HotSpot makes its stack guard zones with an RW protect of the lowest pages of the thread's stack, then PROT_NONE, as it commits them on native Windows (os::pd_create_stack_guard_pages, then os::guard_memory). Below a host stack's guard page such a protect was only recorded, so the pages stayed reserved: they could not be written after the RW protect, and the zones never held. A protect of reserved pages that starts at the bottom of the reserve and stops short of the guard page now commits and protects them. The guard page and the reserve above the range stay as they are, so the stack still grows through the guard down to it, and the stack limit in the TEB still follows the committed stack. Windows moves the guard down by committing the pages below it as read/write guard pages, committed or not. The zones therefore hold until the stack is within one guard region of them (three pages on GitHub's runners), and the pages the guard reaches then come in read/write. The test checks both, and the debt entry says so.
About
Tool for automatic executables porting to Linux and Windows.
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.
License
This project is licensed under the GNU General Public License version 2 only.