A read split across descriptors binds one image per arm, and the materializer reads every arm's T# from the SRT at dispatch, although the shader selects one at run time. An arm that the run does not take may hold no valid T#: PPSA23566 (UFC 6) compute shader 0x1163c84000 then stopped with "runtime image descriptor is invalid" while loading a career fight. Its arm is the loop-entry value of the T# registers, which holds floats until the jump table writes a T#. For a read split through a descriptor web, mark the memory of the split read (MemoryInfo::descriptorWebArm) and the images used only by such reads (ImageResource::optionalDescriptor, stored in the shader disk cache), and bind an invalid descriptor of such an image as a null image, as a T# behind an untaken guarded branch is. A taken arm with an invalid T# then reads zeros instead of failing. A split along incoming edges keeps requiring a valid T#, as on main. The descriptor Phi test expects the arms of its loop web to be optional. 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.