scePadOpen returned the standard pad's handle for a special port (type 2) as well, and scePadGetHandle found it there. Both ports then read the one input queue, so a press queued between two frames could be drained by the special port's read and never reach the standard port. PPSA16827 (Harmony's Odyssey) opens both ports for the initial user and reads both every frame, also polling controller information and device class data for the special one. Special ports now return DEVICE_NOT_CONNECTED (0x80920007) from scePadOpen, as scePadOpenExt already does because the host has no special controller, and scePadGetHandle has no handle for them. TechnicalDebt's scePadOpenExt entry now covers both calls. guest_pad opens a special port before and after the standard one and expects DEVICE_NOT_CONNECTED, and DEVICE_NO_HANDLE from scePadGetHandle for the special port while the standard handle stays valid. It fails on main. PPSA16827 over 130 s of its title screen: 6812 scePadRead, 3408 scePadGetControllerInformation and 3406 scePadDeviceClassParseData calls before, two reads of the same queue per frame; 2702 reads, one information call and no parse calls after. |
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| cmake | ||
| core | ||
| docs | ||
| tools | ||
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| CMakeLists.txt | ||
| CONTRIBUTING.md | ||
| LICENSE | ||
| README.md | ||
README.md
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.