Yunus Shaikh c54854b2bd fix(agc): find a view's region when the cached address space dissolves after UploadPrepare
UploadFinish dissolves the cached address space when an import was
retired after the space was built. The space's base regions are then
merged with the build's own regions, which since readsOverBase may
overlap them. owner() searched the merged list for the region with the
greatest begin, a base region of one mapping, so a read-only V# merged
into an own region that began earlier was bound through it again:

  guest buffer view 0x1f0390c1c4+0x10c1cc exceeds its GPU owner
  0x1f03900000-0x1f03910000 (buffer 0, direct 1, mirror 0)

The dissolve now notes when the merged list overlaps, and owner() then
looks back for a region that holds the whole range. The test's third
build retires the imports between UploadPrepare and UploadFinish.
2026-10-14 02:38:14 -07:00
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

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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.

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%