JJenkxandClaude Opus 5.5 eab4fef05c fix(tests): start the Audio3d PS4-process child through a wide command on Windows
guest_audio3d_port reruns its own executable from a temporary
directory, and built the command from directory.string() and argv[0]
for std::system. Under a TEMP with characters outside the active code
page the narrow command lost them, cmd.exe could not change into the
directory, and the test aborted at "the PS4 process checks must pass".
On Windows the command is now built from directory.wstring() and the
module's own path from GetModuleFileNameW, and run with _wsystem, as
the console identity test does.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-31 09:30:47 -04:00
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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.

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 throw a C++ exception, usually std::runtime_error. An exception that nothing catches prints its what() to stderr and ends the process.

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++ 91.6%
Python 5.7%
CMake 2.4%
JavaScript 0.2%