JJenkxandClaude Opus 5.5 e4d512bbbd feat(libSceJson2): implement sce::Json::Array::pop_front
Graven (PPSA09614) imports sce::Json::Array::pop_front()
(pPs3qZTZQvQ) from one call site of its executable, and no built
library exported it, so tools/import_audit.py lists it as absent and
the loader stops before the title starts.

pop_front removes the first element and destroys it, like clear does
for every element. On an empty array it throws std::out_of_range, as
front and back do here; the console's result there is unverified and
listed in the debt file.

guest_json pops both elements of a two-element copy, checks the
remaining element and the empty array, and expects the throw on a
third pop.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 21:32:45 -04:00
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 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.

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Python 5.4%
CMake 2.3%
JavaScript 0.3%