Gustavo Ariel Gamarra Rojas 6b480cc2be fix(agc): copy a depth surface's plane through the texture's padded linear slices
The plane copy laid its staging buffer out as tight slices while the
detiler writes the guest's linear layout, which pads rows and slices: a
32x32 D16 cube in a 64 KiB swizzle has 16384-byte slices, not 2048, and a
128x128 one has 512-byte rows and 64 KiB slices. Each region in record
now takes the layer's LinearLayerOffset plus the mip's linear offset and
its pitch as the row length, for both the slices copied from a live
depth surface and the ones detiled from guest memory. The staging buffer
grows to the padded size, keeping the buffer it replaces alive for
copies already recorded, and a mismatch says which geometry it saw.
2026-10-14 19:21:26 +02:00
2026-08-03 20:02:52 +03:00

About

Tool for automatic executables porting to Linux and Windows.

Web converter - files stay on your device.

anyps5_collage1

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

libraries shaders

progress map

Progress history

* 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.

Languages
C++ 91.6%
Python 5.6%
CMake 2.5%
JavaScript 0.2%