streams in 1080p60 on the TEE Decoder.
- Streams that have just ended now play as a recording, with a normal timeline.
STABILITY
- If the decoder ever gets stuck, the app no longer freezes your console. You return to the list and playback continues on Sony's decoder.
- Large live segments are handled correctly, so 1080p60 live streams play stable for as long as you watch.
SETTINGS (settings.txt)
- video-decoder=sony – play everything on Sony's decoder
- tee-decoder-spes=5 – give the TEE Decoder a fifth SPE
- quality=720 – highest quality to pick (or auto)
Tested on real hardware (EVILNAT 4.92 DEX) through 12 test builds before release.
Install the .pkg over your current TEE Vanced – your data stays.
Source Code: https://github.com/TheErsysEnding/TEE-Vanced-PS3
| Name |
Version |
Released |
Hits |
DL Link |
| TEE Vanced |
v1.01 |
11/06/26 |
98 |
Download |
| TEE Vanced |
v1.00 |
11/06/26 |
17 |
Download |
| TEE Vanced |
v0.13 beta |
11/04/26 |
100 |
Download |
| TEE Vanced [No Replace Yo! Player] |
v0.13 beta |
11/04/26 |
58 |
Download |
| TEE Vanced |
v0.12 beta |
10/24/26 |
445 |
Download |
| TEE Vanced [No Replace Yo! Player] |
v0.12 beta |
10/24/26 |
152 |
Download |
VICE4PS3 is an optimized, native Commodore 64 emulator for the Sony PlayStation 3. Based on VICE (Versatile Commodore Emulator) 3.3, built with the open-source PSL1GHT v2 SDK and SDL2.
| Name |
Version |
Released |
Hits |
DL Link |
| VICE4PS3 |
v1.00 |
11/07/26 |
58 |
Download |
Directory Structure
On your PS3 console, files are organized under:
/dev_hdd0/game/VICEP3001/USRDIR/
├── EBOOT.BIN (Main application executable)
├── vice.ini (Configuration file)
├── data/
│ ├── games/ (Place your C64 roms and disk images here)
│ ├── saves/ (Saved states and SRAM data)
│ └── covers/ (Box art / screenshots)
└── resources/ (C64 ROMs: basic, kernal, chargen, drive ROMs)
You can also browse and run games directly from any FAT32 USB drive connected to /dev_usb000/ or /dev_usb001/.
| Name |
Version |
Released |
Hits |
DL Link |
| Name |
Version |
Released |
Hits |
DL Link |
| webMAN MOD [4.93] |
v1.47.50d |
11/07/26 |
9760 |
Download |
| prepISO (NTFS/exFAT) |
v1.33a |
02/28/24 |
567342 |
Download |
| PKG/ROM Launcher |
v1.20 |
04/10/24 |
223212 |
Download |
| PS2 CONFIG Database |
v1.01 |
09/19/23 |
238245 |
Download |
| PS2 Classics Launcher |
v1.00 |
07/02/19 |
216498 |
Download |
| PSP Minis Launcher |
v1.00 |
07/11/21 |
107064 |
Download |
| PSP Remasters Launcher |
v1.00 |
07/11/21 |
116985 |
Download |
| Reload XMB addon |
v1.00 |
07/02/19 |
57688 |
Download |
| wm flowerification theme |
v1.00 |
05/03/22 |
29053 |
Download |
| wm metalification theme |
v1.00 |
05/03/22 |
29488 |
Download |
| wm rebugification theme |
v1.00 |
05/03/22 |
31445 |
Download |
| wm standard theme |
v1.00 |
05/03/22 |
35109 |
Download |
webMAN MOD is a homebrew plugin with many features added on the original webMAN/sMAN by Deank. We wanted to integrate most of the existing features available on the PS3 Scene like an AIO plugin, and webMAN MOD was born.
Visit the Official GitHub repository for additional add-ons,source code,previous versions, documentation and donations to the project.
Cover Packs: PS3 Covers • PSX/PS2 Covers
General
- Support on custom firmware with cobra feature enabled (ver 4.46-4.93 HEN, PEX, CEX & DEX)
- Support on REBUG firmware with cobra feature disabled (ver 4.86.1 CEX & 4.84.2 DEX)
- Support on classic custom firmware with PRXLoader (ver 3.41-4.93 CEX)
- Support on classic custom firmware with Mamba/PRX Loader (ver 3.41-4.93 CEX) Support on classic custom firmware with Mamba loaded via IRISMAN (ver 3.41-4.93 CEX & 4.84.2 DEX)
- All PS3 Models with downgrade compatibility are supported via PS3Xploit Flash Writer
- All PS3 Models (including super slims, slims 3xxx & 25xx) are supported via PS3HEN
webMAN vanilla features
- FTP server with remote control functions (shutdown/restart)
- WWW server with remote control functions (scroll down for the complete list of shortcuts)
- Support for loading and browsing of [local] PS3 games in ISO and folder format, DVD videos in ISO format, Blu-ray movies in ISO format, PS1/PS2/PSP games in ISO format with cover display
- NETISO support for network loading and browsing of PS3 games in ISO and folder format, DVD videos in ISO format, Blu-ray movies in ISO format, PS1 and PSP games
- NTFS support for PS3 and PS1 games in ISO format, Blu-ray movies in ISO format and DVD Video in ISO format
- Dynamic Fan Control and in-game temperature monitoring
- PAD shortcuts
- Keep USB device awake
- Mount last game or AUTOBOOT.ISO to system startup
- Support direct access to NTFS devices through web & ftp (1.45 / 1.45.11)
- XMB integration XMB proxy (1.46 / 1.46.00)
- Integrated prepNTFS
webMAN MOD additional features
- Easy installer/updater
- VSH Menu integration (hold SELECT to show the menu)
- sLaunch GUI integration (hold START or R2+L2 on XMB to show the GUI)
- New folder icons (by Brunolee & Berion)
- It can mount PS2 Classics games on PS2 Classic Launcher (.BIN.ENC)
- Automatic CONFIG creation for PS2ISOs and PS2 Classic using config database from ManaGunZ or the database of CONFIG created by the installer
- ROMS support through PKG/ROM Launcher and RetroArch
- It can auto-mount any custom folder or ISO. Official only can mount AUTOBOOT.ISO
- Title ID can be displayed on XMB menu
- Covers are shown using the Title ID on the file name of the ISO. Official needs to mount the game to show the covers.
- Option for online covers display (free service provided by DeViL303).
- It can rip a game from disc to hdd0 or copy from hdd0 to usb000 or from usb00x to hdd0.
- FTP server includes new SITE commands to allow copy/paste files locally, unmount game, toggle external gamedata, turn on/off dev_blind, change file attributes
- Safe upload mode prevents a brick/semi-brick if power fails during ftp uploads to /dev_blind.
- Increased security: ADMIN mode blocks access to critical functions like /setup.ps3, /delete.ps3; Password for FTP server access; limit remote access to specific IP
- Integrated external gameDATA allows installation of packages & game data on external USB drives
- Web Debugger (remote peek/poke/find bytes)
- Support for automatic or manual removal of CFW syscalls and spoof console id (IDPS/PSID)
- Translated to 23 languages
- Extended support up to 5 remote network servers
- Several shortcuts to toggle Cobra, swap Rebug files, mount net0/ or net1/, show IDPS/PSID, etc.
- Support for user defined combos (pad shortcuts)
- Enable screen capture on CFW that don't has the feature.
- Enable selection of emulator for PS1 and PS2 on B/C consoles
- Various improvements on File Manager (links to navigate faster, mount ISO, mount net0/ or net1/, preview images, copy/paste/delete files & folders)
- MIN+ memory profile (same as MIN but uses 512K and 2.5X more buffer for PS3 games)
- MAX+ memory profile (same as MAX 1280K for PS3 games, others buffer is reduced, eg: 2X less buffer for ftp and 4X for DVD etc...)
- Copy operations use shadow copy on hdd0 for faster copy
- Scan for games on the stealth folder "/video"
- Support last_game.txt / autoboot on nonCobra edition
- "Offline" mode (blocks some PSN/tracking servers) and automatic restore when CFW syscalls are removed. Game updates still work in this mode. (v1.33.03)
- XMBM+ integration when grouping of XMB content is disabled (v1.33.03)
- Extended Content Profile Grouping (v1.33.07)
- PS3 Manager API Support (PS3MAPI)
- Integrated Mysis video_rec plugin and get klicensee
- Support for .ntfs[BDFILE] (fake ISO created by IRISMAN)
- Support to mount NTFS games using raw_iso.sprx (rawseciso by Estwald)
- Support for auto-fix games that require higher FW version (4.20 and later)
- Optional Video subfolder to "Bluray™ and DVD" folder (Display RetroXMB videos, videos on USB devices and Data Disc icon)
- Coverflow-like webGUI aka "slider" provides a mobile/desktop friendly GUI for fast game selection.
- 2 GUI Themes: sMAN-like graphical interface & webMAN original theme
- Extended system information (Title ID, APP Version, IDPS/PSID, CFW version, last played game)
- Display of Play time & startup time to SELECT+START and /cpursx.ps3 (Use SELECT+START+R2 to display Game ID, Title, play time and more in-Game info)
- Virtual pad allows send button events remotely via http://pad.aldostools.org on web browser or with webPAD software (Windows only)
- dev_bdvd/PS3_UPDATE now is redirected when the plugin is loaded (and when a game is mounted) [This is intended to prevent an accidental update if a game disc is inserted in the drive]
- Added /play.ps3 to launch XMB Functions (e.g: /play.ps3?col=network&seg=seg_premo) this will start Remote Play server from XMB.
- Once a game is mounted via html, if you click on the displayed icon the game will be launched on the PS3. This is nice to start the game once it's mounted from your mobile This option uses the new command /play.ps3
- Support for auto-play any supported ISO, game folder or auto-open an URL link
- Support for change BD/DVD region
- NETISO server on PS3 (ISO only) lets share games among PS3 consoles in a LAN
- Support for local web chat
- Support edition of small text files (<2KB)
- Download files & install PKG remotely or with pad shortcuts
- Support batch script automation at startup (boot_init.txt) or played at any time (/play.ps3/.bat)
Credits
- All the documentation on http://www.psdevwiki.com, and to all the devs who contributed
- Cobra team, for their work on Cobra payload and sharing the source code in public (thanks to the request of STLcardsWS)
- Deank as the creator of webMAN, sMAN, sLaunch, multiMAN / mmCM and many other contributions to the scene
- Estwald for NTFS library, rawseciso, fake iso, Mamba payload, etc.
- aldostools for all his works on this project!
- Zar & m@tsumot0 for starting the modding project
- NzV for PS3 Manager API (aka PS3MAPI), Mamba/PRX Loader & Mamba improvements
- bguerville for web downloader & package installer modules and port of ntfslib
- The team that ported NTFS library from PSL1ght to PS3 SDK (freddy38510, bguerville, Zar, deank, Joonie)
- Mysis, who wrote some useful libs and reverse engineering VSH Exports functions
- 3141card for VSH Menu POC & Littlebalup for his enhancement/new features
- jjolano (John Olano) for OpenFTP server
- OsirisX for PS3XPAD and the source code needed for gamepad emulation
- Berion & Brunolee for the graphics & icons
- PSX-SCENE, PSX-PLACE, PLAYSTATIONHAX, PS3HAX & other scene websites/users, who translated, helped in the testing process Special thanks to Joonie, Habib & Rebug Team, flatz, haxxxen, devil303, Rancid-O, EvilNat, bucanero, KW, naehrwert, MiralaTijera
| Name |
Version |
Released |
Hits |
DL Link |
| webMAN MOD [4.93] |
v1.47.50c |
10/27/26 |
13628 |
Download |
| webMAN MOD [4.93] |
v1.47.50a |
10/15/26 |
6668 |
Download |
| webMAN MOD [4.93] |
v1.47.48t |
09/20/26 |
18188 |
Download |
| webMAN MOD [4.93] |
v1.47.48s |
09/16/26 |
28024 |
Download |
| webMAN MOD [4.93] |
v1.47.48q |
07/29/26 |
21830 |
Download |
| webMAN MOD [4.93] |
v1.47.48p |
04/09/26 |
97602 |
Download |
| webMAN MOD [4.92] |
v1.47.48n |
08/11/25 |
633239 |
Download |
| webMAN MOD [4.91] |
v1.47.47n |
02/28/25 |
381206 |
Download |
| webMAN MOD [4.91] |
v1.47.47 |
09/29/24 |
19273 |
Download |
| webMAN MOD [4.91] |
v1.47.46h |
08/21/24 |
423448 |
Download |
| webMAN MOD [4.91] |
v1.47.45 |
03/10/24 |
797106 |
Download |
| webMAN MOD [4.89] |
v1.47.43 |
02/27/23 |
1037949 |
Download |
| webMAN MOD [4.85] |
v1.47.26 |
01/11/20 |
243994 |
Download |
| webMAN MOD [4.84] |
v1.47.22 |
06/06/19 |
25507 |
Download |
| webMAN MOD [4.84] |
v1.47.21 |
05/31/19 |
19811 |
Download |
| webMAN MOD |
v1.47.20 |
05/12/19 |
5981 |
Download |
| webMAN MOD [4.84] |
v1.47.19 |
04/30/19 |
15642 |
Download |
| webMAN MOD [4.84] |
v1.47.18 |
04/28/19 |
5422 |
Download |
| webMAN MOD [Fixed] |
v1.47.17 |
04/23/19 |
17463 |
Download |
| webMAN MOD [4.84] |
v1.47.16 |
04/20/19 |
17364 |
Download |
| webMAN MOD [4.84] |
v1.47.14 |
03/22/19 |
15861 |
Download |
| webMAN MOD [4.84] |
v1.47.13 |
03/20/19 |
25181 |
Download |
| webMAN MOD [4.84] |
v1.47.12 |
03/15/19 |
11438 |
Download |
| webMAN MOD [4.82] |
v1.47.09 |
07/15/18 |
42483 |
Download |
| webMAN MOD |
v1.47.08 |
04/08/18 |
25848 |
Download |
| webMAN MOD |
v1.47.07 |
02/25/18 |
11877 |
Download |
| webMAN MOD |
v1.47.06 |
02/02/18 |
28413 |
Download |
DevilutionX is a port of Diablo and Hellfire that strives to make it simple to run the game while providing engine improvements, bug fixes, and some optional quality of life features.
No Diablo or Hellfire MPQ archives are included in this package. Supply your own legally obtained DIABDAT.MPQ (and Hellfire MPQs when using that expansion) under /dev_hdd0/game/DEVILUT00/USRDIR/
| Name |
Version |
Released |
Hits |
DL Link |
| DevilutionX-PS3 |
v2026-11-06 |
11/06/26 |
162 |
Download |
How to Install
Note: You'll need access to the data from the original game. If you don't have an original CD, you can buy Diablo from GoG.com or Battle.net. Alternatively, you can use spawn.mpq from the shareware version, in place of DIABDAT.MPQ, to play the shareware portion of the game.
Download the latest DevilutionX release and extract the contents to a location of your choosing or build from source.
Copy DIABDAT.MPQ from the CD or Diablo installation (or extract it from the GoG installer) to the DevilutionX folder.
To run the Diablo: Hellfire expansion, you will also need to copy hellfire.mpq, hfmonk.mpq, hfmusic.mpq, and hfvoice.mpq.
| Name |
Version |
Released |
Hits |
DL Link |
Pilot a drilling pod into a procedurally generated mountain: mine ore, sell at the Ore Exchange, upgrade your rig and survive lava, heat and hard landings on the way down. Something is waiting at the bottom.
| Name |
Version |
Released |
Hits |
DL Link |
| Dirt Rich |
v1.0.0 |
11/06/26 |
91 |
Download |
- 7,000 ft of ground with ten ores, buried relics and fossils, and the Crystal Caverns between - 4,000 and 6,000 ft
- Eight upgrade lines at the Rig Works (drill, hull, engine, fuel tank, radiator, cargo bay, scanner, headlamp), plus fuel cells, patch drones, charges, recall beacons and warps
- Gas pockets, flowing water and lava, steam vents, cracked ceilings, magnetite and burrowers that bite
- Lodestar contracts, miner rescues, market days, a deep outpost with its own lift, and a boss at the bottom, then New Game+
- Fourteen original music tracks, twenty achievements, accessibility options and twelve languages
| Name |
Version |
Released |
Hits |
DL Link |
Native port of Super Smash Bros. Melee for the Playstation 3
This package does not contain no game data.
| Name |
Version |
Released |
Hits |
DL Link |
| Melee PS3 |
v1.0.3 |
11/06/26 |
108 |
Download |
Install and set up
Install melee.pkg with the Package Manager on the XMB.
Copy your disc image to /dev_hdd0/game/MELE00001/USRDIR/games/ or to /dev_usbXXX/games/ on a USB drive. Subfolders are fine.
Start Super Smash Bros: Melee from the Game column.
Melee-PS3 does not include any game data. You need your own disc of the US version, GALE01 revision 2 (1.02).
Supported disc formats: .iso, .gcm, .ciso, or an extracted disc folder (sys/ and files/).
| Name |
Version |
Released |
Hits |
DL Link |
| Melee PS3 |
v1.0.2 |
11/04/26 |
64 |
Download |
| Melee PS3 |
v1.0.1 |
11/04/26 |
69 |
Download |
Switch your PS3's DNS server from the XMB in seconds: pick a game-revival server from the built-in list or add your own, no trip through the network settings wizard. An XMB plugin with an installer, for HEN and CFW.
Source, instructions and changelog:
github.com/Tha14/qDNSm
| Name |
Version |
Released |
Hits |
DL Link |
| qDNSm |
v1.4 |
11/06/26 |
886 |
Download |
qDNSm manages a list of DNS servers for online revival projects and applies one straight from the XMB, so you don't have to run the network settings wizard every time you switch games.
- Built-in list of revival DNS servers
- Add, edit and remove your own entries
- Restore your original network configuration at any time
- Comes with an installer PKG
Many games look up their DNS server before you go online, so qDNSm only works from the XMB: quit the game, change the DNS server, then start the game again.
Source, instructions and changelog:
github.com/Tha14/qDNSm1.3
- qDNSm now supports 5 different languages and if the automatic selection does not work for you then you can change the language in qDNSm options. The new languages supported are: German, Spanish, French, Italian, Portuguese, Russian, Polish, Japanese, Simplified Chinese.
- Increased the height of the qDNSm menu since we now have a lot more options to list.
- Updated the included DNS and supported games lists. If you want to stay up to date remember to regularly use the manual update options from within qDNSm.
- Some memory optimizations to account for the new translations feature.
1.2
- You can now manually update the DNS list an supported games list directly from the github repository.
- Supported games list that appears depending on the highlighted DNS server in the list.
- Installer now adds the qDNSm entry at the top of boot_plugins.txt to avoid the webman mod loading bug with HEN.
1.1
- First full release.
| Name |
Version |
Released |
Hits |
DL Link |
GTA III ported to the PlayStation 3, as homebrew built with PSL1GHT.
re3 is the reverse-engineered source code of GTA III. This port runs it natively on the PS3, with a hardware renderer on the RSX (a PS3 backend for librw), DualShock 3 controls in the PS2 style, and the game's data read from your own PC copy.
No game data is included. You need a legally purchased copy of GTA III for PC. The PKG only has the program, its icon and two re3 files (the PlayStation button icons and the controller picture of the settings page).
| Name |
Version |
Released |
Hits |
DL Link |
| re3-ps3 |
v1.6-alpha |
11/06/26 |
91 |
Download |
Features
Native 720p, rendered on the RSX: tiled colour/depth buffers, compressed depth and ZCULL, 60+ fps of headroom in the heavy scenes (rain and smoke).
30 fps by default (the rate the game was made for) or 60 fps: Options > Graphics > Frame rate. Always in sync with the TV (no tearing).
PS2-style controls with lock-on aiming, four pad setups, button redefinition, inverted look, free camera, right stick sensitivity for third person (free camera) and first person (aiming, sniper, look around), 20% to 200% in steps of 5 and stick dead zones, 5% to 70% (30% the game's own; the right one is also where the camera starts turning), in Controller setup > Gamepad settings > Stick settings; vibration in Gamepad settings. Pressure-sensitive accelerator and brake, as on the PS2 (DualShock 3). PlayStation buttons in the on-screen help.
Aiming: III / Vice City (Controller setup > Gamepad settings): with Vice City, the camera when you lock on with a gun is Vice City's: it looks at the target, follows its height and keeps it in the middle of the screen, instead of III's over-the-shoulder camera that looks at the player. It also picks targets as Vice City does: only what is in front of the player, mission characters and whoever is after him first.
Map in the pause menu, Vice City style: the game's radar tiles, every safehouse, Ammu-Nation, Pay 'n' Spray and bomb shop, waypoints with X.
Collectibles on the map (Display > Hidden packages / Rampages / Unique jumps on map, each off by default): hidden packages in lime green, rampages in blood red and unique jumps (at the take-off) in orange, on the radar (the nearest one at its edge when none is in range) and the pause menu map. One you pick up, pass or jump disappears. The jumps come from the original main.scm: with a modified one they aren't shown.
Car spawner (for testing, off unless there is a file named carspawner.txt in USRDIR, any content): L3 + R3 together on foot. The vehicle shows as "ID: name" over the subtitles; Left/Right go one by one, L1/R1 by 10 (hold to scroll), X puts you in it, O closes. Boats go on the water in front of you (up to 30 m). Trains, helicopters, planes and the RC Bandit aren't in the list.
MP3 player radio: put .mp3 files in USRDIR/mp3. Audio > MP3 volume boost raises it up to twice the music volume, as in Vice City.
Skins: put .bmp skins in USRDIR/skins, choose them in Player setup.
DXT textures (most of the PC game's) stay compressed in video memory and the RSX reads them as they are: 4 times less VRAM than converted, and nothing to convert when an area streams in. Mip levels made on the CPU use AltiVec.
Options > Graphics:
Mipmaps: textures that come without smaller versions get them (less shimmering in the distance). They are made as textures load: restart the game for all of them. Uses more video memory.
Texture filtering: Default (the game's own), Bilinear, Trilinear, Anisotropic 2x to 16x (sharper ground and roads at an angle). With Mipmaps off, only the textures that have them in their TXD use them.
Antialiasing: Off or FXAA (smoother edges, a filter over the finished picture: ~2 ms of GPU time and 7 MB of video memory at 720p). All three are off/default unless you choose them.
Display > Screen size for overscan, fixed aspect ratios shown with black bars, FPS counter (Graphics > Show FPS).
Settings saved in USRDIR/re3.ini, saves in USRDIR/userfiles.
Changes from the original
The PS2/PC game was tuned for the PS2's memory: a few things are hard for that reason alone. re3-PS3 changes these (everything else plays as the original):
Vehicle rampages (blow up N cars of a kind): while one runs, the traffic limits are lifted and the cars of the rampage are asked for, so enough of them come.
Mission cars: making room for a new mission entity no longer deletes a car a mission script has taken (the script stopped when it looked at it again).
Horn taps: a tap of L3 shorter than 250 ms switches the sirens, a longer press honks. The original only took presses of 1-3 frames, too short at 60 fps.
Stuck in the air: when the player is held in the air between objects for a while, he is put on top of what is under him, or back where he last stood.
Installation
Install re3-ps3-1.4.1-alpha.pkg on a PS3 with homebrew support (CFW or HEN), e.g. copy it by FTP and install it with the package manager. It appears in the XMB as re3.
The PKG creates /dev_hdd0/game/RE3PS3000/USRDIR with these empty folders. From your GTA III PC installation, copy into them (by FTP):
Folder Contents
`anim` the PC game's anim folder
`audio` the PC game's audio folder (big: radio)
`data` the PC game's data folder
`models` the PC game's models folder (keep the two re3 .txd already there)
`text` the PC game's text folder
`txd` the PC game's txd folder (loading screens)
`mp3` optional: your own music
`skins` optional: player skins (.bmp)
Filenames are case-sensitive on the PS3: keep them lowercase, exactly as above.
Start re3 from the XMB.
Mods
USRDIR/mods, like a mod loader on the PC: a file put there (in any subfolder, any letter case) is used instead of the game's file with the same name, whether that one is loose (hud.txd, handling.cfg, main.scm...) or inside gta3.img (weapons.txd, infernus.dff...). Nothing has to be rebuilt: take a mod's files out of its folder or delete them and the original ones are back. If two files have the same name, the one whose path comes first in alphabetical order is used. The log lists every file replaced ([mods] lines). Files in USRDIR itself (re3.ini, settings, logs), userfiles and mp3 are never replaced. .img files inside mods aren't read: take the files out of them with an IMG tool.
Anything made for the PC version of GTA III as data files works:
TXD textures (in mods, loose in models/txd, or inside gta3.img with an IMG tool on the PC, then copy gta3.img and gta3.dir): HD loading screens, HUD, fonts, vehicles, peds, buildings.
All PC formats are read (palettized, 16/32 bit, DXT1/3/5).
DFF models in GTA III PC format, in mods or inside gta3.img.
Data files (handling.cfg, carcols.dat, timecyc.dat, gta3.dat...) and a modified main.scm.
Limits: on the PS3 DXT textures (power of two sizes) stay compressed, as on the PC, and every other texture takes 4 bytes per pixel (uncompressed) in the RSX's 216 MB. When video memory runs out (a pack of uncompressed HD textures, e.g. a 64-tile HD map), the textures that don't fit any more are compressed into DXT as they load (4 to 8 times smaller, a little less sharp) instead of turning white; for the best quality, use DXT textures in the pack. The largest texture size is 4096×4096. Code mods (CLEO, ASI, plugins that patch the executable) and unconverted assets from other games or platforms don't work.
Troubleshooting
The log is USRDIR/re3-ps3.log (the previous one: re3-ps3.old.log). Send it with any report: it says what the game was doing when it crashed.
A black screen at start: create an empty USRDIR/notiles.txt (turns off the tiled buffers), and report it.
A texture that looks wrong: create an empty USRDIR/nodxt.txt (DXT textures converted on the CPU, as before), and report it. If that isn't it, an empty USRDIR/notexthread.txt converts the textures on the game's own thread again (they are converted on a second PPU thread); USRDIR/novmx.txt makes the mip levels without AltiVec; and USRDIR/dxt32.txt keeps converted DXT1 textures in 32 bits instead of 16.
USRDIR/autotest.txt runs an automatic test while you watch (load a save outdoors first). One line in it chooses the test: nothing (weather, a flight over the islands, save/load, side missions, garages), mode=full (every mission 30 s, odd jobs, rampage, collectibles — it changes the game's progress, don't save after it), mode=gpu (GPU benchmark), mode=rain, mode=leak. The file is renamed to autotest.done.txt when the test ends.
| Name |
Version |
Released |
Hits |
DL Link |
| re3-ps3 |
v1.5-alpha |
11/04/26 |
67 |
Download |
| re3-ps3 |
v1.4.1-alpha |
10/26/26 |
179 |
Download |
GTA Vice City for PC ported to the PlayStation 3, as homebrew built with PSL1GHT.
reVC is the reverse-engineered source code of GTA Vice City. This port runs it natively on the PS3, with a hardware renderer on the RSX (a PS3 backend for librw), DualShock 3 controls in the PS2 style, and the game's data read from your own PC copy. It is the sibling of re3-PS3 (GTA III) and shares its PS3 layer.
No game data is included!! You need a legally purchased copy of GTA Vice City for PC. The PKG only has the program, its icon and two reVC files (the PlayStation button icons and the controller picture of the settings page).
| Name |
Version |
Released |
Hits |
DL Link |
| revc-ps3 |
v1.7-alpha |
11/06/26 |
156 |
Download |
Features
Native 720p, rendered on the RSX: tiled colour/depth buffers, compressed depth and ZCULL. About 60 fps across the automatic test (missions, map, weather).
30 fps by default (the rate the game was made for) or 60 fps: Options > Graphics > Frame rate. Always in sync with the TV (no tearing).
PS2-style controls (Vice City's PS2 setup) with lock-on aiming, pad setups, inverted look, free camera, third and first person sensitivity, 20% to 200% in steps of 5 and stick dead zones, 5% to 70% (30% the game's own; the right one is also where the camera starts turning), in Controller setup > Gamepad settings > Stick settings; vibration in Gamepad settings. Pressure-sensitive accelerator and brake, as on the PS2 (DualShock 3). PlayStation buttons in the on-screen help.
The pause menu map: L1 shows the legend, X sets a waypoint.
Collectibles on the map (Display > Hidden packages / Rampages / Unique jumps / Store robberies on map, each off by default): hidden packages in lime green, rampages in blood red, unique jumps (at the take-off) in orange and the stores to rob in purple, on the radar (the nearest one at its edge when none is in range) and the pause menu map. One you pick up, pass, jump or knock off disappears. The jumps and stores come from the original main.scm: with a modified one they aren't shown.
Car spawner (for testing, off unless there is a file named carspawner.txt in USRDIR, any content): L3 + R3 together on foot. The vehicle shows as "ID: name" over the subtitles; Left/Right go one by one, L1/R1 by 10 (hold to scroll), X puts you in it, O closes. Boats go on the water in front of you (up to 30 m). Trains, the police helicopter, the planes you can't fly and the RC toys aren't in the list.
All the radio stations, and the MP3 player station: put .mp3 files in USRDIR/mp3.
Skins: put .bmp skins in USRDIR/skins, choose them in Player setup.
Display > Screen size for overscan, FPS counter (Graphics > Show FPS).
Options > Graphics:
Mipmaps: textures that come without smaller versions get them (less shimmering in the distance). They are made as textures load: restart the game (or travel) for all of them. Uses more video memory.
Texture filtering: Default (the game's own), Bilinear, Trilinear, Anisotropic 2x to 16x (sharper ground and roads at an angle). With Mipmaps off, only the textures that have them in their TXD use them.
Antialiasing: Off or FXAA (smoother edges, a filter over the finished picture: ~2 ms of GPU time and 7 MB of video memory at 720p). All three are off/default unless you choose them.
DXT textures (most of the PC game's) stay compressed in video memory and the RSX reads them as they are: 4 times less VRAM than converted, and nothing to convert when an area streams in. Mip levels made on the CPU use AltiVec.
Settings saved in USRDIR (reVC.ini, gta_vc.set), saves in USRDIR/userfiles. Saves are in the PS3's format: PC saves can't be loaded, and the other way round.
Changes from the original
The PS2/PC game was tuned for the PS2's memory: a few missions are hard for that reason alone. reVC-PS3 changes these (everything else plays as the original):
Vehicle rampages (blow up N cars of a kind): while one runs, the traffic limits are lifted and the cars of the rampage are asked for, so enough of them come.
Messing with the Man (the bikers' chaos mission): the same traffic as a rampage, and the chaos meter fills 75% faster (the original is slow enough that players look for exploits to finish it).
Vigilante / Brown Thunder: making room for a new criminal no longer deletes the previous criminal's car under the mission script (the criminals stopped appearing and the mission failed).
Horn taps: a tap of L3 shorter than 250 ms switches the sirens and the Mr Whoopee jingle (Distribution), a longer press honks. The original only took presses of 1-3 frames, too short at 60 fps.
Stuck in the air: when the player is held in the air between objects (crates) for a while, he is put on top of what is under him, or back where he last stood.
Installation
Install revc-ps3-1.5.1-alpha.pkg on a PS3 with homebrew support (CFW or HEN), e.g. copy it by FTP and install it with the package manager. It appears in the XMB as reVC.
The PKG creates /dev_hdd0/game/REVCPS300/USRDIR with these empty folders. From your GTA Vice City PC installation, copy into them (by FTP):
Folder Contents
`anim` the PC game's anim folder
`audio` the PC game's audio folder (big: the radio stations)
`data` the PC game's data folder
`models` the PC game's models folder (keep the two reVC .txd already there)
`text` the PC game's text folder
`txd` the PC game's txd folder (loading screens)
`mp3` optional: your own music
`skins` optional: player skins (.bmp)
The movies and mss folders of the PC game aren't needed. Keep the folder names lowercase, exactly as above.
Start reVC from the XMB.
Mods
USRDIR/mods, like a mod loader on the PC: a file put there (in any subfolder, any letter case) is used instead of the game's file with the same name, whether that one is loose (hud.txd, handling.cfg, main.scm...) or inside gta3.img (weapons.txd, infernus.dff...). Nothing has to be rebuilt: take a mod's files out of its folder or delete them and the original ones are back. If two files have the same name, the one whose path comes first in alphabetical order is used. The log lists every file replaced ([mods] lines). Files in USRDIR itself (reVC.ini, settings, logs), userfiles and mp3 are never replaced. .img files inside mods aren't read: take the files out of them with an IMG tool.
Anything made for the PC version of GTA Vice City as data files works:
TXD textures (in mods, loose in models/txd, or inside gta3.img with an IMG tool on the PC, then copy gta3.img and gta3.dir): HD loading screens, HUD, fonts, vehicles, peds, buildings. All PC formats are read (palettized, 16/32 bit, DXT1/3/5).
DFF models in GTA Vice City PC format, in mods or inside gta3.img.
Data files (handling.cfg, carcols.dat, timecyc.dat, gta_vc.dat...) and a modified main.scm.
Limits: on the PS3 DXT textures (power of two sizes) stay compressed, as on the PC, and every other texture takes 4 bytes per pixel (uncompressed) in the RSX's 216 MB. When video memory runs out (a pack of uncompressed HD textures, e.g. a 64-tile HD map), the textures that don't fit any more are compressed into DXT as they load (4 to 8 times smaller, a little less sharp) instead of turning white; for the best quality, use DXT textures in the pack. The largest texture size is 4096×4096. Code mods (CLEO, ASI, plugins that patch the executable) and unconverted assets from other games or platforms don't work.
Troubleshooting
The log is USRDIR/revc-ps3.log (the previous one: revc-ps3.old.log). Send it with any report: it says what the game was doing when it crashed.
A black screen at start: create an empty USRDIR/notiles.txt (turns off the tiled buffers), and report it.
A texture that looks wrong: create an empty USRDIR/nodxt.txt (DXT textures converted on the CPU, as before), and report it. If that isn't it, an empty USRDIR/notexthread.txt converts the textures on the game's own thread again (they are converted on a second PPU thread); USRDIR/novmx.txt makes the mip levels without AltiVec; and USRDIR/dxt32.txt keeps converted DXT1 textures in 32 bits instead of 16.
USRDIR/autotest.txt runs an automatic test while you watch (load a save in a safehouse, with no mission running, and walk out: it starts 10 s after the player is outdoors, with a countdown on screen). One line in it chooses the test: nothing (weather, a flight over the map, save/load, a car, a bike, a helicopter and a boat, side missions, garages; loops=N repeats it), mode=full (every mission 30 s — secs=N, from=N, to=N — odd jobs, rampage, collectibles; it changes the game's progress and money, don't save after it; if the game dies in a mission, the next start goes on after it, resume=0 turns that off), mode=gpu (GPU benchmark), mode=rain, mode=leak, mode=stress (the heaviest loads in Little Haiti: rain, hurricane, night, traffic, a riot with armed peds, cars blown up, wanted level 6 in a tank, all of it at once; then flights in the rain; about 7 minutes), mode=tankstress (you drive a tank with its doors locked and wanted level 6 kept up, 5 minutes; for performance logs of the chaos). The file is renamed to autotest.done.txt when the test ends.
| Name |
Version |
Released |
Hits |
DL Link |
| revc-ps3 |
v1.6-alpha |
11/04/26 |
89 |
Download |
| revc-ps3 |
v1.5.1-alpha |
10/26/26 |
212 |
Download |
Benchmark and full-load stress test for the PS3 - PPU, all 6 SPEs, RAM and RSX at once, every result checked, ~99 % RSX busy measured on real hardware.
| Name |
Version |
Released |
Hits |
DL Link |
| TEE Benchmark PS3 |
v0.9 |
11/06/26 |
146 |
Download |
TEE PS3 Benchmark V0.9 BETA - by TheErsysEnding (TEE)
A benchmark and full-load stress test for the PlayStation 3. It loads the Cell's PPU and all six SPEs,
the RAM and the RSX graphics chip at the same time - and checks every single result. Open source (MIT).
BENCHMARKS (PPU or 1-6 SPEs)
- Float: the Mandelbrot set in 32-bit floating point
- Integer: the ChaCha20 stream cipher, 20 rounds
- Memory: main memory (XDR) read by DMA
- Full test, a series from the PPU up to 6 SPEs, an endurance run, and a results table
STRESS TEST (20 s to endless)
- Six loads: Mixed, CPU max, CPU + RAM, RSX, CPU + RSX, Everything
- CPU max: every SPE issues a fused multiply-add and a shuffle every cycle (about 99.5 % of the SPE peak),
both PPU threads run a VMX heat kernel
- RSX: a multiply-add pixel shader at about 97 % of the RSX's arithmetic peak, full-screen texture +
blend layers that compute as well (drawn into a tiled render target), and a VRAM read-back check
- The RSX load is paced by the RSX's own time stamps: on a real PS3 the RSX is busy 99.2 % of the time,
with 155 GFLOP/s of pixel arithmetic - measured, not estimated
EVERYTHING IS CHECKED
- Reference checksums for every job, RAM patterns byte by byte, bit-exact check tiles on the RSX,
and the VRAM compared with what the PPU wrote
- Live data: throughput per part, SPU busy, RSX busy and the share of each RSX unit (ALU, blend),
the Cell clock measured by the SPEs (3191 MHz on a real PS3), RAM latency, the timer against an NTP
time server, and CPU/RSX temperatures and fan speed via webMAN MOD
SAFETY
- The stress test stops at 85 C (CPU or RSX)
- Self-tests before any new kind of RSX work: if the RSX does not answer, the app ends instead of
freezing the console (I hope it works)
REQUIREMENTS
- A PS3 that runs homebrew (CFW or HEN)
- Optional: webMAN MOD for temperatures, fan speed and notifications
- Optional: a network connection for the clock check (pool.ntp.org)
INSTALLATION
Copy TEE-PS3-Benchmark-v0.9-beta.pkg to the PS3 (for example /dev_hdd0/packages/) and install it with
Package Manager > Install Package Files.
Logs and screenshots (SELECT) are saved to /dev_hdd0/tmp/teebench/.
CONTROLS
Arrows: choose - X: start - Triangle: info page - L1/R1: PPU or number of SPEs (in the stress test: the
duration) - SELECT: photo - Circle: back / cancel - START: quit
NOTE
A full-load stress test heats the console. Make sure it has air and keep an eye on the temperatures.
Use at your own risk.
Source code (MIT): https://github.com/TheErsysEnding/TEE-PS3-Benchmark
Built with PSL1GHT. Font: Roboto (Apache 2.0). Tested on real hardware and in RPCS3.
| Name |
Version |
Released |
Hits |
DL Link |
CELL is a PS3-only social media app that runs directly on the console. Make a custom profile, post memes, GIFs and emojis, chat, send PMs, add and follow people and "GG" (like) each other's posts.
| Name |
Version |
Released |
Hits |
DL Link |
| CELL (CFW and HEN) |
v1.1.5 (Hotfix 1) |
11/05/26 |
326 |
Download |
Works on: PS3 custom firmware (Evilnat, Rebug and others) and PS3HEN. The same package installs on both.
Needs: an internet connection.
PSN on the PS3 is winding down, and the community has scattered across Discord servers, forums and Reddit. None of them live on the console. CELL puts the community back on the PS3. You open it from the Game column, sign in once, and you're in a live social feed built for the PS3: playable with the controller, sized for a TV, and fast on 2006 hardware.
CELL doesn't connect to Sony. It runs on its own server, so it keeps working no matter what happens to PSN. Your account is tied to your console and backed up on the hard drive, so deleting and reinstalling CELL doesn't lose it.
CELL also helps keep PS3 online play alive. Its Play Online section lists more than 90 games that fan revival servers have brought back, including PS Rewired, PSONE, Warhawk Revived and PS Reborn. Each game comes with the exact DNS steps to connect, plus live "It worked / It's broken" reports from other players. You can also plan game nights so lobbies aren't empty when you show up.
Full feature list: https://github.com/odhz/CELL-The-ONLY-PS3-Social-Media-Application/blob/main/FEATURES.md
| Name |
Version |
Released |
Hits |
DL Link |
| CELL (CFW and HEN) |
v1.1.5 |
11/03/26 |
168 |
Download |
| CELL (CFW and HEN) |
v1.1.4 |
10/29/26 |
292 |
Download |
| CELL (CFW and HEN) |
v1.1.3 |
10/29/26 |
86 |
Download |