Two defects found in review of the Linux delivery: A raise right after scePthreadCreate reached the new thread before RunThread set currentThread, so scePthreadSelf() in the handler adopted a second handle, and could deadlock on glibc's thread lock when the signal interrupted pthread_getattr_np. The creator now blocks all signals around the std::thread construction, so the child starts with them blocked, and RunThread restores the creator's mask once the thread is registered, as libthr does. A raise in that window stays pending and is delivered just before the entry runs. A handler that set reserved MXCSR bits made rt_sigreturn fail with SIGSEGV. The MXCSR the handler leaves is now masked with the frame's MXCSR_MASK (0xffbf when it reads 0), as FreeBSD's fpusetregs does, on both platforms; Windows also keeps CONTEXT.MxCsr equal to FltSave.MxCsr. guest_raise_exception raises right after each of 50 thread creations and checks scePthreadSelf() in the handler, and its context round trip sets a reserved MXCSR bit and FZ and checks that only FZ is kept. AI-assisted: yes Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01LwJx7AHrSUaMGSpEGhL1Kb
About
Tool for automatic executables porting to Linux and Windows.
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
* 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.
Dreaming Sarah (2D platformer) runs at a stable 60 fps on a GTX 1050 Ti / i5-7500 3.4GHz.
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
See the game compatibility list for tested games and known issues.
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.