RickandClaude Opus 5.5 bb95e44e9c fix(libSceAudiodec): decode HE-AAC as the console does
ui_enable_heaac was ignored and FFmpeg applied Parametric Stereo, so an
HE-AAC v2 stream decoded to 48 kHz stereo whatever the flag: 2048
samples in 2 channels per frame, and ERROR_INVALID_PCM_SIZE for a PCM
buffer sized for the console's output. The console returns the 24 kHz
mono core with HE-AAC disabled, and SBR output at 48 kHz in one channel
with it enabled.

AAC access units now reach FFmpeg without their ADTS header, with an
AudioSpecificConfig built from the header or from the raw parameters.
With HE-AAC disabled it signals SBR as absent. With HE-AAC enabled SBR
stays implicit, and a mono stream that FFmpeg decodes to two channels
is reopened with SBR present and Parametric Stereo absent. The new test
decodes fdk-aac HE-AAC v2 and HE-AAC stereo streams, ADTS and raw, with
HE-AAC on and off; it aborts on main.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-13 17:41:48 +02:00
2026-08-03 20:02:52 +03:00

About

Tool for automatic executables porting to Linux and Windows.

Online converter - files stay on your device.

Discord

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.

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
255 MiB
0 Stars 1 Watchers 0 Forks
v0.1.2
Latest
2026-10-18 21:51:30 -05:00
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