On Linux, glibc maps the stack of every guest thread near the top of the host address space (around 0x7fff00000000). On the console, application stacks lie inside the application area below 0xFC00000000, and guest code relies on that: ChakraCore's garbage collector indexes a 4 MiB table with address >> 18, so it only covers addresses below 1 TiB and reports Js::OutOfMemoryException for a stack above it. Map each guest thread's stack with DoMapAnon, which allocates from the guest arena, behind a PROT_NONE guard page, and pass it to pthread_attr_setstack. The stack is freed after a join; the stack of a detached thread is freed once its host thread is gone from /proc/self/task. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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| .github | ||
| 3rdparty | ||
| cmake | ||
| core | ||
| demo/web | ||
| docs | ||
| tools | ||
| .gitignore | ||
| .gitmodules | ||
| CMakeLists.txt | ||
| CONTRIBUTING.md | ||
| LICENSE | ||
| README.md | ||
README.md
About
Tool for automatic executables porting to Linux and Windows.
Online 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.
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.