dantdmdarealguy dc31bdea09 test(libkernel): measure the remapped direct memory charge in the test process
CheckRemappedDirectMemoryIsChargedOnce compared the system-wide commit
total (K32GetPerformanceInfo) before and after mapping, unmapping and
remapping 256 MiB of direct memory, and required the growth to stay under
384 MiB in one of three attempts. Every other process on the host changes
that total, so guest_memory failed at GuestMemory.cpp:2164 whenever a
parallel test or a compiler committed and freed more than 128 MiB during
each attempt.

Measure the private and shared commit of the test process instead
(PrivateUsage and SharedCommitUsage of PROCESS_MEMORY_COUNTERS_EX2), which
covers both the private resident run and the direct memory section. The
remap grows it by 265 MiB on every run, so the attempts are dropped.
2026-10-24 18:29:20 -05:00
2026-08-03 20:02:52 +03:00

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 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 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++ 91.7%
Python 5.7%
CMake 2.3%
JavaScript 0.2%