Addresses the #12591 review. Because the Windows image ORs page permissions, refuse a congruent overlap when one segment is executable and the other writable and the later segment does not start on a page boundary, which would otherwise share a read-write-execute page; the rule is applied on both loaders so their acceptance decision matches. Bound the congruence check to the file-backed part of the overlap and compare spans rather than walking the implicit zero bytes of a large bss overlap. Expand test_executable_segments.py: byte-congruent tail and bss overlaps accepted with their trimmed sizes and no output overlap; a write-execute overlap refused at an unaligned boundary and accepted at an aligned one with the Windows image carrying no write-execute section; differing bytes, an overlap past the later end, a non-zero file byte over the later segment's bss, and a shared start address refused; and a no-overlap control. Keep only the PPSA ids in the relinker.md note. Co-Authored-By: Claude Opus 4.8 <[email protected]>
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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.
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 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.