In PS5 Prospero PRX binaries, compilers place embedded constant data tables (such as the OpenSSL Whirlpool lookup table in ubiservices.prx) in inter-FDE gaps after function code, referenced via RIP-relative LEA instructions. - In RelativeJumpTables, detect constant data tables in inter-FDE gaps that begin with padding, contain no direct branch targets, and contain undecodable non-code bytes, distinguishing them from valid unannotated code routines and multi-hop gap branches. - In GuestModuleBuilder and RelinkerPipeline, extract unwind functions from PT_GNU_EH_FRAME as well as PT_SCE_DYNLIBDATA, and mask embedded data tables with 0x90 in scan buffers before SyscallScanner. - In CodeInstructionCollector, populate table boundaries whenever unwind functions are present to prevent addAddressTakenRoot from adding data table addresses to CFG roots on Windows and macOS. - Update relinker technical debt documentation and add regression tests. Fixes #7547 Unblocks: PPSA28155 #7547
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.