The panel was fixed at OverlayMetrics::Columns, 27 columns, and always kept rows for the frame-time graph. OverlayContent now carries its column count and whether it has a graph, and the panel's width, height, fit test and scale come from them. ComposeOverlay still fills 27 columns with a graph, so the existing panel is drawn as before, line for line. LayOutOverlay refuses a panel with no columns, a graph on a panel narrower than its 120 frames, and frame times on a panel without a graph. The 5x7 font gains %, +, -, _, J, Q, Y and Z, from the same HD44780 character set as its other glyphs, and OverlayFontCharacters lists every character it can draw. Tests: every listed character has a glyph no wider than 5 pixels, non-empty unless it is the space, and unlike any other; characters outside the list are refused; a 48-column panel without a graph is laid out and scaled at 1280x720, 1920x1080, 3840x2160 and 320x180; a 140-column panel at 3840x2160 shrinks from scale 5 to 4; a too-long line, a 20-column graph and frame times without a graph are refused.
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.