The framer's tests check its sites, stub bytes and moved displacements, but nothing yet showed that framed code survives a write below rsp. red_zone_framer_execution frames synthetic leaves with FrameRedZoneFunctions in a writable and executable buffer, writes the moved displacements and the stubs as Conversion.cpp and the trampoline builders do, and calls each leaf with the trap flag set. A SIGTRAP handler fills [rsp-0x80, rsp) of the interrupted context at every instruction, as Windows exception dispatch may. Five leaves each loop over slots they spilled, so a clobbered slot changes the result: #5640's frameless shape, a leaf reaching 0x28 below rsp, a leaf that also reads its saved rbx at +0x10 (moved in place), a leaf that takes the address of a slot below rsp (shifted by the whole red zone), and the inflate_fast-shaped leaf that allocates with sub after six pushes. Each must return the right value unframed without the clobber and a wrong one with it, and the right value framed with it. The test is built and registered on Linux x86-64 only; elsewhere its main returns 77.
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 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.
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.