The APS5_DUMP_IR dump showed every scalar load's immediate offset as 0. An SMEM load keeps its immediate in the instruction's memory metadata: MemoryFlags indexes Resources().memoryInfo, whose offset holds the immediate plus 4 per component, while the soffset argument is the constant 0 when the instruction has none. Buffer, address and shared memory instructions keep their offsets there too. ProgramToString printed the arguments, the type and the use count, but not the flags or the metadata, so a dump could not tell 0x54 from 0x6c. ProgramToString now appends " [pc=0x... off=0x...]" to every instruction that carries memory metadata, and " [pc=0x... mem=?]" when its index is past memoryInfo, since dumps run before validation. The opcode set is one predicate, carriesMemoryInfo, which ValidateProgram now also uses for its memory-info index check; the validator accepts and rejects the same programs with the same messages. https://github.com/boykopovar/AnyPS5/pull/9633#issuecomment-6349729587 Related: #9749.
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.
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.