PS4 titles import save data from libSceSaveData and libSceSaveDataDialog, and a converted title loads exactly the modules its DT_NEEDED names. Those two libraries were separate, older implementations that export only 9 and 8 functions, while libSceSaveData.native and libSceSaveDataDialog.native carry sceSaveDataDelete, sceSaveDataDirNameSearch, sceSaveDataSetParam, sceSaveDataSaveIcon, sceSaveDataDialogUpdateStatus and the rest. A PS4 title importing any of those failed at startup with unresolved imports. Both plain libraries are now built from the native sources, the way libSceNgs2 is built from libSceNgs2.native, and the old implementation and its test variant are removed. The earlier implementation's save-data memory and mount alias files are not read; that is recorded in the debt file. 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.