Apollo Save Patcher

Applies Apollo save patches to your save files. Everything runs in this tab — nothing is uploaded. Just need to open a save and put it back? Save Decrypters & Fixers does that in two clicks.

Patch file Drop a .savepatch here or click to browse
Save data Drop your decrypted save here or click to browse
Search the patch database by game or title ID — no download needed.
Engine log

  

Have a PSP save?

The PSP encrypts saves itself, underneath whatever the game does. Unwrap that layer first and the patcher above — or the per-game tools — can read what is inside. You will need the save’s PARAM.SFO as well as the file itself.

Have a PS3 save?

The PS3 encrypts saves itself too, listing what it protects in a file called PARAM.PFD — unwrap that layer first and the patcher above, or the per-game tools, can read what is inside. Bring that PARAM.PFD as well as the save file itself.

What this is

A browser front-end for the Apollo save-patch engine — the same C library the console apps and the desktop GUI use, compiled to WebAssembly. Search the patch database for your game, or drop in a .savepatch file of your own; either way it shows you the codes it contains and applies the ones you pick to your save data.

What you need

A decrypted save file, and nothing else — the patches themselves are searchable above, fetched straight from the apollo-patches database. For a PSP or PS3 save the console’s own encryption sits underneath the game’s, and the two tools above take that layer off and put it back; every other platform stores its saves as the game wrote them.

Privacy

Your files are read locally and patched in memory inside this page. There is no server, no upload and no telemetry.

Patch database


  
  
  

PSP savedata

The console’s own encryption — the layer under the game’s. Everything runs in this tab.

Drop PARAM.SFO and your save file here

or click to choose · nothing is uploaded

PS3 savedata

The console’s own encryption — the layer under the game’s. Everything runs in this tab.

Drop PARAM.PFD and your save file here

or the whole save folder · nothing is uploaded

Settings

How saves are read and written. All of these are optional: the defaults detect the byte order from each patch, and leave every save bound to the console it came from.

Save data — byte order

Auto is right for every patch in the database: PS3 saves are big-endian and everything else Apollo covers is not, and the database says which a patch is. Force one only for a loose patch file for a console it does not cover.

PSP — Fuse ID

Savedata modes 4 and 6 derive two of a PARAM.SFO’s hashes from the console’s own fuse. The PSP’s loader does not enforce them, so most saves move between consoles regardless — but a game may check them itself, and console-locked titles do: Gran Turismo flags the savedata when they do not match. For one of those, enter the fuse ID of the console the save will be played on. Leave it blank for FFFFFFFFFFFFFFFF, which is what Apollo falls back to on a console too.

PS3 — account ID (PSN)

Your PSN account, and usually the one to reach for. It is written into the save’s own PARAM.SFO, so the save loads on any PS3 that account has signed in to rather than on one machine. Name one and the PS3 tool offers Sign to your account.

PS3 — console ID (IDPS)

Inside PARAM.PFD, one of PARAM.SFO’s four hashes is keyed by the IDPS of a single machine — that is what binds a save to a console. Name yours and the PS3 tool offers to re-bind a save to it; leave it blank and every save keeps the binding it arrived with, which is what patching one in place wants. The user number reaches only a trophy folder’s hashes.

The two are independent and both can be used. Re-binding is the PARAM.PFD half of moving a save; signing to an account is the PARAM.SFO half, and it rewrites both files — keep both, or the save will not load.