On Windows a test that returns from main ends through exit and ExitProcess, which kills every other thread before the prx static destructors run at DLL_PROCESS_DETACH. Detached host threads (the driver's async log thread, libkernel's file watch thread, ...) die holding winpthreads and queue locks, and a destructor that then locks a mutex, waits for the dead logger or destroys a condition variable never returns: the test prints its last line and hangs until the CTest timeout (#6791). Every test executable now wraps main on MinGW. After main returns the wrapper runs the executable's own exit handlers and static destructors (_cexit), as exit does today, flushes the streams and ends the process with LibcTerminate_nid_no_patch, the path the guest exit already takes. That flushes the driver log while its thread is alive and calls TerminateProcess, so no DLL_PROCESS_DETACH work runs after the threads are gone. The libc shutdown callbacks are not run, as on a plain return from main on Linux. A test that does not load libc.prx returns as before.
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.