MichonandClaude Opus 5.5 4ce40333ea fix(agc): make DCC key fills clear what reads through the surface's keys
A buffer fill that starts at a surface's DCC keys and covers at least its key range (titles fill
the padding too) is a key fill. A uniform key fill leaves the image's texels and pending results
in place and records the fill's code: a sampled read through the surface's keys binds the clear
value, a color target through the keys starts from it at its next refresh, and reads that bypass
the keys still see the texels. Key scans return the fill's code until its write lands, and a
write-back of results drawn before the fill keeps the keys holding that code. The immediate clear
of the covered images is opt-in (APS5_KEYS_FILL_CLEAR=1): it fixes titles whose sampled reads
reach the pending image before a refresh, at the cost of reads that bypass the keys (Astro Bot's
title logo, reported by @oneandonlydean).

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-09-30 21:40:15 +02:00
2026-09-30 16:53:17 +02:00
2026-08-03 20:02:52 +03:00

About

Tool for automatic executables porting to Linux and Windows.

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.

Status

libraries shaders

progress map

* 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.

List of verified games

Dreaming Sarah (2D platformer) runs at a stable 60 fps on a GTX 1050 Ti / i5-7500 3.4GHz.

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).

Technical debt of the project, code style conventions, contributing

Build

The relinker uses only the C++20 standard library and should build with any conforming compiler.

On Intel hosts, pass --to-intel to the relinker to lower supported AMD-only instructions in the executable and bundled sce_module/sce_modules PRX files. Unsupported instructions or stub jumps outside the x86-64 relative branch range produce an error.

libc.prx implementations contain compiler-specific code. Linux builds work with GCC; on Windows, MinGW-w64 GCC 15.2.0 (winlibs-gcc15, x86_64-ucrt-posix-seh) is currently required.

The project targets maximum compiler portability. Support for additional compilers will be addressed after the first successful game launch.

Compatibility

See the game compatibility list for tested games and known issues.

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.

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Python 5.7%
CMake 2.4%
JavaScript 0.2%