A slice of a depth array target (DB_DEPTH_VIEW SLICE_START) offset its depth and stencil addresses but kept the array's DB_HTILE_DATA_BASE as its HTILE. Every slice then shared slice 0's metadata: a fast clear of slice 0's HTILE cleared every slice, and a clear of any other slice's HTILE matched none. A slice's HTILE now starts at the base plus the slice times one slice's pipe-aligned metadata, as addrlib addresses it (sliceSize * slice in Gfx10Lib::HwlComputeHtileAddrFromCoord; HtileMetadataBytes is that slice size). The recognized HTILE clear kernel now reports the bytes it clears, 16 per thread (global_store_dwordx4 at the thread index << 4), and a surface takes the clear when that range covers its HTILE, as a DMA_DATA fill does; a clear over a whole array still clears every slice. Uncharted: Legacy of Thieves Collection (PPSA05684) renders its sun shadow cascades into the four slices of a 2048x2048 D16 array; each slice's HTILE lies 256 KiB after the previous one.
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.