9327713d3a fix(libSceLibreSsl): give EC keys libSceLibreSsl3's reference layout
libSceLibreSsl3 forwards EC_KEY_new, EC_KEY_new_by_curve_name and
EC_KEY_free here, while its EC_KEY_up_ref increments the counter at
offset 48 of LibreSSL 4.0.0's 64-byte EC_KEY. On the 8-byte keys of the
previous commit, that write lands past the end of the key.

Keys now have that layout and LibreSSL 2.5.4 EC_KEY_new's defaults:
version 1, uncompressed conversion form, the group in its group slot
and the reference count, starting at one, at offset 48. EC_KEY_free
decrements it atomically and frees the key at zero or below, as
LibreSSL does.
libSceLibreSsl3's interface and code are unchanged.

Co-authored-by: Ahmad Mujahid <[email protected]>
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-03 09:14:47 +01:00
…
…

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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.

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 shader forms decoded, counted from the code implemented in 7 days

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 throw a C++ exception, usually std::runtime_error. An exception that nothing catches prints its what() to stderr and ends the process.

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.

Languages
C++ 91.8%
Python 5.5%
CMake 2.4%
JavaScript 0.2%