Texture creation logged one stdout line per texture and per mip through WriteLogLine, which formatted with the mingw printf and flushed every line on the queue worker (about 786k lines in a 25 minute cave run). AsyncLog keeps a bounded queue and a logger thread. AGC_LOG_DEFERRED captures numeric arguments on the caller and formats them on the logger thread; WriteLogLine hands finished lines to a per-module sink in libc/LogMacros.hpp that AgcDriver installs, so all AgcDriver stdout lines keep their order and are written one flush per batch. A full queue blocks the caller, so no line is dropped. Flush runs on driver failure, shutdown and at exit. APS5_LOG_SYNC=1 restores the synchronous path. Identical "deferred write-back failed" notes are printed three times per 10 s and then counted into one "repeated N more times" line. A "[log] 10 s" line reports lines, bytes, caller time and logger time (APS5_LOG_STATS=0 hides it).
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.