sceNpRegisterStateCallback and sceNpRegisterStateCallbackA stored nothing, the unregister calls always succeeded and sceNpCheckCallback did nothing, so a title that waits for its NP state callback never learned the user's state. #1277 reports that Minecraft Preview (PPSA19639) needs the callback (stop 2). sceNpRegisterStateCallbackA now keeps up to 8 callbacks and returns the slot plus 1. A null callback returns INVALID_ARGUMENT, a callback that is already registered CALLBACK_ALREADY_REGISTERED and a ninth one CALLBACK_MAX (0x8055001D). sceNpUnregisterStateCallbackA returns INVALID_ARGUMENT for an id outside 1..8 and CALLBACK_NOT_REGISTERED for an empty slot. The legacy sceNpRegisterStateCallback keeps one callback with the same errors. The rules follow shadPS4 src/core/libraries/np/np_manager.cpp @15abf68c9b52 (RegisterStateCallbackA and UnregisterStateCallbackAById L857-L901, the legacy pair L981-L1005, ORBIS_NP_STATE_CALLBACK_MAX L36) and np_error.h L38. Each registration is marked pending. sceNpCheckCallback takes the pending registrations under the lock and calls them after releasing it, on the calling thread, with SIGNED_OUT for the initial user 0x10000000. For the A form this follows KytyPS5 src/libs/network.cpp @9e41d8320a27 (NpRegisterStateCallbackA L4021-L4034 marks the registration pending, NpCheckCallback L3959-L3974 delivers it once). KytyPS5 never calls the legacy callback (NpRegisterStateCallback and NpUnregisterStateCallback, L4009-L4019, do nothing). The legacy callback is called as (user, SIGNED_OUT, nullptr, userdata), as in shadPS4, which passes an NpId only for SIGNED_IN (L823, L938-L940). shadPS4 queues SIGNED_OUT from the user service login event instead (DispatchPendingNpStateCallbacks L903-L962), and the same event calls the reachability callback once with UNAVAILABLE (L922-L931, L959-L961). The reachability callback is still not called here. These differences and the unmeasured console behaviour are recorded in docs/dev/debt/libSceNpManager.md. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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.