The title's sce_sys/trophy2/trophyNN.ucp is read on first use with a bounds-checked .ucp reader and a small JSON reader. tropconf.json gives each trophy's grade, group, hidden and reward flags, platinum and unlock condition, and tropmeta_<tag>.json its texts in the console language, then en-US, then the file's default language. Contexts remember their user and service label, so the queries find the file. The trophy, group and game queries report these names, grades, groups and counts, list every trophy and group, and give progressive trophies their target. Unlocks are not recorded yet, so every trophy reports as locked and nothing is written to the host. A missing file is ignored and a malformed one is logged once; either way the queries keep their placeholders. A JSON document that nests deeper than 64 levels or holds more than 1048576 values counts as malformed, which keeps the parsed values to about 140 MiB.
About
Tool for automatic executables porting to Linux and Windows.
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.