Lindamea1andClaude Opus 5.5 6206c230c4 fix(libSceSaveData.native): count PS5 save data in 64 KiB blocks, at most 16384
The PS5 references count save data differently from the PS4: SharpEmu
uses a 64 KiB block, and SharpEmu and KytyPS5 allow 48 to 16384 blocks
per save, which at 64 KiB a block is 3 MiB to 1 GiB, the PS4's byte
range. The module used the PS4 values, 32 KiB blocks and a 32768-block
maximum. At 64 KiB a block, sceSaveDataDirNameSearch and
sceSaveDataGetMountInfo therefore counted up to twice the blocks a
save's files use, and a save without a recorded size reported 32768
blocks, which is 2 GiB.

The search test now expects 64 KiB blocks and the 16384 maximum, and
the block accounting gets its own technical debt entry.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-19 16:49:19 +01:00
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.

License

This project is licensed under the GNU General Public License version 2 only.

S
Description
Tool for automatic PS5 executables porting to Linux and Windows
Readme GPL-2.0
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v0.1.2
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2026-10-18 21:51:30 -05:00
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