sceNetSetsockopt and sceNetGetsockopt failed with EOPNOTSUPP (0x8041012d) for every level other than SOL_SOCKET, so TCP_NODELAY could not be set on a libSceNet stream socket; libkernel setsockopt on such a socket failed the same way. FreeBSD 11.4's sosetopt and sogetopt (uipc_socket.c) pass any other level to the protocol: tcp_ctloutput sets TF_NODELAY and returns 0, a get returns t_flags & TF_NODELAY (4), an option it does not know fails with ENOPROTOOPT, and on a UDP or raw socket ip_ctloutput and rip_ctloutput fail the IPPROTO_TCP level with EINVAL. Set TCP_NODELAY on the host socket of a stream socket, read it back as TF_NODELAY, fail other IPPROTO_TCP options on a stream socket with ENOPROTOOPT (0x8041012a), and fail the IPPROTO_TCP level with EINVAL on other socket types, as libkernel already does for its own sockets. Co-Authored-By: Claude Opus 5.5 <[email protected]>
About
Tool for automatic executables porting to Linux and Windows.
The relinker-only build runs on macOS, including Apple silicon.
Web converter - files stay on your device.
Includes a relinker that converts executable to the target system's native format and implementations of system prx libraries suitable for dynamic linking. No emulation or separate runtime process.
Discord, Usage, Build instructions, Architecture, Technical debt of the project, code style conventions, contributing
Status
* System libraries: percentage of the functions known to the project so far (declared in core/libs/prx), not of every PS5 system function. The total grows as more functions are declared.
Unsupported or unexpected states strictly throw std::runtime_error. what() is printed to stderr and the process terminates.
The shader recompiler successfully produces SPIR-V (validated via Spirv-Tools when built with ANYPS5_ENABLE_SPIRV_TOOLS).
Compatibility
Per-game progress (stage reached, open blockers, libraries and GPU coverage) is tracked on the blocker map, a community project built from public GitHub data (source). Test reports go in the Game bring-up discussions, one thread per title.
Input mapping
SDL-mapped game controllers are supported, including analog sticks and triggers. Keyboard and mouse controls can be configured with an anyps5-input.ini file. See input mapping for the supported devices and configuration format.
Disclaimer
This project is intended for interoperability, research, preservation, and compatibility purposes. It does not include, distribute, or require copyrighted software, firmware, cryptographic keys, or proprietary libraries. Users are responsible for ensuring that any binaries used with this project are obtained and used in accordance with applicable laws and their respective license terms.
License
This project is licensed under the GNU General Public License version 2 only.