sceSaveDataInitialize3 started the callback delivery thread for every title that initializes save data, though nearly none register a callback, and could throw there if scePthreadCreate failed. The thread now starts at the first successful sceSaveDataRegisterEventCallback of an initialization, under the calling, g_slots_mutex and callbacks.mutex locks that registration already takes, so a title that never registers gets no thread and sceSaveDataInitialize3 is again only the count. A replacing registration, one from inside a callback and one after an unregister reuse the running thread; a refused one starts nothing. The last sceSaveDataTerminate still takes the worker out under g_slots_mutex and joins it outside the lock, and only when one was started, so a session that registers between that terminate's detach and its join starts its own thread. The tests run two sessions with no registration, and on Linux count the process's threads to check that Initialize3 and a refused registration start none, that the first registration starts one and later ones reuse it, and that the final terminate joins it.
English | Português (Brasil) | Español | 简体中文 | Русский
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 status and test reports live 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.
AnyPS5 is an independent project and is not affiliated with, authorized or endorsed by Sony Interactive Entertainment. "PlayStation" and "PS5" are trademarks of Sony Interactive Entertainment Inc.
License
This project is licensed under the GNU General Public License version 2 only.